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ImGuiTextFilter_PassFilter

Definition


-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:1914
function M.ImGuiTextFilter_PassFilter(ImGuiTextFilter_ctx, string_text, string_text_end)
  -- string_text_end is optional and can be nil
  if string_text == nil then log("E", "", "Parameter 'string_text' of function 'PassFilter' cannot be nil, as the c type is 'const char *'") ; return end
  return ImGuiTextFilter_ctx:PassFilter(string_text, string_text_end)
end

Callers

@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua
            if self:variablePinFilter(var,'in') then
              --if im.ImGuiTextFilter_PassFilter(self.nodeFilter,"Get " ..  nm) and showGet then
                self:displayVariable(var ,menuPos, true, true)
            if self:variablePinFilter(var,'out') then
              --if im.ImGuiTextFilter_PassFilter(self.nodeFilter,"Set " ..  nm) and showSet then
                self:displayVariable(var ,menuPos, false, true)
            if self:variablePinFilter(var,'in') then
              --if im.ImGuiTextFilter_PassFilter(self.nodeFilter,"Get " ..  nm) and showGet then
                self:displayVariable(var,menuPos, true, false)
            if self:variablePinFilter(var,'out') then
              --if im.ImGuiTextFilter_PassFilter(self.nodeFilter,"Set " ..  nm) and showSet then
                self:displayVariable(var,menuPos, false, false)
@/lua/ge/extensions/editor/iconOverview.lua
    for k,v in pairs(icons) do
      if imgui.ImGuiTextFilter_PassFilter(filter, v) then
        if i % itemsPerRow ~= 0 then imgui.SameLine() end
@/lua/ge/extensions/editor/materialEditor.lua
  for k, v in pairs(materialObjectNames) do
    if im.ImGuiTextFilter_PassFilter(matFilter, v) and v then
      if options and options.textFilterResultsWithSameFirstCharAtTop == true and #textFilterString > 0 and string.startswith(string.lower(v), textFilterString) then
@/lua/ge/extensions/editor/toolUtilities/materialSelectionMgr.lua

      if objId ~= emptyStr and isInFilter and im.ImGuiTextFilter_PassFilter(simSetNameFilter, objId) then
        local mat = scenetree.findObject(objId)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
  for _,file in ipairs(saveSettings.trackNames) do
    if im.ImGuiTextFilter_PassFilter(loadFilesFilter, file) then
      if im.Button(file) then
@/lua/ge/extensions/editor/assetManagementTool.lua
      for i = 1, #record.paths do
        if imgui.ImGuiTextFilter_PassFilter(searchFilter, record.paths[i]) then
          hasMatch = true

      if imgui.ImGuiTextFilter_PassFilter(searchFilter, record.targetPath)
        or imgui.ImGuiTextFilter_PassFilter(searchFilter, record.hash) then
      if imgui.ImGuiTextFilter_PassFilter(searchFilter, record.targetPath)
        or imgui.ImGuiTextFilter_PassFilter(searchFilter, record.hash) then
        hasMatch = true
@/lua/ge/extensions/editor/dynamicDecals/brushes.lua
local function checkFilter_brush(name)
  if im.ImGuiTextFilter_PassFilter(brushTextFilter, name) then
    return true
@/lua/ge/extensions/editor/dynamicDecals/layerTypes/decal.lua
      for name, _ in pairs(sMeshes) do
        if im.ImGuiTextFilter_PassFilter(meshesFilter, name) then
          local enabled = meshes == nil or tableContains(meshes, name)
@/lua/ge/extensions/editor/api/genericInspector.lua
    for _, val in ipairs(fields) do
      if imgui.ImGuiTextFilter_PassFilter(self.fieldNameFilter, val.name) then
        passFilter = true
@/lua/ge/extensions/editor/preferences.lua
    for i = 1, #subCat.items do
      if (imgui.ImGuiTextFilter_PassFilter(prefItemNameFilter, subCat.items[i].label)
        or imgui.ImGuiTextFilter_PassFilter(prefItemNameFilter, subCat.items[i].name))
      if (imgui.ImGuiTextFilter_PassFilter(prefItemNameFilter, subCat.items[i].label)
        or imgui.ImGuiTextFilter_PassFilter(prefItemNameFilter, subCat.items[i].name))
        and not subCat.items[i].hidden
@/lua/ge/extensions/editor/dynamicDecals/textures.lua
  local basename = fileName:match("(.+)%..+")
  if im.ImGuiTextFilter_PassFilter(textureFilter, basename) then
    return true
@/lua/ge/extensions/editor/flowgraph/overview.lua
      if node.nodeType ~= "macro/integrated" then
        if im.ImGuiTextFilter_PassFilter(self.filter, tostring(node.id)) or im.ImGuiTextFilter_PassFilter(self.filter, node.name) or self.passedGraphIds[node.graph.id] then
          local txt = node.name
      if node.nodeType ~= "macro/integrated" then
        if im.ImGuiTextFilter_PassFilter(self.filter, tostring(node.id)) or im.ImGuiTextFilter_PassFilter(self.filter, node.name) or self.passedGraphIds[node.graph.id] then
          local txt = node.name
    -- Check if the graph passes the filter
    if im.ImGuiTextFilter_PassFilter(self.filter, graph.name) then
      self.passedGraphIds[id] = true
      for _, node in pairs(graph.nodes) do
        if node.nodeType ~= "macro/integrated" and im.ImGuiTextFilter_PassFilter(self.filter, node.name) then
          self.passedGraphIds[id] = true
    -- Check if the graph passes the filter
    if im.ImGuiTextFilter_PassFilter(self.filter, graph.name) then
      self.passedGraphIds[id] = true
      for _, node in pairs(graph.nodes) do
        if node.nodeType ~= "macro/integrated" and im.ImGuiTextFilter_PassFilter(self.filter, node.name) then
          self.passedGraphIds[id] = true
@/lua/ge/extensions/editor/forestEditor.lua
    for i, dbName in ipairs(dataBlockNames) do
      if im.ImGuiTextFilter_PassFilter(dataBlockNameFilter, dbName) then
        dbIsVisible = true
@/lua/ge/extensions/editor/dynamicDecals/colorPresets.lua
  if not color.name then return true end
  if im.ImGuiTextFilter_PassFilter(searchFilter, color.name) then
    return true
@/lua/ge/extensions/editor/sceneTree.lua
    if searchNodeMode == SearchMode_Name then
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, node.displayName) then
        node.filterResult = searchMatches[1]
      end
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, node.name) then
        node.filterResult = node.filterResult + searchMatches[2]
    elseif searchNodeMode == SearchMode_ID then
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, tostring(node.id)) then
        node.filterResult = searchMatches[3]
    elseif searchNodeMode == SearchMode_PersistentID then
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, tostring(node.persistentId)) then
        node.filterResult = searchMatches[4]
    elseif searchNodeMode == SearchMode_Class then
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, node.className) then
        node.filterResult = searchMatches[5]
    elseif searchNodeMode == SearchMode_All then
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, node.displayName) then
        node.filterResult = searchMatches[1]
      end
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, node.name) then
        node.filterResult = node.filterResult + searchMatches[2]
      end
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, tostring(node.id)) then
        node.filterResult = node.filterResult + searchMatches[3]
      end
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, tostring(node.persistentId)) then
        node.filterResult = node.filterResult + searchMatches[4]
      end
      if imgui.ImGuiTextFilter_PassFilter(instance.nameFilter, node.className) then
        node.filterResult = node.filterResult + searchMatches[5]
@/lua/ge/extensions/editor/inspector.lua
    for _, val in ipairs(fields) do
      if imgui.ImGuiTextFilter_PassFilter(inspectorInfo.fieldNameFilter, val.name) then
        passFilter = true
      for i = 1, #dynFields do
        if imgui.ImGuiTextFilter_PassFilter(inspectorInfo.fieldNameFilter, dynFields[i]) then
          passedFilter = true
@/lua/ge/extensions/editor/dynamicDecals/settings.lua
    for name, id in pairs(materialsMapMaterialNameToMaterialIdx) do
      if im.ImGuiTextFilter_PassFilter(materialsFilter, name) then
        local enabled = tableContains(materialIndices, id)
    for name, enabled in pairs(sMeshes) do
      if im.ImGuiTextFilter_PassFilter(meshesFilter, name) then
        if im.Checkbox(string.format("##%s_shapeMesh_%d_checkbox", widgetId, i), editor.getTempBool_BoolBool(enabled)) then
@/lua/ge/extensions/editor/api/valueInspector.lua
        local objName = objInfo.name
        if objName ~= "" and imgui.ImGuiTextFilter_PassFilter(simSetNameFilter, objName) or not objInfo.className then
          local isSelected = (fieldValue == objName) or (fieldValue == "" and not objInfo.className)
        if filterTypeIndex == 1 then
          filterPassed = imgui.ImGuiTextFilter_PassFilter(simSetNameFilter, objName)
        else
            local tag = obj:getField("materialTag", tostring(tagId))
            if tag and imgui.ImGuiTextFilter_PassFilter(simSetNameFilter, tag) then
              filterPassed = true
      for i, dbName in ipairs(dataBlockNames) do
        if imgui.ImGuiTextFilter_PassFilter(dataBlockNameFilter, dbName) then
          dbIsVisible = true
@/lua/ge/extensions/editor/dynamicDecals/docs.lua
    else
      if not im.ImGuiTextFilter_PassFilter(filter, child.name) then
        table.remove(section.children, i)
  -- There's no child in this section anymore. Check if the section itself passes the filter, else remove it from its parent.
  if #section.children == 0 and parentSection and not im.ImGuiTextFilter_PassFilter(filter, section.name) then
    table.remove(parentSection.children, index)
@/lua/ge/extensions/editor/windows.lua
      for _, name in pairs(windows) do
        if im.ImGuiTextFilter_PassFilter(filter, name) then
          im.TextUnformatted(name)
@/lua/ge/extensions/editor/assetBrowser.lua
local function directoryFilterCheck(dir)
  if im.ImGuiTextFilter_PassFilter(var.assetViewFilter, dir.name) then
    return true
local function assetPathCheck(asset)
  if im.ImGuiTextFilter_PassFilter(var.assetViewFilter, asset.path) then
    return true
local function assetFileNameCheck(asset)
  if im.ImGuiTextFilter_PassFilter(var.assetViewFilter, asset.fileName) then
    return true
local function assetFileTypeNameCheck(asset)
  if im.ImGuiTextFilter_PassFilter(var.assetViewFilter, asset.fileType) then
    return true
local function checkDirs(dir)
  if im.ImGuiTextFilter_PassFilter(var.assetViewFilter, dir.name) then
    table.insert(var.filteredDirs, dir)
    for k,set in pairs(dir.textureSets) do
      if im.ImGuiTextFilter_PassFilter(var.assetViewFilter, set.name) then
        table.insert(var.filteredTextureSets, set)