GE Lua Documentation

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ShowHelpMarker

Definition


-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:239

  -- Helper functions
    -- Imgui Helper

  function M.ShowHelpMarker(desc, sameLine)
    if sameLine == true then M.SameLine() end
    M.TextDisabled("(?)")
    if M.IsItemHovered() then
      M.BeginTooltip()
      M.PushTextWrapPos(M.GetFontSize() * 35.0)
      M.TextUnformatted(desc)
      M.PopTextWrapPos()
      M.EndTooltip()
    end
  end

Callers

@/lua/ge/extensions/editor/materialEditor.lua
  if tooltip then
    im.ShowHelpMarker(tooltip, true)
  end
  if tooltip then
    im.ShowHelpMarker(tooltip, true)
  end
    if version > 1 then
      im.ShowHelpMarker("Choose if to use the old material system, or the newer one based on Physically Based Rendering.\n" ..
      "In v1.5, BaseColor must be in sRGB colorspace, while other textures must be in linear colorspace.\n" ..
    elseif version < 1.5 then
      im.ShowHelpMarker("Choose if to use the old material system, or the newer one based on Physically Based Rendering.\n" ..
      "In v1 all textures are expected to be in sRGB colorspace", true)
    im.TextUnformatted("Est. size")
    im.ShowHelpMarker("Displays the estimated total GPU memory used by all textures in this material.\nActual usage varies with the MIP levels currently loaded.\nFor detailed statistics use Performance Graph GPU Memory Profiling (CTRL + SHIFT + F).", true)
    im.NextColumn()
      im.TextUnformatted("Preview Meshes")
      im.ShowHelpMarker("RMB: Orbit view\nScroll Wheel (+ Ctrl): Zoom view\nShift + RMB: Move sun" , true)
      im.SameLine()
@/lua/ge/extensions/util/groundModelDebug.lua
            end
            im.ShowHelpMarker('This parameter sets the depth of the surface fluid in meters.', true)
            if im.SliderFloat("dragAnisotropy", v.cdata.dragAnisotropy, 0, 1, "%.2f") then
            end
            im.ShowHelpMarker('Upwards/Downwards drag anisotropy. This creates a lifting or sinking effect on the node when it slides through the surface fluid.', true)
            if im.SliderFloat("flowBehaviorIndex", v.cdata.flowBehaviorIndex, 0, 5.0, "%.2f") then
            end
            im.ShowHelpMarker('Determines the speed sensitive drag effect. If <1 then fluid is Pseudoplastic (ketchup, whipped cream, paint) and has less drag coefficient at high speeds. If =1 then fluid is Newtonian, having equal drag coefficient at any speed. If >1 then fluid is Dilatant, having higher drag coefficient at high speeds.', true)
            if im.SliderFloat("fluidDensity", v.cdata.fluidDensity, 0, 50000, "%.0f") then
            end
            im.ShowHelpMarker('Density of the surface fluid (kg/m^3).', true)
            if im.SliderFloat("hydrodynamicFriction", v.cdata.hydrodynamicFriction, 0, 0.01, "%.4f") then
            end
            im.ShowHelpMarker("This friction coefficient is used to add some extra friction as sliding velocity increases. This is useful for replicating fluid viscosity or speed sensitive friction effects of somewhat fluid-like ground types (soft dirt, sand, mud). If you decide that you'll simulate the fluid like behavior with the more complex fluid physics below, then just set this to 0.", true)
            -- if im.InputText("name", v.cdata.name) then
            end
            im.ShowHelpMarker('False = No skidmarks, True = Skidmarks.', true)
            if im.SliderFloat("slidingFrictionCoefficient", v.cdata.slidingFrictionCoefficient, 0.1, 1.5, "%.2f") then
            end
            im.ShowHelpMarker('Static friction keeps you in the same place when you are stopped on a hill. This friction coefficient is usually higher than sliding friction.', true)
            if im.SliderFloat("strength", v.cdata.strength, 0, 2, "%.2f") then
            end
            im.ShowHelpMarker('This parameter raises or diminishes surface friction in a generic way. It is here so as to be able to do quick calibrations of friction. Start with having this to 1.0 and after tuning the rest of the surface variables, come back and play with this.', true)
            if im.SliderFloat("stribeckVelocity", v.cdata.stribeckVelocity, 0, 7.5, "%.2f") then
            end
            im.ShowHelpMarker('The stribeck velocity defines the shape of the static-sliding friction curve. A small stribeck velocity will cause an abrupt change from static to sliding friction, a large stribek velocity will make a slower transition that will feel more "sticky". The inverse (1 / stribeck velocity) is often described as "stribeck coefficient". Reference values can be found in either form, so make sure not to confuse them when looking up reference data.', true)
            im.TreePop()
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
  im.TextUnformatted("Material Properties")
    im.ShowHelpMarker("When using the Upgraded Material System, all textures must be of the same size specified in the TextureSet properties. \n" ..
    "Base Texture must be in sRGB colorspace. Other textures must be in linear colorspace.\n" ..
@/lua/ge/extensions/ui/console.lua
    im.SameLine()
    im.ShowHelpMarker(helpstr, false) --broken, goes billow text
    im.SameLine()
@/lua/ge/extensions/editor/assetBrowser.lua
  im.PopStyleColor()
  im.ShowHelpMarker("Hit RMB on one of your saved filters in order to open a context menu", true)
  if var.savedSearchesOpen == true then
    im.TextUnformatted("Mesh preview")
    im.ShowHelpMarker("Doubleclick = focus obj\nMMB = pan cam\nRMB = orbit cam \nScroll wheel = zoom\nCtrl + Scroll wheel = fast zoom", true)
    im.SameLine()