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TextWrapped

Definition


-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:308
function M.TextWrapped(string_fmt, ...)
  if string_fmt == nil then log("E", "", "Parameter 'string_fmt' of function 'TextWrapped' cannot be nil, as the c type is 'const char *'") ; return end
  string_fmt = formatStringIfArgs(string_fmt, ...)
  imgui.TextWrapped(string_fmt)
end

Callers

@/lua/ge/extensions/util/stepHandler.lua
    for i, step in ipairs(taskData.steps) do
      im.TextWrapped(string.format("%s%d - %s",taskData.currentStep == i and "ACTIVE " or "", i, step.name or "Unnamed Step"))
      im.Text(dumps(step))
    end
    im.TextWrapped(dumpsz(taskData.data, 3))
    if not taskData.active  then im.EndDisabled() end
@/lua/ge/extensions/core/vehicle/manager.lua
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1))
    im.TextWrapped("/!\\ THIS TOOL IS OBSOLETE /!\\")
    im.PopStyleColor()
    im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
    im.TextWrapped("Please use the following command line argument instead:")
    im.PopStyleColor()
    im.PushStyleColor2(im.Col_Text, im.ImVec4(0.3, 1, 0.3, 1))
    im.TextWrapped("-debugVehicleLoading")
    im.PopStyleColor()
@/lua/ge/extensions/gameplay/drift/drift.lua
          im.PushStyleColor2(im.Col_Text, im.ImVec4(historyData.color[1], historyData.color[2], historyData.color[3], historyData.color[4]))
          im.TextWrapped(historyData.name)
          im.PopStyleColor()
@/lua/ge/extensions/gameplay/drift/display.lua
    im.Text("Drift display")
    im.TextWrapped(dumps(guiData))
    im.End()
@/lua/ge/extensions/editor/flowgraph/welcome.lua
    im.PushTextWrapPos(im.GetCursorPosX() +  math.max(minWrap,math.min(im.GetContentRegionAvailWidth(), maxWrap-43)))
    im.TextWrapped(lowerTxt)
    im.PopTextWrapPos()
  headerText('Introduction')
  im.TextWrapped("Welcome to the Flowgraph Editor! You can use it to create gameplay, experiments, and other interactive content for BeamNG. If you're new, there are examples you can check out below.")
  im.Dummy(im.ImVec2(0,1))
  im.Dummy(im.ImVec2(0,1))
  im.TextWrapped("Please keep in mind, while the Flowgraph Editor is in a good shape and can already be used to create new content, it is still WIP. That means projects that work now may not work after another update in the future.")
  im.Dummy(im.ImVec2(0,5))
  headerText('Basic Examples')
  im.TextWrapped("These are some simple examples you can check out to learn about Flowgraph. They showcase basic concepts of the Editor, such as creating and editing nodes, or working with the state system.")
  im.Dummy(im.ImVec2(0,1))
  im.Dummy(im.ImVec2(0,1))
  im.TextWrapped("You can find more examples in the Examples Window when you have a project opened.")
  im.Dummy(im.ImVec2(0,5))
  headerText('Advanced Examples')
  im.TextWrapped("These are some more complex examples, containing many states and nodes. Take a look and discover the full potential of the Flowgraph Editor.")
  im.Dummy(im.ImVec2(0,5))
@/lua/ge/extensions/editor/missionEditor/genericTypeData.lua
      --if im.TreeNode1("missing00") then
        im.TextWrapped("These Variables are not present in the Flowgraph but in the Mission Editor.")
        im.Columns(3)
      if im.TreeNode1("mismatchVars##Type Mismatch Variables: " .. #self._sortedVars.mismatch) then
        im.TextWrapped("These Variables are present in the Flowgraph, but have not the same type as in the Mission Editor.")
        im.Columns(3)
      if im.TreeNode1("correctVars##Correct Variables: " .. #self._sortedVars.found) then
        im.TextWrapped("These Variables are the same in the Flowgraph and in the Mission Editor.")
        im.Columns(2)
      if im.TreeNode1("othrVars##Other Variables: " .. #self._sortedVars.other) then
        im.TextWrapped("These Variables are only present in the Flowgraph, but not in the mission Editor.")
        --im.SetColumnWidth(0,50)
        im.PushTextWrapPos(200 * editor.getPreference("ui.general.scale"))
        im.TextWrapped(gameplay_missions_missions.getMissionStaticData(mType)["description"] or "No Description")
        im.PopTextWrapPos()
@/lua/ge/extensions/gameplay/util/crashDetection.lua
                im.PushStyleColor2(im.Col_Text, im.ImVec4(series.color[1], series.color[2], series.color[3], series.color[4] or 1))
                im.TextWrapped(series.displayName)
                im.PopStyleColor()
@/lua/ge/extensions/util/screenshotCreator.lua
          im.PushStyleColor2(im.Col_Text, imVec4Yellow)
          im.TextWrapped(string.format("Correct size for vehicles thumbnails are 500 * 281 and you have chosen %i * %i", getCurrentResolution()[1], getCurrentResolution()[2]))
          im.PopStyleColor()

        im.TextWrapped("This tab is used to override the procedural camera placement per model and/or config, during the generation of thumbnails")
        im.TextWrapped("A vehicle config's camera will override its model camera")
        im.TextWrapped("This tab is used to override the procedural camera placement per model and/or config, during the generation of thumbnails")
        im.TextWrapped("A vehicle config's camera will override its model camera")

        im.TextWrapped("The ")
        local _, _, camName = getFinalCameraPosAndRotForVehicle(getPlayerVehicle(0), currConfigName)
        im.SameLine()
        im.TextWrapped(camName)
        im.PopStyleColor()
        im.SameLine()
        im.TextWrapped(" will be used for the spawned config.")
        im.Dummy(im.ImVec2(1, 10))
          im.SameLine()
          im.TextWrapped("Current vehicle is your own 'default' vehicle. Spawn a vehicle from the vehicle selector (Will be fixed)")
          im.PopStyleColor()
                im.SameLine()
                im.TextWrapped("Current vehicle config has a custom camera")
                if im.Button("Set camera to config camera") then
                im.SameLine()
                im.TextWrapped("Current vehicle config doesn't have a custom camera")
              end
              if cameraConfigs.vehCamConfig and cameraConfigs.vehCamConfig.configCamEnabled then
                im.TextWrapped("Vehicle config's manual camera overrides the vehicle model camera. Since the current vehicle config camera is enabled, this window is deactivated")
              else
                  im.SameLine()
                  im.TextWrapped("Current model has a custom camera")
                  if im.Button("Set camera to model camera") then
                  im.SameLine()
                  im.TextWrapped("Current model doesn't have a custom camera")
                end
@/lua/ge/extensions/editor/missionPlaybook.lua

    im.TextWrapped(txt)
  end
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
      if #missionsList == 0 then
        im.TextWrapped("No convertible missions found in the current level's crawl directory.")
        im.TextWrapped("Missions must contain both bounds.sites.json and race.race.json files.")
        im.TextWrapped("No convertible missions found in the current level's crawl directory.")
        im.TextWrapped("Missions must contain both bounds.sites.json and race.race.json files.")
      else
      im.Separator()
      im.TextWrapped("This tool will convert:")
      im.BulletText("bounds.sites.json → boundary file")
@/lua/ge/extensions/gameplay/drift/sounds.lua
      im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.1, 0.1, 1))
        im.TextWrapped("-This is *not* a 1 to 1 simulation, many things are wrong.")
      im.PopStyleColor()
@/lua/ge/extensions/editor/missionEditor/progressSingle.lua
  else
    im.TextWrapped(dumps(self.formattedSaveData))
  end
@/lua/ge/extensions/editor/util/editorElementHelper.lua
  im.SetColumnWidth(2,undoWidth)
  im.TextWrapped(e.label)
  if e.displayOptions.tooltip then
local function decoHeaderDraw(e, ctd) im.PushFont3("cairo_regular_medium") im.TextColored(e.color, e.text) im.PopFont() end
local function decoTextDraw(e, ctd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
@/lua/ge/extensions/editor/driftDataEditor.lua
  im.BeginChild1("driftSpots", im.GetContentRegionAvail(), 1)
  im.TextWrapped("Drift spots in the current level: ")
  for spotId, spotData in pairs(currDriftSpots) do
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
  im.Columns(2) im.SetColumnWidth(0,columnWidth)
  im.TextWrapped(e.label)
  if e.displayOptions.tooltip then
local function decoHeaderDraw(e, mtd) im.PushFont3("cairo_regular_medium") im.TextColored(e.color, e.text) im.PopFont() end
local function decoTextDraw(e, mtd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
@/lua/ge/extensions/gameplay/missions/missionManager.lua
    for i, step in ipairs(taskData.steps) do
      im.TextWrapped(string.format("%s%d - %s",taskData.currentStep == i and "ACTIVE " or "", i, step.name or "Unnamed Step"))
      im.Text(dumps(step))
    end
    im.TextWrapped(dumpsz(taskData.data, 3))
    if not taskData.active  then im.EndDisabled() end
@/lua/ge/extensions/editor/assetManagementTool.lua
  if not isGamePathSameAsUserPath() then
    imgui.TextWrapped("ATTENTION: your userpath is not the same as game path, it must be set so the files are moved and link files are created properly to be committed on SVN. You can set it with -nouserpath command line argument")
    return
@/lua/ge/extensions/editor/roadNetworkExporter.lua
    im.Text("OpenDrive (.xodr) Export:")
    im.TextWrapped("Exports current level road network as an OpenDrive .xodr file.\nBeamNG might look frozen while the export is in progress.")
    im.Text("OpenStreetMap (.osm) Export:")
    im.TextWrapped("Exports current level road network as an OpenStreetMap .osm file.\nBeamNG might look frozen while the export is in progress.")
    im.Text("SUMO (.xml) Export:")
    im.TextWrapped("Exports current level road network as an SUMO .xml file.\nBeamNG might look frozen while the export is in progress.")
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imDialogue.lua
    im.PushTextWrapPos(im.GetCursorPosX() + (self.data.wrapSize or 500))
    im.TextWrapped((self.pinIn.description.value or "Desc"))
    im.PopTextWrapPos()
@/lua/ge/extensions/editor/flowgraph/examples.lua
      if example.data.description then
        im.TextWrapped(example.data.description)
        ui_flowgraph_editor.tooltip(example.data.description)
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/elemental/imText.lua
  im.PushTextWrapPos(avail.x)
  im.TextWrapped(tostring(self.pinIn.text.value))
  im.PopTextWrapPos()
@/lua/ge/extensions/editor/util/vehicleSelectUtil.lua

    im.TextWrapped("Custom Config (Optional)")
    im.NextColumn()
@/lua/ge/extensions/util/maptiles.lua
    im.Image(texObj.texId, im.ImVec2(300, 300))
    im.TextWrapped(hoverTooltip)
  end
@/lua/ge/extensions/editor/flowgraph/history.lua
        im.PushStyleColor2(im.Col_Text, disabledColor)
        im.TextWrapped(self.mgr.history[i].title)
        im.PopStyleColor()
        im.NextColumn()
        im.TextWrapped(self.mgr.history[i].title)
        if im.IsItemClicked() then goToHistory = i end
        im.NextColumn()
        im.TextWrapped(self.mgr.history[i].title)
        if im.IsItemClicked() then goToHistory = i end
@/lua/ge/extensions/editor/trafficManager.lua

          im.TextWrapped('Tip: If you want, you can create a number variable named "currentId" in the flowgraph to use this vehicle as input. Same with "playerId", for the ego vehicle. Ensure that you link the variables to nodes.')
        end
        else
          im.TextWrapped("Object list is empty; click the Add button and select a traffic signal object in the world.")
        end
@/lua/ge/extensions/gameplay/drift/scoring.lua
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.1, 1))
        im.TextWrapped("-Combo")
        im.PopStyleColor()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.1, 1))
          im.TextWrapped("-Curr. tier bonus score x10")
        im.PopStyleColor()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(0.1, 0.3, 1, 1))
          im.TextWrapped("-Score per frame without tier x10")
        im.PopStyleColor()
        im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.1, 0.1, 1))
        im.TextWrapped("-Score per frame with tier x10")
        im.PopStyleColor()
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
    if currInstance.tempGroupList and currInstance.tempGroupList[2] then
      im.TextWrapped(table.concat(currInstance.tempGroupList, ", "))
    end
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
    im.HeaderText("Source Selection")
    im.TextWrapped("Choose a driveline source to begin editing:")
    im.Spacing()
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
  string_fmt = formatStringIfArgs(string_fmt, ...)
  imgui.TextWrapped(string_fmt)
end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
  if saveSettings.infoText ~= "" then
    im.TextWrapped(saveSettings.infoText)
    im.Separator()
  if #currentCheckpointList == 0 then
    im.TextWrapped(translateLanguage("ui.trackBuilder.checkpoints.info", "If you don't add any checkpoints, they will be automatically created when playing this track through the Time Trials game mode."))
  else
@/lua/ge/extensions/editor/assetDeduplicator.lua
      end
      im.PushTextWrapPos(); im.TextWrapped(leftPath or "-"); im.PopTextWrapPos()
    else
      end
      im.PushTextWrapPos(); im.TextWrapped(rightPath or "-"); im.PopTextWrapPos()
    else
@/lua/ge/extensions/editor/shapeEditor.lua
    if not shapePrev:ImGui_Image(renderSize[1],renderSize[2]) then
      im.TextWrapped("\r\n\r\nPlease select a TSStatic (shape) object in the scene tree or asset browser and use the 'Open in Shape Editor' button to open it here.")
      editor.endWindow()
@/lua/ge/extensions/editor/perfProfiler.lua
    im.BeginChild1("rchild",im.ImVec2(500,500))
    im.TextWrapped("Start a new Recording")
    im.TextWrapped("For best Results:")
    im.TextWrapped("Start a new Recording")
    im.TextWrapped("For best Results:")
    im.BulletText("Start Recording directly after loading Level after starting the game")
@/lua/ge/extensions/editor/flowgraph/references.lua
          im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
          im.TextWrapped(tostring(categoryData.category))
          im.TableNextColumn()
          im.TableNextColumn()
          im.TextWrapped(string.format("%-3d", categoryData.nodeTypeAmount))
          im.TableNextColumn()
          im.TableNextColumn()
          im.TextWrapped(string.format("(%.2f", (categoryData.nodeTypeAmount / self.nodeStatistics.usedNoteTypeAmount) * 100) .. "%%)")
          im.TableNextColumn()
          im.TableNextColumn()
          im.TextWrapped(tostring(categoryData.nodeInstancesAmount))
          im.TableNextColumn()
          im.TableNextColumn()
          im.TextWrapped(string.format("(%.2f", (categoryData.nodeInstancesAmount / self.nodeStatistics.usedNodeInstances) * 100) .. "%%)")
          im.TableNextColumn()
          im.SameLine()
          im.TextWrapped(pin.name)
          im.TableNextColumn()
          im.TableNextColumn()
          im.TextWrapped(pin.description or "This pin has no description.")
          im.TableNextColumn()
          if i == 1 then
            im.TextWrapped("-")
            im.TableNextColumn()
            im.TableNextColumn()
            im.TextWrapped("-")
            im.TableNextColumn()
          im.SameLine()
          im.TextWrapped(pin.name)
          im.TableNextColumn()
          im.TableNextColumn()
          im.TextWrapped(pin.description or "This pin has no description.")
          im.TableNextColumn()
          if i == 1 then
            im.TextWrapped("-")
            im.TableNextColumn()
            im.TableNextColumn()
            im.TextWrapped("-")
            im.TableNextColumn()
        im.SetCursorPosY(im.GetCursorPosY() + 4)
        im.TextWrapped(ui_flowgraph_editor.getBehaviourDescription(behaviour))
        im.SetCursorPosY(im.GetCursorPosY() - 4)
        im.SameLine()
        im.TextWrapped(tostring(p.projectFile))
        im.TableNextColumn()
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/vehicleAction.lua
    else
      im.TextWrapped(#vehicleActionMaps[self.model].sorted .. " Actions loaded.")
    end
  else
    im.TextWrapped("Select a model to load vehicle specific actions.")
  end
    im.NextColumn()
    im.TextWrapped(self.action.origName or "")
    im.NextColumn()
    im.NextColumn()
    im.TextWrapped(self.action.title or "")
    im.NextColumn()
    im.NextColumn()
    im.TextWrapped(self.action.desc or "")
    im.NextColumn()
    im.NextColumn()
    im.TextWrapped(self.action.onDown or "")
    im.NextColumn()
    im.NextColumn()
    im.TextWrapped(self.action.onChange or "")
    im.NextColumn()
    im.NextColumn()
    im.TextWrapped(self.action.onUp or "")
    im.NextColumn()
@/lua/ge/extensions/editor/levelValidator.lua
          end
          im.TextWrapped(displayMessage)
          im.PopTextWrapPos()
@/lua/ge/extensions/editor/missionEditor.lua
          im.PushTextWrapPos(200 * editor.getPreference("ui.general.scale"))
          im.TextWrapped(gameplay_missions_missions.getMissionStaticData(mType)["description"] or "No Description")
          im.PopTextWrapPos()