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ProgressBar

Definition


-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:370
function M.ProgressBar(float_fraction, ImVec2_size_arg, string_overlay)
  if ImVec2_size_arg == nil then ImVec2_size_arg = M.ImVec2(-FLT_MIN,0) end
  -- string_overlay is optional and can be nil
  imgui.ProgressBar(float_fraction, ImVec2_size_arg, string_overlay)
end

Callers

@/lua/ge/extensions/editor/trafficSignalsEditor.lua

          im.ProgressBar(currTime / maxTime, im.ImVec2(im.GetContentRegionAvailWidth(), 0))
          im.TableNextColumn()
@/lua/ge/extensions/flowgraph/nodes/gameplay/countdown.lua
  builder:Middle()
  im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
  if not self.running then
@/lua/ge/extensions/flowgraph/nodes/debug/testDynamic.lua
  builder:Middle()
  im.ProgressBar(self.timer / 5, im.ImVec2(50, 0))
end
@/lua/ge/extensions/editor/biomeTool.lua
    if errCode == 0 then
      imgui.ProgressBar(progressPercent, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0), string.format("%d%%", progressPercent * 100))
    end
    if errCode == 0 then
      imgui.ProgressBar(progressPercent, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0), string.format("%d%%", progressPercent * 100))
    end
    if errCode == 0 then
      imgui.ProgressBar(progressPercent, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0), string.format("%d%%", progressPercent * 100))
    end
@/lua/ge/extensions/editor/assetManagementTool.lua
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
    imgui.Text(message)
    imgui.ProgressBar(progress, imgui.ImVec2(imgui.GetContentRegionAvailWidth(), 0))
    imgui.Spacing()
@/lua/ge/extensions/flowgraph/nodes/logic/rateLimit.lua
  if self.pinIn.input.value then
    im.ProgressBar((self.pinIn.input.value - self.time) / self.pinIn.input.value, im.ImVec2(50, 0))
  end
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
    im.Text("  no data")
    im.ProgressBar(0, im.ImVec2(200, 0), "")
  else
    local progress = (proximityData.timer or 0) / math.max(1e-12, proximityData.duration or 1)
    im.ProgressBar(progress, im.ImVec2(200, 0), string.format("%.1f/%.1fs", proximityData.timer or 0, proximityData.duration or 0))
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdown.lua
  builder:Middle()
  im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
  if not self.running then
@/lua/ge/extensions/flowgraph/nodes/logic/frameDelay.lua
  builder:Middle()
  im.ProgressBar(self.pinIn.frames.value and (self.counter / self.pinIn.frames.value) or 0, im.ImVec2(50,0))
  if im.SmallButton("Reset") then
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/vehicleStoppedNearPlane.lua
  if self.pinIn.duration.value == nil then return end
  im.ProgressBar(self.timer / math.max(1e-12, self.pinIn.duration.value), im.ImVec2(50,0))
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdownSynced.lua
      local progress = math.max(0, math.min(1, waitedTime / totalWaitTime))
      im.ProgressBar(progress, im.ImVec2(100,0))
    else
    else
      im.ProgressBar(0, im.ImVec2(100,0))
    end
  elseif self.running then
    im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
    im.Text("Running")
  else
    im.ProgressBar((self.duration - self.timer) / self.duration, im.ImVec2(100,0))
    if self.done then
@/lua/ge/extensions/flowgraph/nodes/logic/wait.lua

  im.ProgressBar(self.timer / math.max(1e-12, self.pinIn.duration.value), im.ImVec2(50,0))
  if im.SmallButton("Reset") then
@/lua/ge/extensions/editor/resourceChecker.lua
    if getProgress() then
      im.ProgressBar(getProgress()/100, im.ImVec2(300* im.uiscale[0], 0))
      im.SameLine()
            im.PushStyleColor2(im.Col_PlotHistogram, colors[key])
            im.ProgressBar(b/total, im.ImVec2(w, 0))
            im.PopStyleColor(1)
          local w = im.GetContentRegionAvailWidth()
          im.ProgressBar(usedT/usedTotal, im.ImVec2(w, 0), "Textures")
          im.Spacing()
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownUtils.lua
  if state == STATE_COUNTDOWN_RUNNING then
    im.ProgressBar((duration - timer) / duration, im.ImVec2(100,0))
    im.Text("Running")
  elseif state == STATE_FINISHED then
    im.ProgressBar(1, im.ImVec2(100,0))
    im.Text("Done")
  else
    im.ProgressBar(0, im.ImVec2(100,0))
    im.Text("Waiting")
@/lua/ge/extensions/flowgraph/nodes/logic/timedTrigger.lua
  builder:Middle()
  im.ProgressBar(self.timer / self.data.duration, im.ImVec2(50,0))
  im.SameLine()
  im.Text("%0.1f", self.data.duration-self.timer)
  im.ProgressBar(self.reset / self.data.resetTimer, im.ImVec2(50,0))
  im.SameLine()
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/vehicleStoppedNearPos.lua
  if self.pinIn.duration.value == nil then return end
  im.ProgressBar(self.timer / math.max(1e-12, self.pinIn.duration.value), im.ImVec2(50,0))
end
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
  -- string_overlay is optional and can be nil
  imgui.ProgressBar(float_fraction, ImVec2_size_arg, string_overlay)
end
@/lua/common/extensions/ui/imguiWire.lua

--known problems: swallows nil's: `c.ProgressBar(0.4, nil, "FOO")` > `c.ProgressBar(0.4, "FOO")`

--known problems: swallows nil's: `c.ProgressBar(0.4, nil, "FOO")` > `c.ProgressBar(0.4, "FOO")`