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BeginTabItem

Definition


-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:990
function M.BeginTabItem(string_label, bool_p_open, ImGuiTabItemFlags_flags)
  -- bool_p_open is optional and can be nil
  if ImGuiTabItemFlags_flags == nil then ImGuiTabItemFlags_flags = 0 end
  if string_label == nil then log("E", "", "Parameter 'string_label' of function 'BeginTabItem' cannot be nil, as the c type is 'const char *'") ; return end
  return imgui.BeginTabItem(string_label, bool_p_open, ImGuiTabItemFlags_flags)
end

Callers

@/lua/ge/extensions/util/screenshotCreator.lua
    if im.BeginTabBar("main Menu##") then
      if im.BeginTabItem('Output') then
        if isDefaultConfig() then
      end
      if im.BeginTabItem("Models selection") then
        if im.SmallButton("Player Vehicle Model") then
      end
      if im.BeginTabItem("Manual controls") then
      if runDone then im.PushStyleColor2(im.Col_Text, imVec4Red) end
      if im.BeginTabItem("Last run review") then
        if im.Button("Open user's vehicle folder") then
@/lua/ge/extensions/editor/trafficDebug.lua
    if im.BeginTabBar("Traffic Debug Modes") then
      if im.BeginTabItem("General", nil) then
        drawTab = drawGeneralTab
      end
      if im.BeginTabItem("Vehicles", nil) then
        drawTab = drawVehiclesTab
@/lua/ge/extensions/editor/visualization.lua
    if im.BeginTabBar("decal editor##") then
      if im.BeginTabItem("Debug") then
        tabNo = 1
      end
      if im.BeginTabItem("Visible") then
        tabNo = 2
      end
      if im.BeginTabItem("Selectable") then
        tabNo = 3
@/lua/ge/extensions/editor/dynamicDecals/browser.lua
        textureBrowserCurrentTab = k
        if im.BeginTabItem(tab.name .. "##Tab") then
          tab.guiFn()
@/lua/ge/extensions/editor/dataBlockEditor.lua
        local inExistingTab = false
        if im.BeginTabItem("Existing") then
          im.BeginChild1("Existing_Child", im.ImVec2(0, 0), false)
        end
        if im.BeginTabItem("New") then
          im.BeginChild1("New_Child", im.ImVec2(0, 0), false)
@/lua/ge/extensions/editor/roadSpline.lua
      if im.BeginTabBar("RoadSplineTabs") then
        if im.BeginTabItem("Layers") then
          selectedTab = 0
        end
        if im.BeginTabItem("Painting") then
          selectedTab = 1
@/lua/ge/extensions/editor/missionEditor.lua
      end
      if im.BeginTabItem('Mission Properties', nil, selectTab) then
        M.lastTabItemShown = 'Mission Properties'
      end
      if im.BeginTabItem('Setup Modules', nil, selectTab) then
        M.lastTabItemShown = 'Setup Modules'
      end
      if im.BeginTabItem('Mission Type Data', nil, selectTab) then
        M.lastTabItemShown = 'Mission Type Data'
        end
        if im.BeginTabItem(tab.tabName, nil, selectTab) then
          M.lastTabItemShown = tab.tabName
@/lua/ge/extensions/editor/aiTests.lua
    if im.BeginTabBar("AI Test Modes") then
      if im.BeginTabItem("Route") then
        tabRoute()
      end
      if im.BeginTabItem("AI Vehicles") then
        tabParams()
@/lua/ge/extensions/editor/flowgraph/legend.lua
    if item.open[0] then
      if im.BeginTabItem(item.name..'##'..item.id, item.open) then
        im.Text(item.name .. cp)
@/lua/ge/extensions/editor/roadArchitect.lua
    if im.BeginTabBar("Tooltabs1") then
      if im.BeginTabItem("Roads") then
        selectedTab = 1
      end
      if im.BeginTabItem("Junctions") then
        selectedTab = 2
      end
      if im.BeginTabItem("Groups") then
        selectedTab = 3
      end
      if im.BeginTabItem("Options") then
        selectedTab = 4
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua
    if im.BeginTabBar("##tabs") then
      if im.BeginTabItem("Single Flexmesh") then
        renderSingleFlexmeshUI()
      end
      if im.BeginTabItem("All Flexmeshes") then
        renderAllFlexmeshesUI()
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
    if im.BeginTabBar("##tabs") then
      if im.BeginTabItem("Nodes") then
        im.Spacing()
      end
      if im.BeginTabItem("Beams") then
        im.Spacing()
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
    if im.BeginTabBar("Controller Definition Tabs##ctrlDefinitions") then
      if im.BeginTabItem("Types") then
        tabCtrlDefinitionTypes()
      end
      if im.BeginTabItem("States") then
        tabCtrlDefinitionStates()
    if im.BeginTabBar("Signal Tools") then
      if im.BeginTabItem("Signals", nil, tabFlags[1]) then
        tabInstances()
      end
      if im.BeginTabItem("Controllers", nil, tabFlags[2]) then
        tabControllers()
      end
      if im.BeginTabItem("Sequences", nil, tabFlags[3]) then
        tabSequences()
      end
      if im.BeginTabItem("Simulation", nil, tabFlags[4]) then
        tabSimulation()
@/lua/ge/extensions/editor/driftDataEditor.lua
      if im.BeginTabBar("mp_tabs##") then
        if im.BeginTabItem("Drift stunt zones editor") then
          driftStuntZonesEditor()
        end
        if im.BeginTabItem("Drift spots editor") then
          driftSpotsEditor()
@/lua/ge/extensions/editor/resourceChecker.lua
      if im.BeginTabBar("tabsAssets") then
        if im.BeginTabItem("Overview", nil, im.TabItemFlags_None) then
          local breakdown = resExplorer[2]
        end
        if im.BeginTabItem("Detailed View", nil, im.TabItemFlags_None) then
          local filesFlat = resExplorer[6] and resExplorer[6].files
    if im.BeginTabBar("tabs") then
      if im.BeginTabItem("Materials Verification", nil, im.TabItemFlags_None) then
        matTab()
      end
      if im.BeginTabItem("Resources Explorer", nil, im.TabItemFlags_None) then
        resTab()
      end
      if im.BeginTabItem("Asset Stats", nil, im.TabItemFlags_None) then
        statsTab()
@/lua/ge/extensions/editor/raceEditor.lua
        end
        if im.BeginTabItem(window.windowDescription, nil, flags) then
          if currentWindow.windowDescription ~= window.windowDescription then
@/lua/ge/extensions/editor/sidewalkSpline.lua
      if im.BeginTabBar("SidewalkSplineTabs") then
        if im.BeginTabItem("Sidewalk Kit") then
          selectedTab = 0
        end
        if im.BeginTabItem("Distribution") then
          selectedTab = 1
        end
        if im.BeginTabItem("Terrain") then
          selectedTab = 2
@/lua/ge/extensions/editor/decalSpline.lua
          local tabName = "Comp "..tostring(compIdx)
          if im.BeginTabItem(tabName) then
            selectedComponentTab = compIdx
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
  if string_label == nil then log("E", "", "Parameter 'string_label' of function 'BeginTabItem' cannot be nil, as the c type is 'const char *'") ; return end
  return imgui.BeginTabItem(string_label, bool_p_open, ImGuiTabItemFlags_flags)
end
@/lua/ge/extensions/editor/assetManagementTool.lua
      if devMode then
        if imgui.BeginTabItem("Duplicated Assets") then
          duplicatedAssetsUi()

      if imgui.BeginTabItem("Link Checker") then
        linkCheckerUi()

      if imgui.BeginTabItem("Delinker") then
        delinkerUi()

      if imgui.BeginTabItem("Relinker") then
        relinkerUi()

      if imgui.BeginTabItem("Naming Checker") then
        assetNamingCheckerUi()
@/lua/ge/extensions/editor/trafficManager.lua
    if im.BeginTabBar("Vehicles Tab##trafficManager") then
      if im.BeginTabItem("Vehicle Selector##trafficManager") then
        tabVehicleSelector()
      end
      if im.BeginTabItem("Vehicle Manager##trafficManager") then
        tabVehicleManager()
@/lua/ge/extensions/editor/decalEditor.lua
    if im.BeginTabBar("decal editor##") then
      if im.BeginTabItem("Templates") then
        displayTemplates()
      end
      if im.BeginTabItem("Instances") then
        displayInstances()
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
      end
      if im.BeginTabItem("Static Editor", nil, staticEditorFlag) then
        -- Change editor mode on clicking tab
      end
      if im.BeginTabItem("Live Editor", nil, liveEditorFlag) then
        -- Change editor mode on clicking tab
@/lua/ge/extensions/editor/forestEditor.lua
    if im.BeginTabBar("ForestEditorTabBar") then
      if im.BeginTabItem("Brushes##Tab") then
        if var.selectedTab == var.enum_tabType.meshes then
      end
      if im.BeginTabItem("Meshes##Tab") then
        if var.selectedTab == var.enum_tabType.brushes then
@/lua/ge/extensions/editor/particleEditor.lua
    local flags = editor.isDataBlockDirty(currentEmitter) and im.TabItemFlags_UnsavedDocument or 0
    if im.BeginTabItem("Emitter", nil, flags) then
      if im.BeginCombo("##emitter", string.format("%s (%s)", currentEmitter:getName(), currentEmitter:getField("particles", ""))) then
    local flags = (currentParticle and editor.isDataBlockDirty(currentParticle)) and im.TabItemFlags_UnsavedDocument or 0
    if im.BeginTabItem("Particle", nil, flags) then
      if im.BeginCombo("##particle", currentParticle and currentParticle:getName() or "") then
@/lua/ge/extensions/gameplay/statistic.lua
    if im.BeginTabBar("shapeeditor##") then
      if im.BeginTabItem("module") then
        im.TextUnformatted("activity: "..dumps(currentActivity))
      end
      if im.BeginTabItem("entries") then
        for k,v in pairs(fileData.entries) do
      end
      if im.BeginTabItem("entries career") then
        --im.TextUnformatted("save : "..dumps(type(fileNameCareer))..dumps(string.len(fileNameCareer or "") )..dumps(fileNameCareer))
      end
      if im.BeginTabItem("callback") then
        if im.TreeNode1("callbacks general") then
@/lua/ge/extensions/editor/rendererComponents.lua
      local title = entry.title or entry.name or ""
      if im.BeginTabItem(title, nil, im.TabItemFlags_None) then
        renderSettingsTab(entry, tabName)
    if im.BeginTabBar("settings") then
      -- if im.BeginTabItem("Bloom", nil, im.TabItemFlags_None) then
      --   renderBloomTab()

      if im.BeginTabItem("Depth of Field", nil, im.TabItemFlags_None) then
        renderDepthOfFieldTab()

      if im.BeginTabItem("HDR", nil, im.TabItemFlags_None) then
        renderHDRLightingTab();

      if im.BeginTabItem("Light Rays", nil, im.TabItemFlags_None) then
        renderLightRaysTab()

      if im.BeginTabItem("Motion Blur", nil, im.TabItemFlags_None) then
        local mb = scenetree.PostFxMotionBlur

      if im.BeginTabItem("Bloom", nil, im.TabItemFlags_None) then
        local mb = scenetree.PostEffectBloomObject
@/lua/ge/extensions/editor/biomeTool.lua
  if imgui.BeginTabBar("BiomeToolTabBar") then
    if imgui.BeginTabItem("Level Biome##Tab") then
      imgui.PushStyleVar2(imgui.StyleVar_FramePadding, framePadding)
    end
    if imgui.BeginTabItem("Biome Areas##Tab") then
      imgui.PushStyleVar2(imgui.StyleVar_FramePadding, framePadding)
@/lua/ge/extensions/editor/sitesEditor.lua
      for _, window in ipairs(windows) do
        if im.BeginTabItem(window.windowDescription) then
          if currentWindow.windowDescription ~= window.windowDescription then
@/lua/ge/extensions/editor/assemblySpline.lua
      if im.BeginTabBar("AssemblySplineTabs") then
        if im.BeginTabItem("Assembly Kit") then
          selectedTab = 0
        end
        if im.BeginTabItem("Distribution") then
          selectedTab = 1
        end
        if im.BeginTabItem("Terrain") then
          selectedTab = 2
@/lua/ge/extensions/editor/meshSpline.lua
      if im.BeginTabBar("MeshSplineTabs") then
        if im.BeginTabItem("Components") then
          selectedTab = 0
        end
        if im.BeginTabItem("Distribution") then
          selectedTab = 1
        end
        if im.BeginTabItem("Terrain") then
          selectedTab = 2
@/lua/ge/extensions/editor/shapeEditor.lua
    if im.BeginTabBar("shapeeditor##") then
      if im.BeginTabItem("Details") then
        if im.Checkbox("Force detail", forceDetail) then
      end
      if im.BeginTabItem("Render") then
        mod = false
      end
      if im.BeginTabItem("Nodes") then
        local nodes = shapePrev:getNodes()
      end
      if beamng_buildtype=="INTERNAL" and im.BeginTabItem("Sequence") then
        if shapeInfo.sequences then
      end
      if im.BeginTabItem("Material") then
        local mname = shapePrev:getMaterialNames()
      end
      if shapePrev.createMeshLOD and im.BeginTabItem("LOD WIP") then
        if highestDetail == -1 then
@/lua/ge/extensions/editor/dynamicDecals/fonts.lua

      if im.BeginTabItem("Info##FontPreviewTab") then
        if im.BeginTable('FontPreviewTableInfoTable', 2) then

      if im.BeginTabItem("Atlas##FontPreviewTab") then
        im.BeginChild1("FontPreviewAtlasChild")

      if im.BeginTabItem("Glyphs##FontPreviewTab") then
        if im.Checkbox("Mark missing glyphs", editor.getTempBool_BoolBool(editor.getPreference("dynamicDecalsTool.fonts.markMissingGlyphs"))) then

      if header.sdf and im.BeginTabItem("Atlas SDF##FontPreviewTab") then
        im.BeginChild1("FontPreviewSDFAtlasChild")

      if header.sdf and im.BeginTabItem("Glyphs SDF##FontPreviewTab") then
        if im.Checkbox("Mark missing glyphs", editor.getTempBool_BoolBool(editor.getPreference("dynamicDecalsTool.fonts.markMissingGlyphs"))) then
@/lua/ge/extensions/editor/masterSpline.lua
      if im.BeginTabBar("MasterSplineTabs") then
        if im.BeginTabItem("Layers") then
          selectedTab = 0
        end
        if im.BeginTabItem("Terrain") then
          selectedTab = 1
        end
        if im.BeginTabItem("Optimization") then
          selectedTab = 2
        end
        if im.BeginTabItem("Generation") then
          selectedTab = 3
@/lua/ge/extensions/editor/rallyEditor.lua

          if im.BeginTabItem(tabName, nil, flags) then
            if not programmaticTabSelect and currentWindow.windowDescription ~= window.windowDescription then