ImVec4
Definition
-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:25
--===
--=== struct ImVec4 ===
function M.ImVec4(x, y, z, w)
return imgui.ImVec4(x, y, z, w)
end
Callers
@/lua/common/extensions/ui/imguiUtils.lua
posY = posY or (imgui.GetWindowPos().y + imgui.GetCursorPosY())
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX - 4, posY), imgui.ImVec2(posX + 4, posY) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX, posY - 4), imgui.ImVec2(posX, posY + 4) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX - 4, posY), imgui.ImVec2(posX + 4, posY) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
imgui.ImDrawList_AddLine(imgui.GetWindowDrawList(), imgui.ImVec2(posX, posY - 4), imgui.ImVec2(posX, posY + 4) , imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 0.75)))
end
if val.active then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.5, 1, 0.5, 1))
else
else
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.6, 0.6, 0.6, 1))
end
if tsize == 0 then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 0.7, 1))
imgui.Text('{empty}')
if data then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 1, 0.7, 1))
else
else
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.7, 0.7, 1))
end
elseif type(data) == 'number' then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 1, 1))
imgui.Text(tostring(data))
if string.len(data) == 0 then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.7, 0.7, 1))
imgui.Text('{empty string}')
else
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.7, 1, 1))
imgui.Text(tostring(data))
if ctype == 'float3' then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 1, 1, 1))
imgui.Text(string.format('float3(%g,%g,%g)', data.x, data.y, data.z))
else
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.8, 0.5, 1))
imgui.Text('class instance: ' .. tostring(ctype))
elseif type(data) == 'function' then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(0.7, 0.6, 0.4, 1))
getlocal(data)
@/lua/ge/suspensionFrequencyTester.lua
local b = 0.4
imgui.TextColored(imgui.ImVec4(r, g, b, 1), string.format("%i m/Hz", sumPerHz))
end
imgui.PushStyleColor2(imgui.Col_PlotLines, imgui.ImVec4(1, 1, 1, 1))
imgui.PlotLines1("##"..node.name, ampArray, numPixels, 0, nil, 0, maxAmpl, imgui.ImVec2(contentWidth, 60))
imgui.SetCursorPos(imgui.ImVec2(xPos, startCursorPosY))
local color = (i % 2 == 0) and imgui.ImVec4(1, 1, 1, 1) or imgui.ImVec4(0.6, 0.6, 0.6, 1)
imgui.TextColored(color, string.format("%.2fHz", freq))
imgui.SetCursorPos(imgui.ImVec2(xPos, startCursorPosY))
local color = (i % 2 == 0) and imgui.ImVec4(1, 1, 1, 1) or imgui.ImVec4(0.6, 0.6, 0.6, 1)
imgui.TextColored(color, string.format("%.2fHz", freq))
@/lua/ge/extensions/editor/driftDataEditor.lua
if driftSpotsUnsavedChanges then
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0, 0, 1))
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/moveVehicleToStartposition.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceRequestRecovery.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/mission/postClean.lua
C.name = 'Mission Post Clean'
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.description = "Cleans up after a mission."
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
im.HeaderText("Source Selection")
im.TextColored(im.ImVec4(1, 0, 0, 1), "Error: " .. self.loadError)
im.Spacing()
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 1, 1), "(help)")
im.tooltip("- Click nodes to select\n- Drag to move nodes\n- Click curve: Insert node\n- Click free space: Add to nearest end\n- DELETE: Remove node")
elseif self.calculatedRaceDistance == false then
im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No start/finish positions found")
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua
im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Vehicle Aero Forces")
im.Columns(2, "Data")
im.PushItemWidth(100)
im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Axle Configuration")
im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Axle Aero Forces")
im.Columns(2, "Data")
@/lua/ge/extensions/editor/missionEditor/additionalAttributes.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local noTranslation = "No Translation found!"
@/lua/ge/extensions/editor/biomeTool.lua
progressStr = "Error: " ..var.forestBrushTool:getBiomeErrorStr()
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
buttonText = "Ok"
progressStr = "Error: " ..var.forestBrushTool:getBiomeErrorStr()
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
buttonText = "Ok"
if imgui.BeginPopupModal("No Brush Selected!") then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
imgui.TextUnformatted("Please make brush selection!")
if imgui.BeginPopupModal("No Lasso Areas!") then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
imgui.TextUnformatted("Please create at least one lasso area!")
imgui.BeginChild1("CentralBrushesCentralPopup"..layerType..layerID, imgui.ImVec2(imgui.GetContentRegionAvail().x, imgui.GetContentRegionAvail().y - 50), imgui.WindowFlags_ChildWindow)
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
local isNoneBrushSelected = isForestBrushTempSelected(layerType, layerID, noneBrushItemName, enum_forestBrushItemZone.central)
imgui.BeginChild1("FalloffBrushesCentralPopup"..layerType..layerID, imgui.ImVec2(imgui.GetContentRegionAvail().x, imgui.GetContentRegionAvail().y - 50), imgui.WindowFlags_ChildWindow)
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
imgui.PushStyleColor2(imgui.Col_Button, (isForestBrushTempSelected(layerType, layerID, noneBrushItemName, enum_forestBrushItemZone.falloff)) and var.buttonColor_active or var.buttonColor_inactive)
if imgui.BeginPopupModal("No Brush Selected!##Edge") then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
imgui.TextUnformatted("You need to select a border brush element!")
imgui.BeginChild1("EdgeBrushesPopup"..layerType..layerID, imgui.ImVec2(imgui.GetContentRegionAvail().x, imgui.GetContentRegionAvail().y - 50), imgui.WindowFlags_ChildWindow)
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
local isNoneBrushSelected = isForestBrushTempSelected(layerType, layerID, noneBrushItemName, enum_forestBrushItemZone.central)
imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PopStyleColor()
local p2 = imgui.ImVec2(imgui.GetCursorPos().x + 150 + 32, imgui.GetCursorPos().y + 30 + 32)
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1, p2, imgui.GetColorU322(imgui.ImVec4(1, 0, 0, 1)))
---imgui.BeginDisabled()
imgui.SetCursorPosX(cursorPosMsg - math.abs(buttonSize.x - txtSize.x)/2)
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
imgui.Text("Please draw the area on map")
imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PopStyleColor()
imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PopStyleColor()
imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PopStyleColor()
imgui.SetCursorPos(imgui.ImVec2(imgui.GetContentRegionAvail().x/2 - imgui.CalcTextSize(noAreaText).x/2, imgui.GetContentRegionAvail().y/2))
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1));
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), noAreaText, "cairo_bold")
imgui.PopStyleColor()
progressStr = "Error: " ..var.forestBrushTool:getBiomeErrorStr()
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0, 0, 1))
buttonText = "Ok"
@/lua/ge/extensions/editor/missionPlaybook.lua
local im = ui_imgui
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local toolWindowName = "Mission Playbook"
if i < M.book.page then
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.4,0.4,0.4,1))
end
if i == M.book.page then
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.4,1,0.4,1))
end
@/lua/ge/extensions/editor/prefabInstanceEditor.lua
imgui.PushStyleColor2(imgui.Col_Button, imgui.ImColorByRGB(255,102,0,255).Value)
-- imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1,1,1,1))
if imgui.Button("Apply to parent", imgui.ImVec2(availWidth, 0)) then
@/lua/ge/extensions/flowgraph/nodes/scene/storeStatics.lua
else
editor.uiIconImage(editor.icons.delete_forever,im.ImVec2(20, 20),im.ImVec4(1,0.25,0.25,1))
end
@/lua/ge/extensions/editor/masterSpline.lua
local pulseFreq, pulseCol1, pulseCol2 = 1.0, cols.blueB, cols.redB
local pulseDelta = im.ImVec4(pulseCol2.x - pulseCol1.x, pulseCol2.y - pulseCol1.y, pulseCol2.z - pulseCol1.z, pulseCol2.w - pulseCol1.w)
local setLinkJumpTable = jumps.setLinkJumpTable
local s = 0.5 + 0.5 * sin(6.283185307179586 * t)
btnCol = im.ImVec4(pulseCol1.x + pulseDelta.x * s, pulseCol1.y + pulseDelta.y * s, pulseCol1.z + pulseDelta.z * s, pulseCol1.w + pulseDelta.w * s)
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/racePacenoteReached.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/macro/foreach.lua
C.icon = "playlist_add"
C.color = im.ImVec4(0.9,0.2,0.9,.9)
C.description = "Creates one specific flowgraph for each object in a list and runs them."
@/lua/ge/extensions/flowgraph/nodes/activity/autoStarGoals.lua
C.name = 'Auto Star Goals'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Automatically creates goals for the tasklist app based on the active stars."
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceSuspend.lua
C.description = 'Suspends or resumes a race.'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/core/vehicleTriggers.lua
im.SameLine()
im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
local title = ''
im.SameLine()
im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 1, 1))
if vData.config then
im.SameLine()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0, 1, 1))
im.TextUnformatted(vehId == be:getPlayerVehicleID(0) and ' [ACTIVE]' or '')
im.SameLine()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0, 1))
im.TextUnformatted(tostring(triggerCount))
-- Push dark green color for selected row
im.PushStyleColor2(im.Col_TableRowBg, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- RGBA for dark green
im.PushStyleColor2(im.Col_TableRowBgAlt, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- Same color for alternating rows
im.PushStyleColor2(im.Col_TableRowBg, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- RGBA for dark green
im.PushStyleColor2(im.Col_TableRowBgAlt, im.ImVec4(0.0, 0.5, 0.0, 1.0)) -- Same color for alternating rows
end
im.SameLine()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0, 1))
im.TextUnformatted(tostring(eventsCount))
im.SameLine()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0, 1))
im.TextUnformatted(tostring(eventsCount))
@/lua/ge/extensions/editor/flowgraph/garbageDebug.lua
C.windowDescription = 'Garbage Debug'
local disabledColor = im.ImVec4(0.5,0.5,0.5,1)
for i = 1, maxMag do
colorPerMagnitude[i] = im.ImVec4(clamp(2*i/maxMag,0,1), clamp(2*(1-(i/maxMag)),0,1), 0,1)
end
@/lua/ge/extensions/flowgraph/nodes/util/hideLoadingScreen.lua
}
C.color = im.ImVec4(0.03,0.3,0.84,0.75)
C.tags = {}
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
local isSignalsWinOpen = false -- A flag which indicates if the vehicle signals window is open or closed.
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local redB, redD = im.ImVec4(0.7, 0.5, 0.5, 1), im.ImVec4(0.7, 0.5, 0.5, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local orangeB = im.ImVec4(184/255, 127/255, 75/255, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local orangeB = im.ImVec4(184/255, 127/255, 75/255, 1)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local orangeB = im.ImVec4(184/255, 127/255, 75/255, 1)
@/lua/ge/extensions/gameplay/rally/util.lua
-- html code: #00ffdebf
local rally_flowgraph_color = ui_imgui.ImVec4(0, 1, 0.87, 0.75) -- rgba cyan
local rallyLoop_flowgraph_color = ui_imgui.ImVec4(0, 0.97, 1.0, 0.75) -- rgba blue
local rally_flowgraph_color = ui_imgui.ImVec4(0, 1, 0.87, 0.75) -- rgba cyan
local rallyLoop_flowgraph_color = ui_imgui.ImVec4(0, 0.97, 1.0, 0.75) -- rgba blue
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartTree.lua
local colorKey = im.ImVec4(0.95, 0.84, 0.06, 1)
local colorValue = im.ImVec4(0.31, 0.73, 1, 1)
local colorKey = im.ImVec4(0.95, 0.84, 0.06, 1)
local colorValue = im.ImVec4(0.31, 0.73, 1, 1)
local colorElement = im.ImVec4(0.85, 0.39, 0.63, 1)
local colorValue = im.ImVec4(0.31, 0.73, 1, 1)
local colorElement = im.ImVec4(0.85, 0.39, 0.63, 1)
local colorMeta = im.ImVec4(0.7, 0.7, 0.7, 1)
local colorElement = im.ImVec4(0.85, 0.39, 0.63, 1)
local colorMeta = im.ImVec4(0.7, 0.7, 0.7, 1)
@/lua/ge/extensions/flowgraph/nodes/types/getVariable.lua
C.color = im.ImVec4(1, 0.8, 0.6, 0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.color = im.ImVec4(1, 0.8, 0.6, 0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.tags = {'get'}
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/veJBeamModifierLeakVis.lua
local imRedCol = im.ImVec4(1,0,0,1)
local imYellowCol = im.ImVec4(1,1,0,1)
local imRedCol = im.ImVec4(1,0,0,1)
local imYellowCol = im.ImVec4(1,1,0,1)
local r, g, b = HSVtoRGB(tempColVec:xyz())
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(im.ImVec4(r, g, b, 0.5)), sectionModIdx)
end
local r, g, b = HSVtoRGB(tempColVec:xyz())
local imCol = im.GetColorU322(im.ImVec4(r, g, b, 0.5))
@/lua/ge/extensions/flowgraph/nodes/debug/displayFlow.lua
local activeBool = self.mgr.frameCount - self.lastUsedFrame < 5 -- (im.GetIO().Framerate)
local activeColor = im.ImVec4(0, 1, 0, (activeBool and 1 or 0.5))
local iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
@/lua/ge/extensions/editor/barriersEditor.lua
im.SetColumnWidth(2,width)
im.PushStyleColor2(im.Col_Text, im.ImVec4(0,1,0,1))
im.Text("Unselected Barriers:")
im.NextColumn()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1,0,0,1))
im.Text("Selected Barriers:")
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local hoveredElement
local defaultColors = {
default = im.ImVec4(1,0.6,0,8,0.75),
orange = im.ImVec4(1,0.6,0,8,0.75),
default = im.ImVec4(1,0.6,0,8,0.75),
orange = im.ImVec4(1,0.6,0,8,0.75),
red = im.ImVec4(1,0,0,8,0.75),
orange = im.ImVec4(1,0.6,0,8,0.75),
red = im.ImVec4(1,0,0,8,0.75),
green = im.ImVec4(0,1,0,0.75),
red = im.ImVec4(1,0,0,8,0.75),
green = im.ImVec4(0,1,0,0.75),
blue = im.ImVec4(0,0,1,0.75),
green = im.ImVec4(0,1,0,0.75),
blue = im.ImVec4(0,0,1,0.75),
white = im.ImVec4(1,1,1,0.75),
blue = im.ImVec4(0,0,1,0.75),
white = im.ImVec4(1,1,1,0.75),
black = im.ImVec4(0,0,0,0.75),
white = im.ImVec4(1,1,1,0.75),
black = im.ImVec4(0,0,0,0.75),
}
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))
local separatorDummySize = im.ImVec2(0,5)
@/lua/ge/extensions/editor/crawlEditor/paths.lua
displayName = displayName .. " [RECOVERY]"
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 0.8, 0.2, 1.0)) -- Green text for recovery checkpoints
elseif isBonusCheckpoint then
displayName = displayName .. " [BONUS]"
im.PushStyleColor2(im.Col_Text, im.ImVec4(1.0, 0.8, 0.0, 1.0)) -- Gold text for bonus checkpoints
end
@/lua/ge/extensions/editor/mapSensorEditor.lua
}
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local sensorIcon = im.ImVec2(32, 32) -- Some commonly-used Imgui icon size vectors.
@/lua/ge/extensions/flowgraph/nodes/activity/activityAttempt.lua
C.name = 'Activity Attempt'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Creates an attempt for an activity."
@/lua/ge/extensions/editor/scriptAIEditor.lua
bGlow = ColorF(0.5, 0.5, 0.5, 0.5),
rec = im.ImVec4(1, 0.0, 0.0, 0.85),
lock = im.ImVec4(0.05, 0.05, 0.05, 1.0),
rec = im.ImVec4(1, 0.0, 0.0, 0.85),
lock = im.ImVec4(0.05, 0.05, 0.05, 1.0),
wOpen = im.ImVec4(1.0, 1.0, 1.0, 0.5),
lock = im.ImVec4(0.05, 0.05, 0.05, 1.0),
wOpen = im.ImVec4(1.0, 1.0, 1.0, 0.5),
white = im.ImVec4(1.0, 1.0, 1.0, 1.0),
wOpen = im.ImVec4(1.0, 1.0, 1.0, 0.5),
white = im.ImVec4(1.0, 1.0, 1.0, 1.0),
black = im.ImVec4(0.0, 0.0, 0.0, 1.0)
white = im.ImVec4(1.0, 1.0, 1.0, 1.0),
black = im.ImVec4(0.0, 0.0, 0.0, 1.0)
}
im.SameLine()
if editor.uiIconImageButton(editor.icons.car, im.ImVec2(29, 29), im.ImVec4(1, 1, 1, winStates.vehWin.buttonAlpha), nil, nil, 'openVehiclesWindow') then
if editor.isWindowVisible(vehWinData.name) then
im.SameLine()
if editor.uiIconImageButton(editor.icons.cameraFocusTopDown, im.ImVec2(27, 27), im.ImVec4(1, 1, 1, winStates.trajWin.buttonAlpha), nil, nil, 'openTrajectoriesWindow') then
if editor.isWindowVisible(trajWinData.name) then
im.SameLine()
if editor.uiIconImageButton(editor.icons.switch_video, im.ImVec2(29, 29), im.ImVec4(1, 1, 1, winStates.camWin.buttonAlpha), nil, nil, 'openCameraWindow') then
if editor.isWindowVisible(camWinData.name) then
@/lua/ge/extensions/editor/veMain.lua
if fps < 30 then
im.TextColored(im.ImVec4(1, 0.3, 0.3, 1), "FPS: %.0f", fps)
elseif fps < 60 then
elseif fps < 60 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "FPS: %.0f", fps)
else
elseif metrics["FramePresent"] < 1 or fps > 30 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "GpuWait: %3.1f", metrics["FramePresent"])
else
else
im.TextColored(im.ImVec4(1, 0.3, 0.3, 1), "GpuWait: %3.1f", metrics["FramePresent"])
end
@/lua/ge/extensions/flowgraph/nodes/activity/activityHook.lua
C.name = 'Activity Hook Trigger'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Triggers a hook with the given event name for an activity, for advanced usage."
@/gameplay/missionTypes/aiRace/customNodes/autoStartPositionsNode.lua
C.category = 'once_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
@/lua/ge/extensions/editor/terrainEditor.lua
var.softSelectFilterBackup = nil
var.sc_frameCol = im.GetColorU322(im.ImVec4(1,1,1,1))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_frameCol = im.GetColorU322(im.ImVec4(1,1,1,1))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_backgroundCol = im.GetColorU322(im.ImVec4(0.8,0.8,0.8,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_identityLineCol = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_curveColor = im.GetColorU322(im.ImVec4(0,0,0,1))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_knotColorActive = im.GetColorU322(im.ImVec4(1,0,0,0.75))
var.sc_knotColor = im.GetColorU322(im.ImVec4(1,0,0,0.5))
var.sc_knotColorActive = im.GetColorU322(im.ImVec4(1,0,0,0.75))
var.sc_dragId = nil
if dragDropPayload and dragDropPayload == index then
local logColor = im.ImVec4(1,1,1,0.5)
im.PushStyleColor2(im.Col_Text, logColor)
for id, notification in pairs(notifications) do
im.TextColored(im.ImVec4(1.0, 0.73, 0.04, 1.0), notification)
end
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartTextView.lua
local textColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local textColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorDefault = im.GetColorU322(im.ImVec4(1, 1, 1, 0.1))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorHighlightRed = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.2))
local nodeColorHighlight = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5))
local nodeColorHighlightRed = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.2))
local colorTable = {
['string'] = im.ImVec4(0.31, 0.73, 1, 1),
string_single = im.ImVec4(0.31, 0.73, 1, 1),
['string'] = im.ImVec4(0.31, 0.73, 1, 1),
string_single = im.ImVec4(0.31, 0.73, 1, 1),
comment = im.ImVec4(0.42, 0.6, 0.29, 1),
string_single = im.ImVec4(0.31, 0.73, 1, 1),
comment = im.ImVec4(0.42, 0.6, 0.29, 1),
comment_multiline = im.ImVec4(0.42, 0.6, 0.29, 1),
comment = im.ImVec4(0.42, 0.6, 0.29, 1),
comment_multiline = im.ImVec4(0.42, 0.6, 0.29, 1),
list_begin = im.ImVec4(0.95, 0.84, 0.06, 1),
comment_multiline = im.ImVec4(0.42, 0.6, 0.29, 1),
list_begin = im.ImVec4(0.95, 0.84, 0.06, 1),
list_end = im.ImVec4(0.95, 0.84, 0.06, 1),
list_begin = im.ImVec4(0.95, 0.84, 0.06, 1),
list_end = im.ImVec4(0.95, 0.84, 0.06, 1),
object_begin = im.ImVec4(0.85, 0.39, 0.63, 1),
list_end = im.ImVec4(0.95, 0.84, 0.06, 1),
object_begin = im.ImVec4(0.85, 0.39, 0.63, 1),
object_end = im.ImVec4(0.85, 0.39, 0.63, 1),
object_begin = im.ImVec4(0.85, 0.39, 0.63, 1),
object_end = im.ImVec4(0.85, 0.39, 0.63, 1),
}
@/gameplay/missionTypes/evade/customNodes/autoStartPositionsNode.lua
C.category = 'once_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
@/lua/ge/extensions/editor/rallyEditor/pacenotes/customForm.lua
file_exists = true
voicePlayClr = im.ImVec4(1, 1, 1, 1)
tooltipStr = "\""..fname.."\"\nPlay pacenote audio file:\n"..fname
file_exists = false
voicePlayClr = im.ImVec4(1, 0, 0, 1.0)
tooltipStr = "\""..fname.."\"\nPacenote audio file not found:\n"..fname
if editor.uiIconImageButton(editor.icons.folder_open, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
-- local dir = path.dirname(fname)
if editor.uiIconImageButton(editor.icons.content_copy, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
im.SetClipboardText(path.dirname(fnames[1]))
@/lua/ge/extensions/gameplay/drift/scoring.lua
local scoreExperiment = im.BoolPtr(false)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local debugToggleSmothnessGraph = im.BoolPtr(false)
im.BeginChild1("Legend", im.ImVec2(im.GetContentRegionAvailWidth(), 300), true)
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")
@/lua/ge/extensions/flowgraph/nodes/macro/getForeach.lua
C.icon = "playlist_play"
C.color = im.ImVec4(0.9,0.2,0.9,.9)
C.description = "If this flowgraph was created by a foreach node, this table will get the Element."
@/lua/ge/extensions/editor/missionEditor/genericTypeData.lua
local color = colors[colorName]
colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
end
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
if not currentLevel then
im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No level currently loaded!")
im.Separator()
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 0, 1), "Successfully ported")
end
@/lua/ge/extensions/ui/apps/minimap/minimap.lua
local drawTransform = {0,0,0,0}
local transparent = im.GetColorU322(im.ImVec4(0,0,0,0.0))
local padding = im.ImVec2(5,5)
im.PushStyleColor1(im.Col_WindowBg, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_WindowBg, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_BorderShadow, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_Border, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleColor1(im.Col_BorderShadow, debugSettings.drawBounds and im.GetColorU322(im.ImVec4(0,0,0,0.25)) or transparent)
im.PushStyleVar2(im.StyleVar_WindowPadding, padding)
@/lua/ge/extensions/editor/crawlEditor/waypoints.lua
im.Separator()
im.TextColored(im.ImVec4(1, 0, 0, 1), "Invalid or missing pathnode")
return
@/lua/ge/extensions/editor/levelValidator.lua
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
local selected
local logColors = {I = im.ImVec4(0,1,0,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0,0,1), D = im.ImVec4(1,1,1,1)}
local logLevelFilters = {E = true, W = true, I = true, D = true}
if checkFinished == 1 then
im.TextColored(im.ImVec4(1, 1, 0, 1.0), "Searching for issues...")
elseif checkFinished == 2 then
end
im.TextColored(im.ImVec4(0, 1, 0, 1.0), foundText)
im.SameLine()
local isIgnored = logItem._originalLogLevel ~= nil
local logColor = logColors[(logItem.logLevel or "")] or im.ImVec4(1,1,1,1)
im.PushStyleColor2(im.Col_Text, logColor)
@/lua/ge/extensions/editor/missionEditor/issues.lua
local infoColors = {
warning = im.ImVec4(1, 1, 0, 1.0),
error = im.ImVec4(1, 0, 0, 1.0)
warning = im.ImVec4(1, 1, 0, 1.0),
error = im.ImVec4(1, 0, 0, 1.0)
}
local severityColors = {
error = im.ImVec4(1,0.25, 0.3, 0.95),
warning = im.ImVec4(1,0.85, 0.15, 0.95),
error = im.ImVec4(1,0.25, 0.3, 0.95),
warning = im.ImVec4(1,0.85, 0.15, 0.95),
minor = im.ImVec4(0.15,0.85, 1, 0.95),
warning = im.ImVec4(1,0.85, 0.15, 0.95),
minor = im.ImVec4(0.15,0.85, 1, 0.95),
}
local function getSeverityColor(type)
return severityColors[type] or im.ImVec4(1, 1, 1, 0.85)
end
mission._issueList.icon = 'check'
mission._issueList.color = im.ImVec4(0, 1, 0, 1.0)
else
local c = math.min(mission._issueList.importantCount, 10)
mission._issueList.color = im.ImVec4(0.8+c*0.02, 0.8-0.08*c, 0, 1.0)
mission._issueList.icon = 'warning'
@/lua/ge/extensions/flowgraph/nodes/macro/integrated.lua
self.savePins = true
self.color = im.ImVec4(0.55,0.55,0.55,0.9)
end
self.name = nodeData.name
self.color = im.ImVec4(nodeData.color[1], nodeData.color[2], nodeData.color[3], nodeData.color[4])
if nodeData.graphType then
@/lua/ge/extensions/flowgraph/baseStateNode.lua
--im.ImDrawList_AddRect(im.GetWindowDrawList(), builder.NodeRect.top_left(), builder.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 0, 1)))
-- setup link strengths for all of these pins.
@/lua/ge/extensions/editor/missionEditor.lua
local playbookUtils
local unsavedColor = im.ImVec4(1, 0.3, 0.1, 1.0)
local colorLightRed = im.ImVec4(1, 0.8, 0.7, 1.0)
local unsavedColor = im.ImVec4(1, 0.3, 0.1, 1.0)
local colorLightRed = im.ImVec4(1, 0.8, 0.7, 1.0)
local colorLightGreen = im.ImVec4(0.5, 1.0, 0.8, 1.0)
local colorLightRed = im.ImVec4(1, 0.8, 0.7, 1.0)
local colorLightGreen = im.ImVec4(0.5, 1.0, 0.8, 1.0)
local windows = {}
local infoColors = {
check = im.ImVec4(0, 1, 0, 1.0),
warning = im.ImVec4(1, 1, 0, 1.0),
check = im.ImVec4(0, 1, 0, 1.0),
warning = im.ImVec4(1, 1, 0, 1.0),
error = im.ImVec4(1, 0, 0, 1.0)
warning = im.ImVec4(1, 1, 0, 1.0),
error = im.ImVec4(1, 0, 0, 1.0)
}
if not taken then
editor.uiIconImage(editor.icons.check, im.ImVec2(24,24), im.ImVec4(0,1,0,1))
im.tooltip("This ID is available.")
else
editor.uiIconImage(editor.icons.error_outline, im.ImVec2(24,24), im.ImVec4(1,0,0,1))
im.tooltip("This ID is already taken!")
if editor.uiIconImageButton(editor.icons.ab_filter_default, im.ImVec2(21,21), next(groupFilterText) and im.ImVec4(0,1,0,1)) then
im.OpenPopup("MissionEditorGroupFilter")
@/lua/ge/extensions/editor/roadArchitect.lua
local cols = {
fullWhite = im.ImVec4(1, 1, 1, 1),
dullWhite = im.ImVec4(1, 1, 1, 0.25), -- Some commonly-used Imgui colour vectors.
fullWhite = im.ImVec4(1, 1, 1, 1),
dullWhite = im.ImVec4(1, 1, 1, 0.25), -- Some commonly-used Imgui colour vectors.
darkLockCol = im.ImVec4(0.05, 0.05, 0.05, 1.0),
dullWhite = im.ImVec4(1, 1, 1, 0.25), -- Some commonly-used Imgui colour vectors.
darkLockCol = im.ImVec4(0.05, 0.05, 0.05, 1.0),
unlinkCol = im.ImVec4(0.75, 0.75, 0.75, 1.0),
darkLockCol = im.ImVec4(0.05, 0.05, 0.05, 1.0),
unlinkCol = im.ImVec4(0.75, 0.75, 0.75, 1.0),
greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0),
unlinkCol = im.ImVec4(0.75, 0.75, 0.75, 1.0),
greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0),
greenD = im.ImVec4(0.16862745098039217, 0.39215686274509803, 0.24705882352941178, 1.0),
greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0),
greenD = im.ImVec4(0.16862745098039217, 0.39215686274509803, 0.24705882352941178, 1.0),
blueB = im.ImVec4(0.13725490196078433, 0.5764705882352941, 0.7215686274509804, 1.0),
greenD = im.ImVec4(0.16862745098039217, 0.39215686274509803, 0.24705882352941178, 1.0),
blueB = im.ImVec4(0.13725490196078433, 0.5764705882352941, 0.7215686274509804, 1.0),
blueD = im.ImVec4(0.00784313725490196, 0.37254901960784315, 0.4980392156862745, 1.0) }
blueB = im.ImVec4(0.13725490196078433, 0.5764705882352941, 0.7215686274509804, 1.0),
blueD = im.ImVec4(0.00784313725490196, 0.37254901960784315, 0.4980392156862745, 1.0) }
@/lua/ge/extensions/flowgraph/nodes/gameplay/groundmarkerDistance.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/activity/aggregateAttempt.lua
C.name = 'Aggregate Attempt'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Aggregates attempt and gives results."
@/lua/ge/extensions/editor/rallyEditor/pacenotes/measurementsForm.lua
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip("Default: none\nSetting this will split the corner into two segments for separate intensity measurement.\nThis helps detect opens and tightens.")
im.SameLine()
im.TextColored(im.ImVec4(0.5, 1, 0.5, 1), string.format("(fit: %.3f)", pacenote.autoSelectedFitValue))
end
if not measurement1 then
im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No measurement data available")
im.Text("Measurements will be calculated when pacenote is selected.")
if diameterChange then
local changeColor = im.ImVec4(1, 1, 1, 1)
local changeText = ""
if diameterChange.isOpening then
changeColor = im.ImVec4(0.3, 1, 0.3, 1) -- Green for opening
changeText = string.format("Opens: D+%s (%.1f%%)", formatDistance(diameterChange.change), diameterChange.changePercent)
elseif diameterChange.isTightening then
changeColor = im.ImVec4(1, 0.3, 0.3, 1) -- Red for tightening
changeText = string.format("Tightens: d%s (%.1f%%)", formatDistance(diameterChange.change), diameterChange.changePercent)
@/lua/ge/extensions/flowgraph/nodes/gameplay/rally/countdownSynced.lua
if self.data.test then
im.TextColored(im.ImVec4(1, 1, 0, 1), "TEST MODE")
@/lua/ge/extensions/flowgraph/nodes/activity/requestAbandon.lua
C.name = 'Request Abandon'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
--C.icon = ui_flowgraph_editor.nodeIcons.activity
@/lua/ge/extensions/editor/toolUtilities/meshAuditionMgr.lua
local scaleVec = vec3(1, 1, 1)
local greenB = im.ImVec4(0.28627450980392155, 0.7137254901960784, 0.4470588235294118, 1.0)
@/lua/ge/extensions/career/modules/marketplace.lua
if patience > 0.66 then im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.2, 1))
elseif patience > 0.33 then im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.2, 1))
if patience > 0.66 then im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.2, 1))
elseif patience > 0.33 then im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.2, 1))
else im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1)) end
elseif patience > 0.33 then im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.2, 1))
else im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1)) end
@/lua/ge/extensions/editor/trafficManager.lua
local imColors = {
active = im.ImVec4(1, 1, 1, 1),
inactive = im.ImVec4(1, 1, 1, 0.5),
active = im.ImVec4(1, 1, 1, 1),
inactive = im.ImVec4(1, 1, 1, 0.5),
activeLive = im.ImVec4(1, 1, 0.5, 1),
inactive = im.ImVec4(1, 1, 1, 0.5),
activeLive = im.ImVec4(1, 1, 0.5, 1),
inactiveLive = im.ImVec4(1, 1, 0.5, 0.5),
activeLive = im.ImVec4(1, 1, 0.5, 1),
inactiveLive = im.ImVec4(1, 1, 0.5, 0.5),
accept = im.ImVec4(0, 0.5, 0, 1),
inactiveLive = im.ImVec4(1, 1, 0.5, 0.5),
accept = im.ImVec4(0, 0.5, 0, 1),
warning = im.ImVec4(1, 1, 0, 1),
accept = im.ImVec4(0, 0.5, 0, 1),
warning = im.ImVec4(1, 1, 0, 1),
error = im.ImVec4(1, 0, 0, 1)
warning = im.ImVec4(1, 1, 0, 1),
error = im.ImVec4(1, 0, 0, 1)
}
imColors.basicLights = {
im.ImVec4(0, 0.75, 0.25, 1), -- green
im.ImVec4(0.75, 0.75, 0, 1), -- yellow
im.ImVec4(0, 0.75, 0.25, 1), -- green
im.ImVec4(0.75, 0.75, 0, 1), -- yellow
im.ImVec4(0.75, 0, 0, 1), -- red
im.ImVec4(0.75, 0.75, 0, 1), -- yellow
im.ImVec4(0.75, 0, 0, 1), -- red
im.ImVec4(0, 0, 0, 1) -- black
im.ImVec4(0.75, 0, 0, 1), -- red
im.ImVec4(0, 0, 0, 1) -- black
}
imColors.controllers = {
im.ImVec4(0.6, 1, 0.6, 1),
im.ImVec4(0.8, 1, 0.8, 1),
im.ImVec4(0.6, 1, 0.6, 1),
im.ImVec4(0.8, 1, 0.8, 1),
im.ImVec4(0.6, 1, 1, 1),
im.ImVec4(0.8, 1, 0.8, 1),
im.ImVec4(0.6, 1, 1, 1),
im.ImVec4(0.8, 1, 1, 1),
im.ImVec4(0.6, 1, 1, 1),
im.ImVec4(0.8, 1, 1, 1),
im.ImVec4(0.6, 0.6, 1, 1),
im.ImVec4(0.8, 1, 1, 1),
im.ImVec4(0.6, 0.6, 1, 1),
im.ImVec4(0.8, 0.8, 1, 1)
im.ImVec4(0.6, 0.6, 1, 1),
im.ImVec4(0.8, 0.8, 1, 1)
}
@/lua/ge/extensions/flowgraph/nodes/activity/activityResetPrefabs.lua
C.name = 'Activity Reset Prefab'
C.color = im.ImVec4(0.03, 0.41, 0.64, 0.75)
C.description = "Resets the vehicles inside all prefabs loaded by the associated activity."
@/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.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
im.TextWrapped("Please use the following command line argument instead:")
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.3, 1, 0.3, 1))
im.TextWrapped("-debugVehicleLoading")
@/lua/ge/extensions/editor/mainToolbar.lua
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
if editor.beginWindow(toolbarWindowName, "Main Toolbar", nil, true) then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/imRaceTimes.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/macro/io.lua
self.name = nodeData.name
self.color = im.ImVec4(nodeData.color[1], nodeData.color[2], nodeData.color[3], nodeData.color[4])
self.ioType = nodeData.ioType
@/lua/ge/extensions/util/vehicleRopeDebug.lua
if selectedRope.anchorAFixed then
im.ColorButton("##FixedAHeader", im.ImVec4(0.2, 0.4, 0.8, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
if im.IsItemHovered() then im.SetTooltip("Fixed Anchor A - Blue spheres") end
else
im.ColorButton("##FreeAHeader", im.ImVec4(0.2, 0.8, 0.8, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
if im.IsItemHovered() then im.SetTooltip("Free Anchor A - Cyan spheres") end
if selectedRope.anchorBFixed then
im.ColorButton("##FixedBHeader", im.ImVec4(0.8, 0.2, 0.2, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
if im.IsItemHovered() then im.SetTooltip("Fixed Anchor B - Red spheres") end
else
im.ColorButton("##FreeBHeader", im.ImVec4(0.2, 0.8, 0.2, 1.0), im.ColorEditFlags_NoTooltip, im.ImVec2(20, 20))
if im.IsItemHovered() then im.SetTooltip("Free Anchor B - Green spheres") end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
local style = {
textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0),
buttonColorBase = im.ImVec4(0,0,0,1.0),
textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0),
buttonColorBase = im.ImVec4(0,0,0,1.0),
buttonColorBG = im.ImVec4(0,0,0,1),
buttonColorBase = im.ImVec4(0,0,0,1.0),
buttonColorBG = im.ImVec4(0,0,0,1),
buttonColorBGSelected = im.ImVec4(0,0,0,1),
buttonColorBG = im.ImVec4(0,0,0,1),
buttonColorBGSelected = im.ImVec4(0,0,0,1),
colorYellow = im.ImVec4(1,1,0,1),
buttonColorBGSelected = im.ImVec4(0,0,0,1),
colorYellow = im.ImVec4(1,1,0,1),
colorRed = im.ImVec4(1,0,0,1),
colorYellow = im.ImVec4(1,1,0,1),
colorRed = im.ImVec4(1,0,0,1),
colorGreen =im.ImVec4(0,1,0,1),
colorRed = im.ImVec4(1,0,0,1),
colorGreen =im.ImVec4(0,1,0,1),
selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0),
colorGreen =im.ImVec4(0,1,0,1),
selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0),
initialWindowSize = im.ImVec2(400, 300),
im.PopItemWidth()
if materialSettings.groundModelHasChanged then im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "Groundmodel has been modified.\nHit DRIVE to apply changes to the track.") end
local p = im.ImVec2(pos.x + im.GetCursorPosX() - 4 ,pos.y + im.GetCursorPosY()-4)
local col = im.GetColorU322(im.ImVec4(0.5,0.5,0.5,1))
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p, im.ImVec2(p.x+1,p.y+40), col)
if isOnGlowCity then
style.textColor = im.ImVec4(0.3, 0.3, 1, 1.0)
style.buttonColorBase = im.ImVec4(0.2,0.2,0.2,1.0)
style.textColor = im.ImVec4(0.3, 0.3, 1, 1.0)
style.buttonColorBase = im.ImVec4(0.2,0.2,0.2,1.0)
style.buttonColorBG = im.ImVec4(0.9,0.9,0.9,1)
style.buttonColorBase = im.ImVec4(0.2,0.2,0.2,1.0)
style.buttonColorBG = im.ImVec4(0.9,0.9,0.9,1)
style.buttonColorBGSelected = im.ImVec4(170/255,204/255,244/255,1)
style.buttonColorBG = im.ImVec4(0.9,0.9,0.9,1)
style.buttonColorBGSelected = im.ImVec4(170/255,204/255,244/255,1)
style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
style.buttonColorBGSelected = im.ImVec4(170/255,204/255,244/255,1)
style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
im.StyleColorsLight(im.GetStyle())
style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
im.StyleColorsLight(im.GetStyle())
style.selectedPieceColor = im.ImVec4(1, 0.9,0.25, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(0.6,0.5,0,1),im.ImVec4(0.8,0,0,1),im.ImVec4(0,0.5,0,1)
im.StyleColorsLight(im.GetStyle())
else
style.textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0)
style.buttonColorBase = im.ImVec4(0.9,0.9,0.9,1.0)
style.textColor = im.ImVec4(1.0, 1.0, 0.0, 1.0)
style.buttonColorBase = im.ImVec4(0.9,0.9,0.9,1.0)
style.buttonColorBG = im.ImVec4(0.3,0.3,0.3,1)
style.buttonColorBase = im.ImVec4(0.9,0.9,0.9,1.0)
style.buttonColorBG = im.ImVec4(0.3,0.3,0.3,1)
style.buttonColorBGSelected = im.ImVec4(35/255,68/255,108/255,1)
style.buttonColorBG = im.ImVec4(0.3,0.3,0.3,1)
style.buttonColorBGSelected = im.ImVec4(35/255,68/255,108/255,1)
style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
style.buttonColorBGSelected = im.ImVec4(35/255,68/255,108/255,1)
style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
style.selectedPieceColor = im.ImVec4(0.5, 0.75, 1, 1.0)
style.colorYellow, style.colorRed, style.colorGreen = im.ImVec4(1,1,0,1),im.ImVec4(1,0,0,1),im.ImVec4(0,1,0,1)
@/lua/ge/extensions/flowgraph/nodes/activity/attemptStars.lua
C.name = 'Activity Attempt Stars'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Adds fulfilled stars to an attempt. Add more pins to add star keys."
@/lua/ge/extensions/editor/missionPlaybook/missionTreeViewer.lua
local im = ui_imgui
local hColor = im.ImVec4(0.3,1,0.2,1)
local defaultStarColor = im.ImVec4(1,1,0.2,1)
local hColor = im.ImVec4(0.3,1,0.2,1)
local defaultStarColor = im.ImVec4(1,1,0.2,1)
local bonusStarColor = im.ImVec4(0.3,1,1,1)
local defaultStarColor = im.ImVec4(1,1,0.2,1)
local bonusStarColor = im.ImVec4(0.3,1,1,1)
local toolWindowName = "Playbook Mission Tree Viewer"
local nodeColors = {
green = im.ImVec4(0.4, 0.9, 0.55, 0.9),
yellow = im.ImVec4(0.8, 0.8, 0.4, 0.9),
green = im.ImVec4(0.4, 0.9, 0.55, 0.9),
yellow = im.ImVec4(0.8, 0.8, 0.4, 0.9),
red = im.ImVec4(0.9, 0.5, 0.45, 0.9),
yellow = im.ImVec4(0.8, 0.8, 0.4, 0.9),
red = im.ImVec4(0.9, 0.5, 0.45, 0.9),
local str = 0.2
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, im.ImVec4(clr.x*str, clr.y*str, clr.z*str, 0.95))
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, clr)
local itemRect = GetItemRect()
local outClr = im.ImVec4(1,1,1,1)
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(outClr), 3)
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1)), 3
)
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(clr.x*str, clr.y*str, clr.z*str, 0.6)), 3, nil , 2
)
local otherPinIn, otherPinOut = pinIds(otherNode.id)
ui_flowgraph_editor.Link(linkIds, ownPinOut, otherPinIn, im.ImVec4(1,1,1,1), 2 * im.uiscale[0], false, "")
linkIds = linkIds +1
@/lua/ge/extensions/editor/flowgraph/welcome.lua
local function fancyIconButton(id, icon, iconHover, txt, lowerTxt)
local col = im.ImVec4(1, 1, 1, 1)
local ico = icon
if hoverState[id] then
col = im.ImVec4(1,0.5,0,1)
ico = iconHover
im.SameLine()
editor.uiIconImage(ico, im.ImVec2(32, 32), col, im.ImVec4(0,0,0,0))
im.SameLine()
if lowerTxt then
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.5, 0.5, 0.5, 1))
im.PushTextWrapPos(im.GetCursorPosX() + math.max(minWrap,math.min(im.GetContentRegionAvailWidth(), maxWrap-43)))
--im.EndChild()
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
im.Image(self.headerImage.texId, self.headerImageSize, im.ImVec2(0, 0), im.ImVec2(1, 1), col)
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(1, 0, 1, 1)))
im.PopStyleVar()
--im.ImDrawList_AddRect(im.GetWindowDrawList(), im.GetItemRectMin(), im.GetItemRectMax(), im.GetColorU322(im.ImVec4(0.5, 0, 1, 1)))
@/lua/ge/extensions/editor/materialEditor.lua
local warnCol = im.ImVec4(1.00, 0.85, 0.30, 1.0)
local errCol = im.ImVec4(1.00, 0.25, 0.25, 1.0)
local warnCol = im.ImVec4(1.00, 0.85, 0.30, 1.0)
local errCol = im.ImVec4(1.00, 0.25, 0.25, 1.0)
local infoCol = im.ImVec4(0.45, 0.65, 1.00, 1.0)
local errCol = im.ImVec4(1.00, 0.25, 0.25, 1.0)
local infoCol = im.ImVec4(0.45, 0.65, 1.00, 1.0)
local colHdr = im.ImVec4(0.5, 0.9, 1, 1)
local colEven = im.ImVec4(1, 1, 1, 0.06)
local colHdr = im.ImVec4(0.5, 0.9, 1, 1)
local colEven = im.ImVec4(1, 1, 1, 0.06)
local colOdd = im.ImVec4(0, 0, 0, 0.1)
local colEven = im.ImVec4(1, 1, 1, 0.06)
local colOdd = im.ImVec4(0, 0, 0, 0.1)
local colSel = im.ImVec4(0.8, 0.4, 0.1, 1)
local colOdd = im.ImVec4(0, 0, 0, 0.1)
local colSel = im.ImVec4(0.8, 0.4, 0.1, 1)
local colHover = im.ImVec4(0.2, 0.24, 0.31, 0.78)
local colSel = im.ImVec4(0.8, 0.4, 0.1, 1)
local colHover = im.ImVec4(0.2, 0.24, 0.31, 0.78)
materialUsageContextMenu(key, idx) -- expects the "MU_Popup_"..key..idx ID inside
im.TextColored(selected and im.ImVec4(1, 1, 1, 1) or colHdr, key)
if im.IsItemHovered() then
materialUsageContextMenu(key, fidx) -- expects the "MU_Popup_"..key..fidx ID inside
im.TextColored(selected and im.ImVec4(1, 1, 1, 1) or colHdr, key)
if im.IsItemHovered() then
if selectedCubemapObj then
im.PushStyleColor2(im.Col_Button, (selectedCubemapObj:getName() == cubemap) and im.GetStyleColorVec4(im.Col_ButtonActive) or im.ImVec4(1,1,1,0))
end
if version and version < 1.5 then
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, .5, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, .7, 0, 0.6))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, .5, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, .7, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, .8, 0, 0.7))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, .7, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, .8, 0, 0.7))
if im.Button("Switch to V1.5 (PBR)") then
if not annotationsTbl or not annotationsTbl[value] then
bgColor = im.ImVec4(0, 0, 0, 1)
else
bgColor =
im.ImVec4(
annotationsTbl[value].r / 255,
if not annotationsTbl or not annotationsTbl[annotations[n]] then
bgColor = im.ImVec4(0, 0, 0, 1)
else
bgColor =
im.ImVec4(
annotationsTbl[annotations[n]].r / 255,
im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(6, 2))
im.PushStyleColor2(im.Col_Button, im.ImVec4(1,0.5647,0,1))
if editor.uiIconImageButton(editor.icons.material_new, im.ImVec2(v.inputWidgetHeight * 1.5, v.inputWidgetHeight * 1.5)) then
im.SameLine()
im.TextColored(im.ImVec4(1, 1, 0, 1), "From: " .. pickMaterialsFromObjectName)
end
local pos = im.GetCursorPos()
if editor.uiIconImageButton((newMatMapToLocked == true and editor.icons.lock_outline or editor.icons.lock_open), size, im.ImVec4(1,1,1,0)) then
newMatMapToLocked = not newMatMapToLocked
im.SetCursorPos(im.ImVec2(im.GetCursorPosX(), im.GetContentRegionAvail().y + im.GetCursorPosY() - im.GetTextLineHeight()))
im.TextColored(im.ImVec4(1, 1, 0, 1), createMaterialMessage)
end
@/lua/ge/extensions/gameplay/drift/general.lua
local im = ui_imgui
local imVec4Red = im.ImVec4(1,0.1,0,1)
local driftAppMounted = false
@/lua/ge/extensions/editor/rallyEditor/pacenotes/pacenoteForm.lua
else
voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
tooltipStr = "Codriver: "..codriver.name.."\nPacenote audio file not found:\n"..fname
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip("Default: unchecked\nWhen checked, the next corner will be delayed until this corner is reached.")
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip("Default: checked\nReset the automatic odometer after the pacenote used for calculating distance calls.\n\nWhen unchecked, this pacenote will be skipped and the distance\ncall will be calculated between the previous and next pacenotes.")
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip("Default: unchecked\nWhen checked, distance call will not be included in this pacenote.")
@/lua/ge/extensions/editor/rallyEditor/static.lua
for _ = 1,3 do im.Spacing() end
im.TextColored(im.ImVec4(1.0, 1.0, 0.0, 1.0), "System Pacenotes are only available for rallyStage missions.")
im.Text("Current mission type: " .. (self.path:getMissionType() or "unknown"))
else
voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
tooltipStr = "Pacenote audio file not found:\n" .. variant.audioFname
-- else
-- voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
-- tooltipStr = "Codriver: " .. codriver.name .. "\nPacenote audio file not found:\n" .. fname
-- else
-- voicePlayClr = im.ImVec4(0.5, 0.5, 0.5, 1.0)
-- tooltipStr = "Codriver: "..codriver.name.."\nPacenote audio file not found:\n"..fname
@/lua/ge/extensions/flowgraph/nodes/debug/multiFlow.lua
local activeBool = self.pinIn.a.value -- (im.GetIO().Framerate)
local activeColor = im.ImVec4(0, 1, 0, (activeBool and 1 or 0.5))
local iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
activeBool = self.pinIn.b.value -- (im.GetIO().Framerate)
activeColor = im.ImVec4(1, 1, 0, (activeBool and 1 or 0.5))
iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
activeBool = self.pinIn.c.value -- (im.GetIO().Framerate)
activeColor = im.ImVec4(1, 0, 0, (activeBool and 1 or 0.5))
iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
activeBool = self.pinIn.d.value -- (im.GetIO().Framerate)
activeColor = im.ImVec4(1, 0, 1, (activeBool and 1 or 0.5))
iconImage = activeBool and editor.icons.check_box or editor.icons.check_box_outline_blank
@/lua/ge/extensions/flowgraph/basenode.lua
self.color = ui_flowgraph_editor.nodeColors.default
self.iconColor = im.ImVec4(1, 1, 1, 0.8)
self.durationState = 'inactive'
if self._error then
headerColor = im.ImVec4(1,0,0,1)
displayedName = "[[ERROR]]" .. displayedName
if self.obsolete then
headerColor = im.ImVec4(0,0,0,0.25)
end
if self._frameLastUsed == -1 then
self._lastHeatmapColor = im.ImVec4(0.2,0.2,0.2, 1)
else
local c = self:HSVtoRGB(math.max(0.3-oldness*0.15,-0.3), math.min(1, 2/(( self.mgr.frameCount- self._frameLastUsed )/100+1)), 1)
self._lastHeatmapColor = im.ImVec4(c[1],c[2],c[3],0.9)
end
end
headerColor = self._lastHeatmapColor or im.ImVec4(0.2,0.2,0.2, 1)
im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(5, 5))
im.PushStyleColor2(im.Col_Separator, im.ImVec4(1.0, 1.0, 1.0, 0.175))
if self.mgr.runningState ~= "running" then
if self.mgr.runningState ~= "running" then
im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
end
local fgClr = self.customIconColor or self.iconColor
fgClr = im.ImVec4(fgClr.x, fgClr.y, fgClr.z, fgClr.w * 0.25)
local bgClr = self.customColor or self.color
im.Text("ASDF")
bgClr = im.ImVec4(bgClr.x*0.4, bgClr.y*0.4, bgClr.z*0.4, 1)
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), self.overDrawSize.top_left(), self.overDrawSize.bottom_right(), im.GetColorU322(bgClr),8)
-- this node has errors
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, im.ImVec4(1, 0, 0, 0.5))
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(0.5, 0, 0, 0))
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, im.ImVec4(1, 0, 0, 0.5))
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(0.5, 0, 0, 0))
else
if triggered then
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(1, 0.5, 0, 1))
end
end
bgClr = im.ImVec4(bgOff+bgClr.x*bgStrength,bgOff+ bgClr.y*bgStrength, bgOff+bgClr.z*bgStrength, 0.95)
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBg, bgClr)
im.SetCursorPos(im.ImVec2(-off.x + builder.NodeRect.x + builder.NodeRect.w - 24 * iconCount - 24, -off.y + builder.NodeRect.y))
editor.uiIconImage(editor.icons[ui_flowgraph_editor.getBehaviourIcon(b)], im.ImVec2(22, 22), im.ImVec4(1, 1, 1, 0.25))
iconCount = iconCount + 1
local c = rainbowColor(10,11-i,1)
im.PushStyleColor2(im.Col_Button, im.ImVec4(c[1],c[2],c[3],0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(c[1],c[2],c[3],0.9))
im.PushStyleColor2(im.Col_Button, im.ImVec4(c[1],c[2],c[3],0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(c[1],c[2],c[3],0.9))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(c[1],c[2],c[3],0.8))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(c[1],c[2],c[3],0.9))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(c[1],c[2],c[3],0.8))
if im.Button("##"..i.."clr", im.ImVec2(15*editor.getPreference("ui.general.scale"), 15* editor.getPreference("ui.general.scale"))) then
self.customName = nodeData.customName
self.customColor = nodeData.customColor and im.ImVec4(nodeData.customColor[1], nodeData.customColor[2], nodeData.customColor[3], nodeData.customColor[4])
self.customIcon = nodeData.customIcon
self.customIcon = nodeData.customIcon
self.customIconColor = nodeData.customIconColor and im.ImVec4(nodeData.customIconColor[1], nodeData.customIconColor[2], nodeData.customIconColor[3], nodeData.customIconColor[4])
if nodeData.identifier then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/filePath.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
if editor.beginWindow(toolbarWindowName, toolbarWindowName, toolbarFlags, true) then
--[[
local regularColor = im.ImVec4(1,1,1,1)
local selectedColor = im.GetStyleColorVec4(im.Col_ButtonActive)
@/lua/ge/extensions/editor/bulkRename.lua
if entry.collidedWithId ~= 0 then
imgui.TextColored(imgui.ImVec4(255, 0, 0, 255), tostring(entry.collidedWithId))
end
@/lua/ge/extensions/flowgraph/pin.lua
if constValue == nil then
mgr:DrawTypeIcon(self:getTypeWithImpulseAndChain(), self:isUsed(), (constValue ~= nil) and alpha * 0.5 or alpha, nil, (constValue ~= nil) and im.ImVec4(0, 0, 1, 1) or nil)
else
im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(5, 5))
im.PushStyleColor2(im.Col_Separator, im.ImVec4(1.0, 1.0, 1.0, 0.175))
if self.graph.mgr.runningState ~= "running" then
if self.graph.mgr.runningState ~= "running" then
im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
end
self.graph.mgr:DrawTypeIcon(self.type, connectedLink ~= nil, 1, nil, (constValue ~= nil) and im.ImVec4(0, 0, 1, 1) or nil)
im.SameLine()
if constValue ~= nil then
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_PinRect, im.ImVec4(0, 0.7, 0, 0.5))
--ui_flowgraph_editor.PushStyleVar1(ui_flowgraph_editor.StyleVar_PinCorners, 8)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceData.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/dynamicDecals/widgets.lua
i = i + 1
if im.ColorButton(string.format("##pres_%s_%d", guiId, k), im.ImVec4(col[1],col[2],col[3],col[4]), nil, im.ImVec2(btnSize, btnSize)) then
value = shallowcopy(col)
if im.ColorButton(string.format("%s_openPopupColorButton", widgetId), im.ImVec4(value[1],value[2],value[3],value[4]), nil, nil) then
im.OpenPopup(string.format("%s_Point4FColorPopup", widgetId))
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceDisqualify.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/flowgraph/search.lua
C.arrowControllable = true
local matchColor = im.ImVec4(1,0.5,0,1)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/fileRace.lua
-- C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/core/metrics.lua
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 1, 0.5))
-- full stats
@/lua/ge/extensions/flowgraph/nodes/mission/removeStashedPlayerVehicle.lua
C.name = 'Remove Stashed Player Vehicle'
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.description = "Removes a stashed player vehicle from the mission cleanup node."
@/lua/ge/extensions/editor/forestEditor.lua
local roadRiverGui = extensions.editor_roadRiverGui
local yellow = im.ImVec4(1, 1, 0, 1)
local copyItemsArray = {}
if item:getKey() == 0 then
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), 'Invalid item!')
return
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceAiParameters.lua
C.category = 'once_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.author = 'BeamNG'
@/lua/ge/extensions/editor/vehicleEditor/staticEditor/vePartList.lua
local backgroundCol = im.GetStyleColorVec4(im.Col_Button)
local highLightBg = im.ImVec4(0.5, 0, 0, 1)
@/lua/ge/extensions/editor/missionEditor/objectives.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
-- style helper
local noTranslation = "No Translation found!"
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
@/lua/ge/extensions/editor/api/genericInspector.lua
if not self.matchedFilterStaticFields then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
imgui.Text("")
self.maxGroupCount = 500
self.arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
@/lua/ge/extensions/gameplay/rally/tools/loopToolbox.lua
-- UI Color constants
local colorGreen = im.ImVec4(0.2, 1.0, 0.2, 1.0)
local colorRed = im.ImVec4(0.9, 0.4, 0.4, 1.0)
local colorGreen = im.ImVec4(0.2, 1.0, 0.2, 1.0)
local colorRed = im.ImVec4(0.9, 0.4, 0.4, 1.0)
local colorYellow = im.ImVec4(1.0, 0.8, 0.2, 1.0)
local colorRed = im.ImVec4(0.9, 0.4, 0.4, 1.0)
local colorYellow = im.ImVec4(1.0, 0.8, 0.2, 1.0)
local colorLightBlue = im.ImVec4(0.5, 0.8, 1.0, 1.0)
local colorYellow = im.ImVec4(1.0, 0.8, 0.2, 1.0)
local colorLightBlue = im.ImVec4(0.5, 0.8, 1.0, 1.0)
local colorOrange = im.ImVec4(1.0, 0.6, 0.2, 1.0)
local colorLightBlue = im.ImVec4(0.5, 0.8, 1.0, 1.0)
local colorOrange = im.ImVec4(1.0, 0.6, 0.2, 1.0)
if isPaused then
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.4, 0.1, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.5, 0.15, 1.0))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.4, 0.1, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.5, 0.15, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.6, 0.3, 0.05, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.5, 0.15, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.6, 0.3, 0.05, 1.0))
end
@/lua/ge/extensions/gameplay/util/crashDetection.lua
if series.color then
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)
@/lua/ge/extensions/gameplay/drag/debug.lua
local red = im.ImVec4(1,0.5,0.5,0.75)
local yellow = im.ImVec4(1,1,0.5,0.75)
local red = im.ImVec4(1,0.5,0.5,0.75)
local yellow = im.ImVec4(1,1,0.5,0.75)
local green = im.ImVec4(0.5,1,0.5,0.75)
local yellow = im.ImVec4(1,1,0.5,0.75)
local green = im.ImVec4(0.5,1,0.5,0.75)
@/lua/ge/extensions/flowgraph/manager.lua
local mp = im.GetMousePos()
if ui_flowgraph_editor.BeginCreate(im.ImVec4(1, 1, 1, 1), 2) then
self:setupCreationWorkflow()
if startPin == endPin then
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0, 0, 1), 2)
elseif startPin.node.id == endPin.node.id then
fg_utils.showLabel("x Cannot connect to the same node!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
fg_utils.showLabel("x Cannot connect to the same node!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
elseif endPin.direction == startPin.direction then
fg_utils.showLabel("x Cannot connect In- to Out-Pins.", im.ImVec4(0.176, 0.125, 0.125, 0.706))
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0, 0, 1), 2)
fg_utils.showLabel("x Cannot connect In- to Out-Pins.", im.ImVec4(0.176, 0.125, 0.125, 0.706))
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0, 0, 1), 2)
and (startPin:getTableType() ~= endPin:getTableType() and startPin:getTableType() ~= 'generic' and endPin:getTableType() ~= 'generic') then
fg_utils.showLabel("x Incompatible Table Types: " .. tostring(startPin:getTableType()) .. ' and ' .. tostring(endPin:getTableType()), im.ImVec4(0.176, 0.125, 0.125, 0.706))
else
else
fg_utils.showLabel("x Incompatible Types: " .. tostring(startPin.type) .. ' and ' .. tostring(endPin.type), im.ImVec4(0.176, 0.125, 0.125, 0.706))
end
end
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
fg_utils.showLabel("x Cannot connect backwards!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
fg_utils.showLabel("x Cannot connect backwards!", im.ImVec4(0.176, 0.125, 0.125, 0.706))
ui_flowgraph_editor.RejectNewItem2(im.ImVec4(1, 0.5, 0.5, 1), 2)
if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
fg_utils.showLabel("Replace link")
if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
local p1 = self.graph:findPin(ui_flowgraph_editor.PtrToId(startPinId))
else
fg_utils.showLabel("+ Create Link", im.ImVec4(0.125, 0.176, 0.125, 0.706))
if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
fg_utils.showLabel("+ Create Link", im.ImVec4(0.125, 0.176, 0.125, 0.706))
if ui_flowgraph_editor.AcceptNewItem2(im.ImVec4(0.5, 1, 0.5, 1), 4) then
local p1 = self.graph:findPin(ui_flowgraph_editor.PtrToId(startPinId))
if self.newLinkPin then
fg_utils.showLabel("+ Create Node", im.ImVec4(0.125, 0.176, 0.125, 0.706))
end
if innercolor == nil then
innercolor = im.ImVec4(0.125, 0.125, 0.125, alpha)
end
@/lua/common/extensions/ui/imgui_custom_luaintf.lua
function M.ImVec4(x, y, z, w)
return imgui.ImVec4(x, y, z, w)
end
function M.ImVec4Ptr(x, y, z, w)
return M.ImVec4(x, y, z, w)
end
local sc = 1/255
res.Value = M.ImVec4(r * sc, g * sc, b * sc, (a or 255) * sc)
return res
local matchColor = M.ImVec4(1,0.5,0,1)
function M.HighlightText(label, highlightText)
local headerDefaultColor = M.ImVec4(1,0.6,0,8,0.75)
function M.HeaderText(text, color)
@/lua/ge/extensions/editor/util/transformUtil.lua
local im = ui_imgui
local smallButtonColor = im.ImVec4(1, 1, 1, 0.5)
local activeColor = im.ImVec4(0.5, 1, 0.5, 0.8)
local smallButtonColor = im.ImVec4(1, 1, 1, 0.5)
local activeColor = im.ImVec4(0.5, 1, 0.5, 0.8)
local _uid = 0 -- do not use ever
@/lua/ge/extensions/gameplay/crawl/debug.lua
im.TextColored(im.ImVec4(1, 0.5, 0, 1), "=== PENALTY SYSTEM ===")
im.Text("Penalty Points: " .. (debugData.crawlerData.points or 0))
if debugData.crawlerData.points >= 50 then
im.TextColored(im.ImVec4(1, 0, 0, 1), "DNF THRESHOLD REACHED!")
end
if debugData.isDisqualified then
im.TextColored(im.ImVec4(1, 0, 0, 1), "DISQUALIFIED")
end
im.TextColored(im.ImVec4(0.5, 0.5, 1, 1), "=== INFRACTION DATA ===")
im.Text("Driving Backwards Cooldown: " .. string.format("%.1f", infData.drivingBackwardsCooldown or 0))
im.TextColored(im.ImVec4(0, 1, 0.5, 1), "=== RECOVERY CHECKPOINT ===")
local rcp = debugData.lastRecoveryCheckpoint
im.TextColored(im.ImVec4(1, 0.8, 0, 1), "=== BOUNDARY EXIT POINT ===")
im.Text("Exit Point: " .. string.format("%.1f, %.1f, %.1f", exitPoints.x, exitPoints.y, exitPoints.z))
if distance >= 10.0 then
im.TextColored(im.ImVec4(1, 0, 0, 1), "DNF DISTANCE REACHED!")
end
im.TextColored(im.ImVec4(1, 0, 1, 1), "=== EVENT LOG ===")
if im.CollapsingHeader1("Recent Events", im.TreeNodeFlags_DefaultOpen) then
local color = im.ImVec4(1, 1, 1, 1)
if event.type == "penalty" then
if event.points and event.points < 0 then
color = im.ImVec4(0, 1, 0, 1) -- Green for bonuses
else
else
color = im.ImVec4(1, 0.5, 0, 1) -- Orange for penalties
end
elseif event.type == "checkpoint" then
color = im.ImVec4(0, 1, 1, 1) -- Cyan for checkpoints
end
im.TextColored(im.ImVec4(1, 1, 0, 1), "=== TRAIL INFO ===")
im.Text("Trail ID: " .. (debugData.trail.id or "Unknown"))
im.TextColored(im.ImVec4(0, 1, 0, 1), "=== VEHICLE INFO ===")
if debugData.crawlerData and debugData.crawlerData.dynamicData then
im.TextColored(im.ImVec4(0, 0, 1, 1), "=== NODES ===")
local path = nil
local color = im.ImVec4(1, 1, 1, 1)
if isCompleted then
if isCompleted then
color = im.ImVec4(0, 1, 0, 1) -- Green for completed
elseif isCurrent then
elseif isCurrent then
color = im.ImVec4(1, 1, 0, 1) -- Yellow for current
elseif isRecovery then
elseif isRecovery then
color = im.ImVec4(0.2, 0.8, 0.2, 1) -- Green for recovery
elseif isBonus then
elseif isBonus then
color = im.ImVec4(1, 0.8, 0, 1) -- Gold for bonus
end
im.TextColored(im.ImVec4(1, 0.5, 0, 1), "=== TRAIL STATUS ===")
if debugData.isDisqualified then
if debugData.isDisqualified then
im.TextColored(im.ImVec4(1, 0, 0, 1), "DISQUALIFIED")
elseif debugData.isCompleting then
elseif debugData.isCompleting then
im.TextColored(im.ImVec4(0, 1, 0, 1), "COMPLETING - Waiting for results...")
elseif debugData.isFinished then
elseif debugData.isFinished then
im.TextColored(im.ImVec4(0, 1, 0, 1), "FINISHED")
else
else
im.TextColored(im.ImVec4(1, 1, 0, 1), "ACTIVE")
end
@/gameplay/missionTypes/precisionParking/customNodes/parkingPointsNode.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(0.4, 0.9, 1.0, 0.9)
C.author = 'BeamNG'
@/lua/ge/extensions/editor/dynamicDecals/fonts.lua
0,
(editor.getPreference("dynamicDecalsTool.fonts.markMissingGlyphs") and char.exists == false) and im.ImVec4(1, 0, 0, 0.1) or nil
)
0,
(editor.getPreference("dynamicDecalsTool.fonts.markMissingGlyphs") and char.exists == false) and im.ImVec4(1, 0, 0, 0.1) or nil
)
@/lua/ge/extensions/editor/sensorConfigurationEditor.lua
}
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local dullWhite = im.ImVec4(1, 1, 1, 0.5) -- Some commonly-used Imgui colour vectors.
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local redB = im.ImVec4(0.7, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local greenB, greenD = im.ImVec4(0.5, 0.7, 0.5, 1), im.ImVec4(0.5, 0.7, 0.5, 0.5)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local blueB, blueD = im.ImVec4(0.5, 0.5, 0.7, 1), im.ImVec4(0.5, 0.5, 0.7, 0.5)
local gray = im.ImVec4(0.5, 0.5, 0.5, 1)
local sensorIcon = im.ImVec2(32, 32) -- Some commonly-used Imgui icon size vectors.
local bgColor = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1.0))
local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
local bgColor = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1.0))
local borderColor = im.GetColorU322(im.ImVec4(0.6, 0.6, 0.6, 1.0))
local markerColor = im.GetColorU322(greenB)
@/lua/ge/extensions/flowgraph/nodes/input/getActionControl.lua
C.description = 'Returns the control to a given input action'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.category = 'repeat_instant'
@/lua/ge/extensions/flowgraph/utils.lua
function M.showLabel(label, color)
if color == nil then color = im.ImVec4(1, 0, 0, 0.4) end
im.SetCursorPosY(im.GetCursorPosY() - im.GetTextLineHeight())
@/lua/ge/extensions/editor/multiSpawnManager.lua
local dummy = im.ImVec2(5, 5)
local colorWarning, colorError = im.ImVec4(1, 1, 0, 1), im.ImVec4(1, 0, 0, 1)
local dummy = im.ImVec2(5, 5)
local colorWarning, colorError = im.ImVec4(1, 1, 0, 1), im.ImVec4(1, 0, 0, 1)
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
if ImVec2_uv1 == nil then ImVec2_uv1 = M.ImVec2(1,1) end
if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
if ImVec4_border_col == nil then ImVec4_border_col = M.ImVec4(0,0,0,0) end
if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
if ImVec4_border_col == nil then ImVec4_border_col = M.ImVec4(0,0,0,0) end
imgui.Image(ImTextureID_user_texture_id, ImVec2_size, ImVec2_uv0, ImVec2_uv1, ImVec4_tint_col, ImVec4_border_col)
if ImVec2_uv1 == nil then ImVec2_uv1 = M.ImVec2(1,1) end
if ImVec4_bg_col == nil then ImVec4_bg_col = M.ImVec4(0,0,0,0) end
if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
if ImVec4_bg_col == nil then ImVec4_bg_col = M.ImVec4(0,0,0,0) end
if ImVec4_tint_col == nil then ImVec4_tint_col = M.ImVec4(1,1,1,1) end
if string_str_id == nil then log("E", "", "Parameter 'string_str_id' of function 'ImageButton' cannot be nil, as the c type is 'const char *'") ; return end
@/lua/ge/extensions/editor/crawlEditor/trails.lua
im.Text("Mission Name: " .. (trail._fileName or "unnamed"))
im.TextColored(im.ImVec4(0.7, 0.7, 0.7, 1), "(Same as trail name)")
end
im.Separator()
im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Mission Trail")
im.Text("This trail is from a mission.")
@/lua/ge/extensions/editor/trafficDebug.lua
local colors = {
white = im.ImVec4(1, 1, 1, 1),
red = im.ImVec4(1, 0, 0, 1),
white = im.ImVec4(1, 1, 1, 1),
red = im.ImVec4(1, 0, 0, 1),
yellow = im.ImVec4(1, 1, 0.5, 1),
red = im.ImVec4(1, 0, 0, 1),
yellow = im.ImVec4(1, 1, 0.5, 1),
silver = im.ImVec4(0.75, 0.75, 0.75, 1),
yellow = im.ImVec4(1, 1, 0.5, 1),
silver = im.ImVec4(0.75, 0.75, 0.75, 1),
grey = im.ImVec4(0.5, 0.5, 0.5, 1)
silver = im.ImVec4(0.75, 0.75, 0.75, 1),
grey = im.ImVec4(0.5, 0.5, 0.5, 1)
}
@/gameplay/missionTypes/collection/customNodes/collectionMarkersNode.lua
C.category = 'once_instant'
C.color = im.ImVec4(0.4, 0.9, 1.0, 0.9)
C.author = 'BeamNG'
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceHighscoresLap.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/gameplay/missionTypes/aiRace/customNodes/getRankStringNode.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.author = 'BeamNG'
@/lua/common/extensions/ui/flowgraph/editor_api_luaintf.lua
M.Link = function(id, startPinId, endPinId, color, thickness, isShortcut, shortCutLabel)
if color == nil then color = im.ImVec4(1, 1, 1, 1) end
if thickness == nil then thickness = 1.0 end
M.BeginCreate = function(color, thickness)
if color == nil then color = im.ImVec4(1, 1, 1, 1) end
if thickness == nil then thickness = 1.0 end
@/gameplay/missionTypes/targetjump/customNodes/CalculateZonePointRewardNode.lua
C.description = "Draws zones from the zones file."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/camPathEditor.lua
local isSelected = (index == currentMarkerIndex)
im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
if im.Selectable1(tostring(index), isSelected) then
local isSelected = (index == currentMarkerIndex)
im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
if im.Selectable1(tostring(index), isSelected) then
-- Make time column also selectable for better UX
im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
if im.Selectable1(string.format('%.1fs', marker.time), isSelected) then
-- Make time column also selectable for better UX
im.PushStyleColor2(im.Col_Header, isSelected and im.ImVec4(0.3, 0.6, 0.9, 0.8) or im.ImVec4(0, 0, 0, 0))
if im.Selectable1(string.format('%.1fs', marker.time), isSelected) then
im.TableSetColumnIndex(2)
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.5, 0.5, 0.8))
im.PushID4(index)
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.5, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.7, 0, 0.6))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.5, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.7, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.8, 0, 0.7))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.7, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.8, 0, 0.7))
if im.Button('Play', im.ImVec2(playButtonWidth, 30 * im.uiscale[0])) then
im.SameLine()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.3, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.5, 0, 0.6))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0.3, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.5, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.6, 0, 0.7))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0.5, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0, 0.6, 0, 0.7))
if im.Button('Play (Close Editor)', im.ImVec2(playButtonWidth, 30 * im.uiscale[0])) then
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.5, 0, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.7, 0, 0, 0.6))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.5, 0, 0, 0.5))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.7, 0, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.8, 0, 0, 0.7))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.7, 0, 0, 0.6))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.8, 0, 0, 0.7))
if im.Button('Stop', im.ImVec2(stopButtonWidth, 30 * im.uiscale[0])) then
@/lua/ge/extensions/editor/util/zoneSelectorUtil.lua
local im = ui_imgui
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
@/lua/ge/extensions/flowgraph/nodes/states/stateNode.lua
C.color = ufe.nodeColors.state
local startColor = im.ImVec4(0.4, 1, 0.4, 1)
@/lua/ge/extensions/flowgraph/nodes/input/blacklistAction.lua
C.description = 'Enables or disables various actions, like a scenario does.'
C.color = im.ImVec4(0, 0.3, 1, 0.75)
C.icon = "videogame_asset"
local matchColor = im.ImVec4(1, 0.5, 0, 1)
function C:highlightText(label, highlightText)
@/lua/ge/extensions/editor/flowgraph/execution.lua
if matchType == "exact" then
color = im.ImVec4(0.5, 1, 0.8, 1) -- Green - exact match
tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis is the mission instance's custom flowgraph.\nVariables will be applied when started."
elseif matchType == "missionTypeMain" then
color = im.ImVec4(0.5, 1, 0.8, 1) -- Green - mission type main
tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis is the mission type's main flowgraph (" .. selectedMission.missionType .. ")\nwhere mission variables are defined.\nVariables will be applied when started."
elseif matchType == "sameMissionType" then
color = im.ImVec4(1, 0.9, 0.5, 1) -- Yellow - same mission type
tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis flowgraph is in the same mission type folder (" .. selectedMission.missionType .. ")\nbut is NOT the mission's main flowgraph.\n\nMission variables will still be applied."
elseif matchType == "differentMissionType" then
color = im.ImVec4(1, 0.6, 0.3, 1) -- Orange - different mission type
tooltipText = "Mission selected in Mission Editor:\n" .. selectedMission.id .. "\n\nThis flowgraph is from a DIFFERENT mission type:\n This flowgraph: " .. normalizedMgrPath .. "\n Mission flowgraph: " .. normalizedMissionPath .. "\n\nMission variables will still be applied."
else -- noMission
color = im.ImVec4(0.5, 0.5, 0.5, 0.5) -- Grey - no mission selected
tooltipText = "No mission selected in Mission Editor.\n\nSelect a mission to apply mission variables when flowgraph is started."
if mgr == self.mgr then
im.TextColored(im.ImVec4(0.8,0.8,1,1), ">"..mgr.name)
else
@/lua/ge/extensions/flowgraph/nodes/mission/preClean.lua
C.name = 'Mission Cleanup'
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.description = "Cleans up the world state before a mission, with parameters that override the mission manager processing."
@/lua/ge/extensions/editor/rallyEditor.lua
-- local clr = im.ImVec4(1, 0.6, 1, 1)
-- im.PushFont3('robotomono_regular')
@/lua/ge/extensions/editor/missionPlaybook/unlockedMissionsViewer.lua
local im = ui_imgui
local hColor = im.ImVec4(0.3,1,0.2,1)
local toolWindowName = "Playbook Unlocked Missions Viewer"
@/lua/ge/extensions/flowgraph/nodes/activity/activityFlow.lua
C.name = 'Activity Flow'
C.color = im.ImVec4(0.03, 0.41, 0.64, 0.75)
C.description = "Provides flow when the activity of this project is ongoing. Also provides flow once when the activity is no longer ongoing."
-----
local colorDisabled = im.ImVec4(1, 1, 1, 0.25)
local colorEnabled = im.ImVec4(1, 1, 1, 1.00)
local colorDisabled = im.ImVec4(1, 1, 1, 0.25)
local colorEnabled = im.ImVec4(1, 1, 1, 1.00)
function C:drawMiddle()
@/lua/ge/extensions/editor/missionEditor/setupModules.lua
im.SameLine()
im.TextColored(im.ImVec4(1, 1, 0, 1), " Warning: All traffic vehicles will start out as hidden.")
end
im.SameLine()
im.TextColored(im.ImVec4(1, 1, 0, 1), " Warning: All traffic vehicles will not respawn during gameplay.")
end
@/lua/ge/extensions/editor/objectToSplineEditor.lua
im.SameLine()
im.TextColored(im.ImVec4(1, 1, 0, 1), guideErrorTxt)
end
@/lua/ge/extensions/editor/flowgraph/main.lua
self.borderColors = {
running = im.ImVec4(1,0,0,0.5),
paused = im.ImVec4(1,1,0,0.5),
running = im.ImVec4(1,0,0,0.5),
paused = im.ImVec4(1,1,0,0.5),
stopped = im.ImVec4(0,0,0,0),
paused = im.ImVec4(1,1,0,0.5),
stopped = im.ImVec4(0,0,0,0),
macro = ui_flowgraph_editor.getGraphTypes().macro.color
self.vertSliderHeight = 8
self.vertSliderColor = im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1))
self.vertSliderColorHovered = im.GetColorU322(im.ImVec4(0.2,0.4,0.8,1))
self.vertSliderColor = im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1))
self.vertSliderColorHovered = im.GetColorU322(im.ImVec4(0.2,0.4,0.8,1))
if self.mgr.transient then
gridColor = im.ImVec4(math.sin(os.clock()*3)*0.25+0.75,0.25,0.25,1)
end
if #duplicateIds > 0 then
im.PushStyleColor2(im.Col_Button, im.ImVec4((os.clock()*3)%1,0,0,1))
if im.Button("Duplicate id!!: " ..#duplicateIds) then
else
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.2,0.75,0.25,0.6))
if im.Button("All OK :) " .. table.getn(ids)) then
im.SameLine()
im.TextColored(im.ImVec4(1,0.25,0.25,1), "This is an Instance. Read only.")
elseif graph.type == 'macro' then
im.SetCursorPos(im.ImVec2(50/vz[0]-im.GetWindowPos().x+vp.x / vz[0], 5/vz[0]-im.GetWindowPos().y+vp.y / vz[0]))
--editor.uiIconImage(editor.icons.goat, im.ImVec2(300/vz[0],300/vz[0]), im.ImVec4(math.sin(os.clock()*3)*0.25+0.75,0.25,0.25,1))
--im.SetCursorPos(oldCp)
if editor.getPreference("flowgraph.debug.displayFlowLinks") then
local virtualPinLinkCol = im.ImVec4(1, 0, 0, 0.3)
local virtualFlowPinLinkCol = im.ImVec4(1, 0.333, 0, 0.3)
local virtualPinLinkCol = im.ImVec4(1, 0, 0, 0.3)
local virtualFlowPinLinkCol = im.ImVec4(1, 0.333, 0, 0.3)
local lnks = {}
local orangeColor, whiteColor, whiteStrong = im.ImVec4(1,0.5,0,1), im.ImVec4(1,1,1,0.25), im.ImVec4(1,1,1,0.9)
local qaWidth = 200
local orangeColor, whiteColor, whiteStrong = im.ImVec4(1,0.5,0,1), im.ImVec4(1,1,1,0.25), im.ImVec4(1,1,1,0.9)
local qaWidth = 200
local orangeColor, whiteColor, whiteStrong = im.ImVec4(1,0.5,0,1), im.ImVec4(1,1,1,0.25), im.ImVec4(1,1,1,0.9)
local qaWidth = 200
function C:showNewNodeContextMenu(menuPos)
im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
im.BeginChild1("##createnodespopup", im.ImVec2(300 * editor.getPreference("ui.general.scale"), 300 * editor.getPreference("ui.general.scale")), false)
im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(9, 9))
@/lua/ge/extensions/flowgraph/nodes/gameplay/isWalking.lua
if gameplay_walk then
editor.uiIconImage(editor.icons.directions_walk, im.ImVec2(40, 40), gameplay_walk.isWalking() and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
end
if gameplay_walk then
editor.uiIconImage(editor.icons.directions_walk, im.ImVec2(40, 40), gameplay_walk.isWalking() and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
end
@/gameplay/missionTypes/collection/customNodes/collectionNode.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(0.4, 0.9, 1.0, 0.9)
C.author = 'BeamNG'
@/lua/ge/extensions/editor/missionEditor/layers.lua
local imVec20x20 = im.ImVec2(20,20)
local infoColor = im.ImVec4(1,1,1,0.33)
@/lua/ge/extensions/editor/decalEditor.lua
im.SameLine()
im.TextColored(im.ImVec4(1, 0.3, 0, 1), "< Decal Templates not saved")
end
@/lua/ge/extensions/flowgraph/nodes/states/stateEntry.lua
C.hidden = true
C.color = im.ImVec4(0.4, 1, 0.4, 1)
C.undeleteable = true
@/lua/ge/extensions/editor/slotTrafficEditor.lua
local roadColor = road.color or linkBaseColor
im.PushStyleColor2(im.Col_Text, im.ImVec4(roadColor.r, roadColor.g, roadColor.b, 1))
if im.Selectable1(roadId, roadId == selectedRoad, im.SelectableFlags_SpanAllColumns) then
im.SameLine()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.7, 0.2, 0.2, 0.7))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 0.7))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.7, 0.2, 0.2, 0.7))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 0.7))
if im.Button("Delete##" .. roadId) then
@/lua/ge/extensions/editor/api/valueInspector.lua
local inputTextShortStringMaxSize = 1024
local differentValuesColor = imgui.ImVec4(1, 0.5, 0, 1)
local arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
local differentValuesColor = imgui.ImVec4(1, 0.5, 0, 1)
local arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
local annotationsTbl = nil
local p2_X_BG = imgui.ImVec2(coloredBG_X_EndPos_X, coloredBG_EndPos_Y)
local color_X_BG = imgui.GetColorU322(imgui.ImVec4(0.7, 0.0, 0.0, 1.0))
local p1_X_Text = imgui.ImVec2(coloredBG_X_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
local p2_Y_BG = imgui.ImVec2(coloredBG_Y_EndPos_X, coloredBG_EndPos_Y)
local color_Y_BG = imgui.GetColorU322(imgui.ImVec4(0.0, 0.7, 0.0, 1.0))
local p1_Y_Text = imgui.ImVec2(coloredBG_Y_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
local p2_Z_BG = imgui.ImVec2(coloredBG_Z_EndPos_X, coloredBG_EndPos_Y)
local color_Z_BG = imgui.GetColorU322(imgui.ImVec4(0.0, 0.0, 1.0, 1.0))
local p1_Z_Text = imgui.ImVec2(coloredBG_Z_StartPos_X + coloredBGWidth / 2 - textWidth / 2, textPadding_Y)
local labelTextColor = imgui.GetColorU322(imgui.ImVec4(1.0, 1.0, 1.0, 1.0))
if not annotationsTbl or not annotationsTbl[fieldValue] then
bgColor = imgui.ImVec4(0, 0, 0, 1)
else
bgColor =
imgui.ImVec4(
annotationsTbl[fieldValue].r / 255,
if not annotationsTbl or not annotationsTbl[annotations[n]] then
bgColor = imgui.ImVec4(0, 0, 0, 1)
else
bgColor =
imgui.ImVec4(
annotationsTbl[annotations[n]].r / 255,
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
local imColors = {
warning = im.ImVec4(1, 1, 0, 1),
error = im.ImVec4(1, 0, 0, 1),
warning = im.ImVec4(1, 1, 0, 1),
error = im.ImVec4(1, 0, 0, 1),
green = im.ImVec4(0, 0.75, 0.25, 1),
error = im.ImVec4(1, 0, 0, 1),
green = im.ImVec4(0, 0.75, 0.25, 1),
yellow = im.ImVec4(0.75, 0.75, 0, 1),
green = im.ImVec4(0, 0.75, 0.25, 1),
yellow = im.ImVec4(0.75, 0.75, 0, 1),
red = im.ImVec4(0.75, 0, 0, 1),
yellow = im.ImVec4(0.75, 0.75, 0, 1),
red = im.ImVec4(0.75, 0, 0, 1),
white = im.ImVec4(0.8, 0.8, 0.8, 1),
red = im.ImVec4(0.75, 0, 0, 1),
white = im.ImVec4(0.8, 0.8, 0.8, 1),
black = im.ImVec4(0, 0, 0, 1)
white = im.ImVec4(0.8, 0.8, 0.8, 1),
black = im.ImVec4(0, 0, 0, 1)
}
local c = iconColor:toTable()
iconColor = im.ImVec4(c[1], c[2], c[3], c[4])
else
else
iconColor = im.ImVec4(1, 1, 1, 1)
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
im.TextColored(im.ImVec4(v.color[1],v.color[2],v.color[3],v.color[4]), string.format("%s (live / avg) = %s / %s %s", name, strVal, strAvgVal, units))
--im.Text(string.format("%s = %.2f %s", name, val, units))
im.TextColored(im.ImVec4(v.color[1],v.color[2],v.color[3],v.color[4]), string.format("%s (live / avg) = %s / %s %s", name, strVal, strAvgVal, units))
--im.Text(string.format("%s = %.2f %s", name, val, units))
@/lua/ge/extensions/editor/extensionsEditor.lua
local iconSize = imgui.ImVec2(20, 20)
local iconColor = imgui.ImVec4(1,1,1,1)
local iconDisabledColor = imgui.ImVec4(1,0,0,1)
local iconColor = imgui.ImVec4(1,1,1,1)
local iconDisabledColor = imgui.ImVec4(1,0,0,1)
@/lua/ge/extensions/editor/mainMenu.lua
local function editorLevelTitleGui()
imgui.TextColored(imgui.ImVec4(0.7, 0.7, 0.7, 1), "\tLevel: ")
local str = ""
imgui.TextColored(imgui.ImVec4(1, 1, 0, textAlpha), "\t"..notification.text)
end
local function currentEditModeGui()
imgui.TextColored(imgui.ImVec4(0.7, 0.7, 0.7, 1.0), "\tEditMode: ")
local str = ""
imgui.WindowFlags_NoNav))
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), editor.statusText)
imgui.SameLine()
if fps < 30 then
imgui.TextColored(imgui.ImVec4(1, 0.3, 0.3, 1), "FPS: %.0f", fps)
elseif fps < 60 then
elseif fps < 60 then
imgui.TextColored(imgui.ImVec4(1, 1, 0.2, 1), "FPS: %.0f", fps)
else
elseif metrics["FramePresent"] < 1 or fps > 30 then
imgui.TextColored(imgui.ImVec4(1, 1, 0.2, 1), "GpuWait: %3.1f", metrics["FramePresent"])
else
else
imgui.TextColored(imgui.ImVec4(1, 0.3, 0.3, 1), "GpuWait: %3.1f", metrics["FramePresent"])
end
if editor.safeMode then
imgui.PushStyleColor1(imgui.Col_MenuBarBg, imgui.GetColorU322(imgui.ImVec4(0.3,0,0,1)))
end
if editor.safeMode == true then
editor.uiTextColoredWithFont(imgui.ImVec4(1, 0, 0, 1), "[ S A F E M O D E ]", "cairo_bold")
end
imgui.Text("Are you sure you want to revert current level to original content?")
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), "Warning: You will lose all your changes to the level!")
if imgui.Button("Yes") then
@/lua/ge/extensions/editor/util/plotHelperUtil.lua
local borderColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.4), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local borderColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.4), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local gridColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.15), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local crossHairColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5), 1)
local annotationColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.22), 1)
local crossHairColor = im.GetColorU322(im.ImVec4(1, 1, 1, 0.5), 1)
local textColor = im.ImVec4(1, 1, 1, 0.5)
format[i].color = color
format[i].uColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
end
local color = rainbowColor(rowCount, r, 1)
splineColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
end
local color = rainbowColor(count, r, 1)
circleColor = im.GetColorU322(im.ImVec4(color[1], color[2], color[3], color[4]))
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceNodeReached.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
self.backgroundColor[3] = im.Float(0.5)
self.bgColorVec4 = im.ImVec4(0,0,0,0)
self.borderColor = im.ArrayFloat(4)
self.borderColor[3] = im.Float(1)
self.borderColorVec4 = im.ImVec4(0,0,0,0)
self.textColor = im.ArrayFloat(4)
self.textColor[3] = im.Float(1)
self.textColorVec4 = im.ImVec4(0,0,0,0)
self:refreshColors()
function C:refreshColors()
self.bgColorVec4 = im.ImVec4(self.backgroundColor[0],self.backgroundColor[1],self.backgroundColor[2],self.backgroundColor[3])
self.borderColorVec4 = im.ImVec4(self.borderColor[0],self.borderColor[1],self.borderColor[2],self.borderColor[3])
self.bgColorVec4 = im.ImVec4(self.backgroundColor[0],self.backgroundColor[1],self.backgroundColor[2],self.backgroundColor[3])
self.borderColorVec4 = im.ImVec4(self.borderColor[0],self.borderColor[1],self.borderColor[2],self.borderColor[3])
self.textColorVec4 = im.ImVec4(self.textColor[0],self.textColor[1],self.textColor[2],self.textColor[3])
self.borderColorVec4 = im.ImVec4(self.borderColor[0],self.borderColor[1],self.borderColor[2],self.borderColor[3])
self.textColorVec4 = im.ImVec4(self.textColor[0],self.textColor[1],self.textColor[2],self.textColor[3])
end
@/lua/ge/extensions/flowgraph/nodes/input/blacklistActionFilter.lua
C.description = 'Enables or disables various actions by filters'
C.color = im.ImVec4(0, 0.3, 1, 0.75)
C.icon = "videogame_asset"
@/lua/ge/extensions/editor/toolUtilities/style.lua
return {
fullWhite = im.ImVec4(0.95, 1.0, 0.95, 0.8),
dullWhite = im.ImVec4(0.6, 0.8, 0.6, 0.3),
fullWhite = im.ImVec4(0.95, 1.0, 0.95, 0.8),
dullWhite = im.ImVec4(0.6, 0.8, 0.6, 0.3),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(0.6, 0.8, 0.6, 0.3),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.35, 0.75, 0.35, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.35, 0.75, 0.35, 1.0),
greenD = im.ImVec4(0.2, 0.45, 0.2, 1.0),
greenB = im.ImVec4(0.35, 0.75, 0.35, 1.0),
greenD = im.ImVec4(0.2, 0.45, 0.2, 1.0),
blueB = im.ImVec4(0.3, 0.6, 0.8, 1.0),
greenD = im.ImVec4(0.2, 0.45, 0.2, 1.0),
blueB = im.ImVec4(0.3, 0.6, 0.8, 1.0),
blueD = im.ImVec4(0.2, 0.4, 0.5, 1.0),
blueB = im.ImVec4(0.3, 0.6, 0.8, 1.0),
blueD = im.ImVec4(0.2, 0.4, 0.5, 1.0),
redB = im.ImVec4(0.6, 0.2, 0.2, 1.0),
blueD = im.ImVec4(0.2, 0.4, 0.5, 1.0),
redB = im.ImVec4(0.6, 0.2, 0.2, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.6, 0.2, 0.2, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
dullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.25),
fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
dullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.29, 0.62, 0.64, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.29, 0.62, 0.64, 1.0),
blueD = im.ImVec4(0.18, 0.36, 0.38, 1.0),
blueB = im.ImVec4(0.29, 0.62, 0.64, 1.0),
blueD = im.ImVec4(0.18, 0.36, 0.38, 1.0),
greenB = im.ImVec4(0.91, 0.45, 0.65, 1.0),
blueD = im.ImVec4(0.18, 0.36, 0.38, 1.0),
greenB = im.ImVec4(0.91, 0.45, 0.65, 1.0),
greenD = im.ImVec4(0.50, 0.23, 0.36, 1.0),
greenB = im.ImVec4(0.91, 0.45, 0.65, 1.0),
greenD = im.ImVec4(0.50, 0.23, 0.36, 1.0),
redB = im.ImVec4(0.76, 0.17, 0.13, 1.0),
greenD = im.ImVec4(0.50, 0.23, 0.36, 1.0),
redB = im.ImVec4(0.76, 0.17, 0.13, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.76, 0.17, 0.13, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(0.98, 0.95, 0.9, 0.7),
dullWhite = im.ImVec4(0.7, 0.6, 0.5, 0.3),
fullWhite = im.ImVec4(0.98, 0.95, 0.9, 0.7),
dullWhite = im.ImVec4(0.7, 0.6, 0.5, 0.3),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(0.7, 0.6, 0.5, 0.3),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.45, 0.65, 0.4, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.45, 0.65, 0.4, 1.0),
greenD = im.ImVec4(0.25, 0.35, 0.2, 1.0),
greenB = im.ImVec4(0.45, 0.65, 0.4, 1.0),
greenD = im.ImVec4(0.25, 0.35, 0.2, 1.0),
blueB = im.ImVec4(0.3, 0.5, 0.6, 1.0),
greenD = im.ImVec4(0.25, 0.35, 0.2, 1.0),
blueB = im.ImVec4(0.3, 0.5, 0.6, 1.0),
blueD = im.ImVec4(0.2, 0.3, 0.4, 1.0),
blueB = im.ImVec4(0.3, 0.5, 0.6, 1.0),
blueD = im.ImVec4(0.2, 0.3, 0.4, 1.0),
redB = im.ImVec4(0.75, 0.35, 0.2, 1.0),
blueD = im.ImVec4(0.2, 0.3, 0.4, 1.0),
redB = im.ImVec4(0.75, 0.35, 0.2, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.75, 0.35, 0.2, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(0.9, 0.9, 0.95, 0.7),
dullWhite = im.ImVec4(0.6, 0.6, 0.65, 0.25),
fullWhite = im.ImVec4(0.9, 0.9, 0.95, 0.7),
dullWhite = im.ImVec4(0.6, 0.6, 0.65, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(0.6, 0.6, 0.65, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.2, 0.9, 0.75, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.2, 0.9, 0.75, 1.0),
blueD = im.ImVec4(0.1, 0.5, 0.4, 1.0),
blueB = im.ImVec4(0.2, 0.9, 0.75, 1.0),
blueD = im.ImVec4(0.1, 0.5, 0.4, 1.0),
greenB = im.ImVec4(0.35, 0.6, 0.3, 1.0),
blueD = im.ImVec4(0.1, 0.5, 0.4, 1.0),
greenB = im.ImVec4(0.35, 0.6, 0.3, 1.0),
greenD = im.ImVec4(0.2, 0.35, 0.2, 1.0),
greenB = im.ImVec4(0.35, 0.6, 0.3, 1.0),
greenD = im.ImVec4(0.2, 0.35, 0.2, 1.0),
redB = im.ImVec4(0.7, 0.25, 0.3, 1.0),
greenD = im.ImVec4(0.2, 0.35, 0.2, 1.0),
redB = im.ImVec4(0.7, 0.25, 0.3, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.7, 0.25, 0.3, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(1, 1, 1, 0.7),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
fullWhite = im.ImVec4(1, 1, 1, 0.7),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.93, 0.73, 0.32, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.93, 0.73, 0.32, 1.0),
greenD = im.ImVec4(0.53, 0.43, 0.10, 1.0),
greenB = im.ImVec4(0.93, 0.73, 0.32, 1.0),
greenD = im.ImVec4(0.53, 0.43, 0.10, 1.0),
blueB = im.ImVec4(0.91, 0.39, 0.56, 1.0),
greenD = im.ImVec4(0.53, 0.43, 0.10, 1.0),
blueB = im.ImVec4(0.91, 0.39, 0.56, 1.0),
blueD = im.ImVec4(0.55, 0.20, 0.30, 1.0),
blueB = im.ImVec4(0.91, 0.39, 0.56, 1.0),
blueD = im.ImVec4(0.55, 0.20, 0.30, 1.0),
redB = im.ImVec4(0.99, 0.30, 0.00, 1.0),
blueD = im.ImVec4(0.55, 0.20, 0.30, 1.0),
redB = im.ImVec4(0.99, 0.30, 0.00, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.99, 0.30, 0.00, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(1, 1, 1, 0.7),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
fullWhite = im.ImVec4(1, 1, 1, 0.7),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.40, 0.75, 0.45, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.40, 0.75, 0.45, 1.0),
greenD = im.ImVec4(0.18, 0.35, 0.20, 1.0),
greenB = im.ImVec4(0.40, 0.75, 0.45, 1.0),
greenD = im.ImVec4(0.18, 0.35, 0.20, 1.0),
blueB = im.ImVec4(0.85, 0.75, 0.55, 1.0),
greenD = im.ImVec4(0.18, 0.35, 0.20, 1.0),
blueB = im.ImVec4(0.85, 0.75, 0.55, 1.0),
blueD = im.ImVec4(0.50, 0.45, 0.25, 1.0),
blueB = im.ImVec4(0.85, 0.75, 0.55, 1.0),
blueD = im.ImVec4(0.50, 0.45, 0.25, 1.0),
redB = im.ImVec4(0.65, 0.35, 0.20, 1.0),
blueD = im.ImVec4(0.50, 0.45, 0.25, 1.0),
redB = im.ImVec4(0.65, 0.35, 0.20, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.65, 0.35, 0.20, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
dullWhite = im.ImVec4(0.65, 0.65, 0.65, 0.25),
fullWhite = im.ImVec4(1.0, 1.0, 1.0, 0.7),
dullWhite = im.ImVec4(0.65, 0.65, 0.65, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(0.65, 0.65, 0.65, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.9, 0.6, 0.85, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.9, 0.6, 0.85, 1.0),
blueD = im.ImVec4(0.4, 0.3, 0.5, 1.0),
blueB = im.ImVec4(0.9, 0.6, 0.85, 1.0),
blueD = im.ImVec4(0.4, 0.3, 0.5, 1.0),
greenB = im.ImVec4(0.55, 0.85, 0.75, 1.0),
blueD = im.ImVec4(0.4, 0.3, 0.5, 1.0),
greenB = im.ImVec4(0.55, 0.85, 0.75, 1.0),
greenD = im.ImVec4(0.25, 0.5, 0.45, 1.0),
greenB = im.ImVec4(0.55, 0.85, 0.75, 1.0),
greenD = im.ImVec4(0.25, 0.5, 0.45, 1.0),
redB = im.ImVec4(1.0, 0.5, 0.5, 1.0),
greenD = im.ImVec4(0.25, 0.5, 0.45, 1.0),
redB = im.ImVec4(1.0, 0.5, 0.5, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(1.0, 0.5, 0.5, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(1, 1, 1, 0.7),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
fullWhite = im.ImVec4(1, 1, 1, 0.7),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(1, 1, 1, 0.25),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.90, 0.90, 0.90, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.90, 0.90, 0.90, 1.0),
greenD = im.ImVec4(0.50, 0.50, 0.50, 1.0),
greenB = im.ImVec4(0.90, 0.90, 0.90, 1.0),
greenD = im.ImVec4(0.50, 0.50, 0.50, 1.0),
blueB = im.ImVec4(1.0, 1.0, 0.55, 1.0),
greenD = im.ImVec4(0.50, 0.50, 0.50, 1.0),
blueB = im.ImVec4(1.0, 1.0, 0.55, 1.0),
blueD = im.ImVec4(0.60, 0.60, 0.20, 1.0),
blueB = im.ImVec4(1.0, 1.0, 0.55, 1.0),
blueD = im.ImVec4(0.60, 0.60, 0.20, 1.0),
redB = im.ImVec4(1.0, 0.35, 0.35, 1.0),
blueD = im.ImVec4(0.60, 0.60, 0.20, 1.0),
redB = im.ImVec4(1.0, 0.35, 0.35, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(1.0, 0.35, 0.35, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(0.95, 0.95, 1.0, 0.7),
dullWhite = im.ImVec4(0.6, 0.6, 0.7, 0.7),
fullWhite = im.ImVec4(0.95, 0.95, 1.0, 0.7),
dullWhite = im.ImVec4(0.6, 0.6, 0.7, 0.7),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(0.6, 0.6, 0.7, 0.7),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueD = im.ImVec4(0.25, 0.35, 0.45, 1.0),
blueB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
blueD = im.ImVec4(0.25, 0.35, 0.45, 1.0),
greenB = im.ImVec4(0.9, 0.9, 0.4, 1.0),
blueD = im.ImVec4(0.25, 0.35, 0.45, 1.0),
greenB = im.ImVec4(0.9, 0.9, 0.4, 1.0),
greenD = im.ImVec4(0.4, 0.4, 0.2, 1.0),
greenB = im.ImVec4(0.9, 0.9, 0.4, 1.0),
greenD = im.ImVec4(0.4, 0.4, 0.2, 1.0),
redB = im.ImVec4(1.0, 0.4, 0.5, 1.0),
greenD = im.ImVec4(0.4, 0.4, 0.2, 1.0),
redB = im.ImVec4(1.0, 0.4, 0.5, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(1.0, 0.4, 0.5, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
return {
fullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.75),
dullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.2),
fullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.75),
dullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.2),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
dullWhite = im.ImVec4(0.95, 0.95, 0.95, 0.2),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.4, 0.75, 0.5, 1.0),
purpleB = im.ImVec4(0.6, 0.8, 1.0, 1.0),
greenB = im.ImVec4(0.4, 0.75, 0.5, 1.0),
greenD = im.ImVec4(0.2, 0.4, 0.25, 1.0),
greenB = im.ImVec4(0.4, 0.75, 0.5, 1.0),
greenD = im.ImVec4(0.2, 0.4, 0.25, 1.0),
blueB = im.ImVec4(0.35, 0.6, 0.9, 1.0),
greenD = im.ImVec4(0.2, 0.4, 0.25, 1.0),
blueB = im.ImVec4(0.35, 0.6, 0.9, 1.0),
blueD = im.ImVec4(0.15, 0.3, 0.6, 1.0),
blueB = im.ImVec4(0.35, 0.6, 0.9, 1.0),
blueD = im.ImVec4(0.15, 0.3, 0.6, 1.0),
redB = im.ImVec4(0.9, 0.3, 0.3, 1.0),
blueD = im.ImVec4(0.15, 0.3, 0.6, 1.0),
redB = im.ImVec4(0.9, 0.3, 0.3, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
redB = im.ImVec4(0.9, 0.3, 0.3, 1.0),
yellowB = im.ImVec4(0.4, 1.0, 0.4, 1.0),
}
@/lua/ge/extensions/flowgraph/link.lua
im.PushStyleVar2(im.StyleVar_WindowPadding, im.ImVec2(5, 5))
im.PushStyleColor2(im.Col_Separator, im.ImVec4(1.0, 1.0, 1.0, 0.175))
if self.graph.mgr.runningState ~= "running" then
if self.graph.mgr.runningState ~= "running" then
im.PushStyleColor2(im.Col_Border, im.ImVec4(1.0, 1.0, 1.0, 0.25))
end
if self._highlight then
ui_flowgraph_editor.Link(self.hiddenId, sId, tId, im.ImVec4(self.color.x, self.color.y, self.color.z, 0.6), 10, false, label)
self._highlight = false
ui_flowgraph_editor.PushStyleVar1(ui_flowgraph_editor.StyleVar_FlowMarkerSize, 1)
markerColor = im.ImVec4(self.color.x * 0.5, self.color.y * 0.5, self.color.z * 0.5, self.color.w)
end
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1)), 3
)
im.ImVec2(center.x + txtSize.x/2 + off.x, center.y + txtSize.y/2 + off.y),
im.GetColorU322(im.ImVec4(self.color.x, self.color.y, self.color.z, 0.6)), 3, nil , 2
)
@/lua/ge/extensions/flowgraph/nodes/gameplay/careerActive.lua
C.description = 'Checks if Career is active and enabled.'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.category = 'repeat_instant'
editor.uiIconImage(editor.icons[(career_career and career_career.isActive()) and 'check' or 'close'], im.ImVec2(40, 40), (career_career and career_career.isActive()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
editor.uiIconImage(editor.icons[(career_career and career_career.isActive()) and 'check' or 'close'], im.ImVec2(40, 40), (career_career and career_career.isActive()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
@/lua/ge/extensions/editor/missionEditor/progressSetup.lua
local color = colors[colorName]
colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
end
@/lua/ge/extensions/editor/resourceChecker.lua
if (count % 2 == 0) then
drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
end
if (count % 2 == 0) then
drawRectBg(tostring(l), im.ImVec4(1, 1, 1, 0.06))
end
if (count % 2 == 0) then
drawRectBg(tostring(j), im.ImVec4(1, 1, 1, 0.06))
end
if (count % 2 == 0) then
drawRectBg(tostring(stage), im.ImVec4(1, 1, 1, 0.06))
end
if (count % 2 == 0) then
drawRectBg(tostring(x), im.ImVec4(1, 1, 1, 0.06))
end
if (count % 2 == 0) then
drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
end
end
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), k..": ")
if im.IsItemHovered() then
if im.IsItemHovered() then
drawRectBg(tostring(k), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
end
isSelected[i] = true
drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..i..": ")
drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..i..": ")
else
else
drawRectBg(tostring(i), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..i..": ")
drawRectBg(tostring(i), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..i..": ")
end
isSelected[i] = true
drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..i..": ")
drawRectBg(tostring(i), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..i..": ")
else
else
drawRectBg(tostring(i), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..i..": ")
drawRectBg(tostring(i), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..i..": ")
end
elseif im.IsItemHovered() then
drawRectBg(tostring(i), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
texHovered(i)
isSelected[d] = true
drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..d..": ")
drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..d..": ")
else
else
drawRectBg(tostring(d), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..d..": ")
drawRectBg(tostring(d), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..d..": ")
end
isSelected[d] = true
drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..d..": ")
drawRectBg(tostring(d), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..d..": ")
else
else
drawRectBg(tostring(d), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..d..": ")
drawRectBg(tostring(d), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..d..": ")
end
elseif im.IsItemHovered() then
drawRectBg(tostring(d), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
matHovered(d)
isSelected[o] = true
drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..a..": "..o)
drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..a..": "..o)
else
else
drawRectBg(tostring(o), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..a..": "..o)
drawRectBg(tostring(o), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..a..": "..o)
end
isSelected[o] = true
drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..a..": "..o)
drawRectBg(tostring(o), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), ' '..a..": "..o)
else
else
drawRectBg(tostring(o), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..a..": "..o)
drawRectBg(tostring(o), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), ' '..a..": "..o)
end
elseif im.IsItemHovered() then
drawRectBg(tostring(o), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
texHovered(path)
if count >= maxLines then
im.TextColored(im.ImVec4(1, 1, 1, 1), "Can't display more than "..maxLines.." lines. Please check game log for more info.")
end
im.SetColumnWidth(0, 60)
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), "No.")
im.NextColumn()
im.Spacing()
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), "Issue")
im.Spacing()
if isDoubleClicked[k] == true then
drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
else
else
drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(k))
drawRectBg(tostring(k), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(k))
end
if isDoubleClicked[k] == true then
drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
drawRectBg(tostring(k), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(k))
else
else
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(k))
end
isSelected[v] = true
drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
else
else
drawRectBg(tostring(v), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
drawRectBg(tostring(v), im.ImVec4(1, 1, 1, 0.06))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
end
isSelected[v] = true
drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
drawRectBg(tostring(v), im.ImVec4(0.8, 0.4, 0.1, 1))
im.TextColored(im.ImVec4(1, 1, 1, 1), tostring(v))
else
else
drawRectBg(tostring(v), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
drawRectBg(tostring(v), im.ImVec4(0, 0, 0, 0.1))
im.TextColored(im.ImVec4(0.5, 0.9, 1, 1), tostring(v))
end
elseif im.IsItemHovered() then
drawRectBg(tostring(v), im.ImVec4(0.2, 0.24, 0.31, 0.78), 1)
if testName == "matVersion" or testName == "unusedMat" or testName == "usedMat" then
if count >= maxLines then
im.TextColored(im.ImVec4(1, 1, 1, 1), "Can't display more than "..maxLines.." lines. Please check game log for more info.")
end
im.SameLine()
drawRectBg("LMB", im.ImVec4(0, 0, 0, 0.3), 0, 1)
im.Text("LMB")
im.SameLine()
drawRectBg("RMB", im.ImVec4(0, 0, 0, 0.3), 0, 1)
im.Text("RMB")
im.SameLine()
local removeButtonCol = im.ImVec4(1, 0, 0, 0.7)
im.PushStyleColor2(im.Col_Button, removeButtonCol)
local _treemapColors = {
dir = im.ImVec4(0.30,0.30,0.30,1.0),
textures = im.ImVec4(0.31,0.64,0.98,1.0),
dir = im.ImVec4(0.30,0.30,0.30,1.0),
textures = im.ImVec4(0.31,0.64,0.98,1.0),
meshes_cache = im.ImVec4(0.95,0.64,0.29,1.0),
textures = im.ImVec4(0.31,0.64,0.98,1.0),
meshes_cache = im.ImVec4(0.95,0.64,0.29,1.0),
meshes_source= im.ImVec4(0.95,0.49,0.18,1.0),
meshes_cache = im.ImVec4(0.95,0.64,0.29,1.0),
meshes_source= im.ImVec4(0.95,0.49,0.18,1.0),
terrain = im.ImVec4(0.29,0.84,0.42,1.0),
meshes_source= im.ImVec4(0.95,0.49,0.18,1.0),
terrain = im.ImVec4(0.29,0.84,0.42,1.0),
audio = im.ImVec4(0.78,0.55,0.90,1.0),
terrain = im.ImVec4(0.29,0.84,0.42,1.0),
audio = im.ImVec4(0.78,0.55,0.90,1.0),
datablocks = im.ImVec4(0.38,0.65,0.90,1.0),
audio = im.ImVec4(0.78,0.55,0.90,1.0),
datablocks = im.ImVec4(0.38,0.65,0.90,1.0),
other = im.ImVec4(0.55,0.55,0.55,1.0),
datablocks = im.ImVec4(0.38,0.65,0.90,1.0),
other = im.ImVec4(0.55,0.55,0.55,1.0),
}
local c = _treemapColors[k] or _treemapColors.other
if isDir then return im.ImVec4(c.x*0.7+0.2, c.y*0.7+0.2, c.z*0.7+0.2, 1) end
return c
im.ImDrawList_AddRectFilled(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(c))
im.ImDrawList_AddRect(dl, im.ImVec2(r.x, r.y), im.ImVec2(r.x+r.w, r.y+r.h), im.GetColorU322(im.ImVec4(0,0,0,0.35)))
if assetTreemapState.selectedPath == path then
im.ImDrawList_AddRect(dl, im.ImVec2(r.x+1, r.y+1), im.ImVec2(r.x+r.w-1, r.y+r.h-1), im.GetColorU322(im.ImVec4(1,1,1,0.9)), 0, 0, 2.0)
end
if not getlevel then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Level is not loaded")
else
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Asset Stats")
im.Spacing()
if hovered then
im.ImDrawList_AddRect(dl, min, max, im.GetColorU322(im.ImVec4(1, 1, 1, 0.35)))
im.BeginTooltip()
im.TextColored(im.ImVec4(1,1,1,1), "Scene object counts")
im.Text("TSStatic: "..tostring(scene.TSStatic))
local dl = im.GetWindowDrawList()
im.ImDrawList_AddRectFilled(dl, spPos, im.ImVec2(spPos.x + splitterWidth, spPos.y + splitterThickness), im.GetColorU322(im.ImVec4(0.3,0.3,0.3,1.0)))
elseif resExplorer and resExplorer[1] == 10 and resExplorer[5] == 2 then
im.TextColored(im.ImVec4(1, 0, 0, 1), "Stats failed")
else
if not getlevel then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Level is not loaded")
else
elseif verifier and verifier[1] == 2 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Verifying done")
im.Spacing()
elseif verifier and verifier[1] == 3 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Verifying done")
resultUI("duplicates", matdata, "Detected duplicated materials ("..verifier[2].."),\nit's required to avoid doing that as it can lead into issues.", verifier[4])
elseif verifier and verifier[1] == 5 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Finished removing persistentIds")
resultUI("persistentid", matdata, "Removed ("..verifier[2]..") persistentIds in files: ", verifier[4])
elseif verifier and verifier[1] == 6 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Finished checking texture maps\nFound: "..verifier[2]+verifier[3]+verifier[6].." issues")
resultUI("textureMap", matdata, "There is ("..verifier[2]..") issues with wrong path to files.\nDetected ("..verifier[3]..") missing textures in materials.\nFound ("..verifier[6]..") issues with Texture Cooker files.\nPlease use .png file extension in Texture Cooker materials to make sure everything works correctly.\n*Numbers next to map name correspond to material layer.", verifier[4], 1)
elseif verifier and verifier[1] == 7 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Finished checking texture files\nFound: "..verifier[2]+verifier[3]+verifier[6].." issues")
resultUI("textureFiles", matdata, "There is ("..verifier[2]..") issues with incorrect file format.\nDetected ("..verifier[3]..") textures that are not power of 2.\nFound ("..verifier[6]..") textures that cannot be cooked.\n*Numbers next to map name correspond to material layer.", verifier[4], 1)
elseif verifier and verifier[1] == 8 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Verifying done")
resultUI("missingMat", matdata, "Detected ("..verifier[2]..") missing materials: ", verifier[4])
elseif verifier and verifier[1] == 9 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Removed dummy mats")
resultUI("remDummy", matdata, "Removed ("..verifier[2]..") dummy materials: ", verifier[4])
elseif verifier and verifier[1] == 10 and verifier[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Exported textures")
resultUI("textureExporter", matdata, "Exported ("..verifier[2]..") textures: ", verifier[4])
elseif verifier and verifier[5] == 2 then
im.TextColored(im.ImVec4(1, 0, 0, 1), "Verification failed")
end
if not getlevel then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Level is not loaded")
else
elseif resExplorer and resExplorer[1] == 1 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("tsstatics", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") TSStatics loaded in scene with ("..resExplorer[3].. ") instances.\nTotal Collada size: "..resExplorer[6].." MB\nTotal cache size: "..resExplorer[7].." MB", resExplorer[4])
elseif resExplorer and resExplorer[1] == 2 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("forestitems", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") ForestItems available in the level.\nTotal Collada size: "..resExplorer[6].." MB\nTotal cache size: "..resExplorer[7].." MB", resExplorer[4])
elseif resExplorer and resExplorer[1] == 3 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("terrains", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") TerrainBlocks loaded in scene that have a total size of "..resExplorer[3].." MB: ", resExplorer[4])
elseif resExplorer and resExplorer[1] == 4 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("unusedMat", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") unused Materials in the level: ", resExplorer[4], 0, 1, getlevel, resExplorer[2])
elseif resExplorer and resExplorer[1] == 5 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("unusedMesh", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") unused Meshes in the level that have a total size of "..resExplorer[3].." MB: ", resExplorer[4], 0, 2, getlevel, resExplorer[2])
elseif resExplorer and resExplorer[1] == 6 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("unusedTex", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") unused textures in the level that have a total size of "..resExplorer[3].." MB: ", resExplorer[4], 0, 3, getlevel, resExplorer[2])
elseif resExplorer and resExplorer[1] == 7 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete, removed: ("..resExplorer[2]..") files with total size of "..resExplorer[3].." MB")
elseif resExplorer and resExplorer[1] == 8 and resExplorer[5] == 1 then
elseif resExplorer and resExplorer[1] == 8 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("usedMat", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") used Materials in the level that have a total size of "..resExplorer[3].." MB: ", resExplorer[4], 0, nil, getlevel, resExplorer[2])
elseif resExplorer and resExplorer[1] == 9 and resExplorer[5] == 1 then
im.TextColored(im.ImVec4(1, 1, 0.2, 1), "Task complete")
resultUI("colData", "/levels/"..getlevel.."/", "There is currently ("..resExplorer[2]..") used static collision meshes in the level that have a total of "..resExplorer[3][1].." polygons.\nThere is ("..resExplorer[3][3]..") static meshes instances that use Visible Mesh Collisions and have total of "..resExplorer[3][2].." polygons: ", resExplorer[4], 0, nil, getlevel, resExplorer[2])
elseif resExplorer and resExplorer[5] == 2 then
im.TextColored(im.ImVec4(1, 0, 0, 1), "Task failed")
end
@/gameplay/missionTypes/aiRace/customNodes/activateRaceNode.lua
C.description = 'Manages a race; alternative version of the File Race node.'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
local id,color,cbg = 1
local whiteColor = im.GetColorU322(im.ImVec4(1, 1, 1, 1), 1)
-- im.ImDrawList_AddLine(dl, localToGlobalPos(1, 1), localToGlobalPos(100, 100), whiteColor, 2)
inpanel = nil
local c = im.ImVec4(0.3, 0.3, 0.3, 0.9)
im.PushStyleColor2(im.Col_FrameBg, c)
if env.ui['geo_on'] == v.key then
im.TextColored(im.ImVec4(1,1,0,1),v.name or 'NONE') --daedata.dgeo[k].name)
else
if env.ui['geo_on'] == d then
im.TextColored(im.ImVec4(1,1,0,1),'- '..d) --daedata.dgeo[k].name)
else
-- im.Text(v.key==env.ui['geo_up'] and ' * ' or '')
-- local c = im.ImVec4(0.3, 0.3, 0.3, 0.9)
-- im.PushStyleColor2(im.Col_FrameBg, c)
else
local c = k == env.ui['geo_up'] and im.ImVec4(0.6, 1, 0.6, 0.4) or im.ImVec4(1, 1, 1, 0.2)
-- im.PopStyleColor()
else
local c = k == env.ui['geo_up'] and im.ImVec4(0.6, 1, 0.6, 0.4) or im.ImVec4(1, 1, 1, 0.2)
-- im.PopStyleColor()
if env.ui['geo_on'] == v.key then
im.TextColored(im.ImVec4(1,1,0,1),v.name or 'NONE') --daedata.dgeo[k].name)
else
if beamdata.agpick and v.key == beamdata.agpick[1].key then
im.PushStyleColor2(im.Col_Text, im.ImVec4(1,1,0,0.8))
end
if v.exp then
im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0, 0, 0, 0.4))
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.6,1,0.9,0.9))
im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0, 0, 0, 0.4))
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.6,1,0.9,0.9))
for i,b in pairs(v.list) do
UI.buttonTxt('gorup_edit','OK',im.ImVec2(28,20),
-- im.ImVec4(0.1,0.6,0,1),
nil,
nil,
im.ImVec4(1,0.9,0.9,0.2),im.ImVec2(2,2)
)
im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(1, 1, 1, 0.2))
-- im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(1, 1, 1, 0.2))
-- im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
if fbag then
editor.icons.keyboard_arrow_right,
im.ImVec2(20,20), im.ImVec4(1.0, 1.0, 1.0, 0.8), nil, nil, nil,
im.ImVec4(1.0, 1.0, 0.0, 1))
im.ImVec2(20,20), im.ImVec4(1.0, 1.0, 1.0, 0.8), nil, nil, nil,
im.ImVec4(1.0, 1.0, 0.0, 1))
-- im.Text('>')
if env.ui['piece_over'] == k then
im.TextColored(im.ImVec4(1,1,0,1), 'Piece '..k)
else
im.ImVec2(54,30), nil,
im.ImVec4(0.0, 0.3, 0.5, 0.5),
-- im.ImVec4(0.0, 0.4, 0.3, 0.5),
im.ImVec4(0.0, 0.3, 0.5, 0.5),
-- im.ImVec4(0.0, 0.4, 0.3, 0.5),
im.ImVec2(2, 2))
end
-- UI.buttonTxt('dae_up', '> '..fsnode.afile[fsnode.cfile].s, nil, im.ImVec4(0.5, 0.5, 0.5, 0.7))
nil,
im.ImVec4(0, 1, 0.8, 0.8))
end
-------------------
im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0, 0, 0, 0.8))
local w = im.GetColumnWidth()
nil,
im.ImVec4(1, 1, 0.8, 0.8)
-- im.ImVec4(0, 1, 0.8, 0.8)
im.ImVec4(1, 1, 0.8, 0.8)
-- im.ImVec4(0, 1, 0.8, 0.8)
)
im.Indent(-4)
color = fsnode.adir[i].fav==1 and im.ImVec4(0.7, 0.7, 0.0, 0.7) or UI.cbutOff
UI.buttonImg({'fav_up',i}, 'star', im.ImVec2(iconsz,iconsz), color, nil, vec3(0.6,0.6))
im.SetCursorPosX(im.GetCursorPosX() + avail.x - 42)
color = env.ui['bmodel_over'] and im.ImVec4(1, 1, 1, 0.4) or UI.cbutOn
UI.buttonImg('model_on', env.ui['model_on'] and 'folder' or 'car', im.ImVec2(36,36),
-- im.Text(cgeo..' - '..toroman[i])
-- im.TextColored(im.ImVec4(daedata.dgeo[cgeo].mat.c[1],daedata.dgeo[cgeo].mat.c[2],daedata.dgeo[cgeo].mat.c[3],0.7), toroman[i])
-- show surfaces
for k,v in pairs(daedata.dgeo) do
color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
for k,v in pairs(daedata.dgeo) do
color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
for k,v in pairs(daedata.dgeo) do
color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
color = im.ImVec4(0.8, 0.8, 0.8, 1) --U.index(ageopin,k)[1] and im.ImVec4(0.9, 0.2, 0.9, 1) or im.ImVec4(0.8, 0.8, 0.8, 1)
cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
im.Text(U.index(ageopin,k)[1] and '*' or ' ')
-- cbg = toColor(v.mat.body, {nil,nil,nil,0.2}, true)
-- cbg = im.ImVec4(v.mat.c[1],v.mat.c[2],v.mat.c[3],0.2)
-- cbg[4] = 0.2
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veTCSDebug.lua
local function getTextColor(colorTable)
return im.ImVec4(colorTable[1] / 255, colorTable[2] / 255, colorTable[3] / 255, colorTable[4] / 255)
end
@/lua/ge/extensions/flowgraph/nodes/util/getLevelData.lua
C.description = "Gets information about the current level."
C.color = im.ImVec4(0.03, 0.41, 0.64, 0.75)
C.category = 'once_instant'
@/lua/ge/extensions/editor/inspector.lua
local maxGroupCount = 500
local lockedInspectorColor = imgui.ImVec4(1, 0.8, 0, 1)
local differentValuesColor = imgui.ImVec4(1, 0.2, 0, 1)
local lockedInspectorColor = imgui.ImVec4(1, 0.8, 0, 1)
local differentValuesColor = imgui.ImVec4(1, 0.2, 0, 1)
local inspectorTypeHandlers = {}
local collapseGroups = {}
local arrayHeaderBgColor = imgui.ImVec4(0.04, 0.15, 0.1, 1)
local headerMenus = {
name = "Color 1",
color = imgui.ImVec4(1, 0, 0, 1)
}, {
name = "Color 2",
color = imgui.ImVec4(0, 1, 0, 1)
}, {
name = "Color 3",
color = imgui.ImVec4(0, 0, 1, 1)
}
name = "Color 1",
color = imgui.ImVec4(0, 0, 0, 0)
}, {
name = "Color 2",
color = imgui.ImVec4(0, 0, 0, 1)
}, {
name = "Color 3",
color = imgui.ImVec4(1, 1, 1, 1)
}
if not ctx.matchedFilterStaticFields then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
imgui.Text("")
if #dynFields > 0 and not passedFilter then
imgui.PushStyleColor2(imgui.Col_Text, imgui.ImVec4(1, 0.5, 0, 1))
imgui.Text("")
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_HandleColorLabel, p2_HandleColorLabel, imgui.GetColorU322(groundCoverUVHandleColors[groundCoverUVHandleColorIndex].color))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_HandleColorLabel.x - 1, p1_HandleColorLabel.y - 1), imgui.ImVec2(p2_HandleColorLabel.x + 1, p2_HandleColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(imgui.GetWindowDrawList(), p1_bgColorLabel, p2_bgColorLabel, imgui.GetColorU322(groundCoverUVBgColors[groundCoverUVBgColorIndex].color))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), imgui.ImVec2(p1_bgColorLabel.x - 1, p1_bgColorLabel.y - 1), imgui.ImVec2(p2_bgColorLabel.x + 1, p2_bgColorLabel.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
imgui.ImDrawList_AddRectFilled(drawlist, p1_BG, p2_BG, imgui.GetColorU322(val.color))
imgui.ImDrawList_AddRect(drawlist, imgui.ImVec2(p1_BG.x - 1, p1_BG.y - 1), imgui.ImVec2(p2_BG.x + 1, p2_BG.y + 1), imgui.GetColorU322(imgui.ImVec4(0, 0, 0, 1)), nil, nil, 1)
local labelBGColor = imgui.GetColorU322(imgui.ImVec4(0.2, 0.2, 0.2, 1.0))
local labelTextColor = imgui.GetColorU322(imgui.ImVec4(1.0, 1.0, 1.0, 1.0))
@/lua/ge/extensions/flowgraph/nodes/states/stateExit.lua
C.hidden = true
C.color = im.ImVec4(1, 0.4, 0.4, 1)
C.type = 'node' --
@/lua/ge/extensions/editor/flowgraph/references.lua
local fg_utils = require('/lua/ge/extensions/flowgraph/utils')
local disabledColor = im.ImVec4(0.5, 0.5, 0.5, 1)
local enabledColor = im.ImVec4(1, 1, 1, 1)
local disabledColor = im.ImVec4(0.5, 0.5, 0.5, 1)
local enabledColor = im.ImVec4(1, 1, 1, 1)
local matchColor = im.ImVec4(1, 0.5, 0, 1)
local enabledColor = im.ImVec4(1, 1, 1, 1)
local matchColor = im.ImVec4(1, 0.5, 0, 1)
local columnBackground = im.ImVec4(0.21, 0.21, 0.21, 1)
local matchColor = im.ImVec4(1, 0.5, 0, 1)
local columnBackground = im.ImVec4(0.21, 0.21, 0.21, 1)
local filterModes = { { mode = 'All', tooltip = 'Filters through all nodes.' }, { mode = 'Current', tooltip = 'Filters through the nodes of the current project.' }, { mode = 'unused', tooltip = 'Filters through all unused nodes.' } }
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
if vEditor.generalData then
im.TextColored(im.ImVec4(0.0, 1.0, 0.0, 1.0),"Vehicle General Data")
im.Columns(2, "Data")
@/lua/ge/extensions/c2/panelPlugins/tileManager.lua
if ctx == tx and cty == ty then
im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
end
@/lua/ge/extensions/editor/missionEditor/progressSingle.lua
local color = colors[colorName]
colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
end
@/gameplay/missionTypes/aiRace/customNodes/collisionTrackingNode.lua
C.name = 'Race Collision Tracking'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.description = 'Tracks collision events between a main vehicle and opponent vehicles.'
@/lua/ge/extensions/editor/flowgraph/nodelibrary.lua
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
if editor.uiIconImageButton(editor.icons.close, im.ImVec2(22, 22)) then
if tableIsEmpty(self.fgEditor.copyData) then
editor.uiIconImage(editor.icons.content_paste, im.ImVec2(22, 22), im.ImVec4(0.5, 0.5, 0.5, 1.0))
else
local matchColor = im.ImVec4(1,0.5,0,1)
function C:highlightText(label, highlightText)
local iconSize = im.ImVec2(24, 24)
local iconColor = im.ImVec4(0.5,0.5,0.5,1)
function C:displayResults(menuPos)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceMarkers.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/vehicleDetailViewer.lua
if im.BeginMenu('View Controls##VDV_'..tostring(view.name)) then
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 1, 0.8))
im.TextUnformatted('click+drag = move')
if loadedLayoutBaseFilename == baseFilename then
im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
im.TextUnformatted(baseFilename)
if settings.getValue("vsync") then
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0, 0, 1))
im.TextUnformatted('>> DISABLE VSYNC: there will be render problems')
im.SetCursorPosY(75)
im.PushStyleColor2(im.Col_Text, im.ImVec4(0, 1, 0, 1))
im.TextUnformatted(view.statusMessage)
@/lua/ge/extensions/editor/assetManagementTool.lua
if isFirstPath then
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(mapping.recordIndex))
imgui.SameLine()
imgui.PushID1(tostring(row))
imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0.3, 0, 0, 0.5))
imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0.5, 0, 0, 1))
if imgui.Button("S T A R T M I G R A T I O N") then
imgui.TableNextColumn()
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
if record.fixed then
imgui.TextColored(imgui.ImVec4(0, 1, 0, 1), "FIXED")
else
else
imgui.TextColored(imgui.ImVec4(1, 0, 0, 1), "INVALID")
end
imgui.TableNextColumn()
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
imgui.TableNextColumn()
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
if not record.failed then
imgui.TextColored(imgui.ImVec4(0, 1, 0, 1), "SUCCESS")
else
else
imgui.TextColored(imgui.ImVec4(1, 0, 0, 1), "COPY FAILED")
end
imgui.TableNextColumn()
imgui.TextColored(imgui.ImVec4(1, 1, 0, 1), tostring(idx))
if not record.failed then
imgui.TextColored(imgui.ImVec4(0, 1, 0, 1), "SUCCESS")
else
else
imgui.TextColored(imgui.ImVec4(1, 0, 0, 1), "RELINK FAILED")
end
@/lua/ge/extensions/gameplay/rally/util/colors.lua
M.clr_error = im.ImVec4(1, 0.2, 0.2, 1)
M.clr_no_error = im.ImVec4(0.2, 1, 0.2, 1)
M.clr_error = im.ImVec4(1, 0.2, 0.2, 1)
M.clr_no_error = im.ImVec4(0.2, 1, 0.2, 1)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/pathEndTransform.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/flowgraph/properties.lua
local clr = cdata
item[customName] = im.ImVec4(clr[0],clr[1],clr[2],clr[3])
reason = "Changed icon color for " .. item.name
if pin.hidden then
editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
if im.IsItemClicked() and self.mgr.allowEditing then
elseif pin.pinMode == 'normal' then
self.mgr:DrawTypeIcon(pin:getTypeWithImpulseAndChain(), firstLink ~= nil, 1, nil, (constValue ~= nil) and im.ImVec4(0,0,1,1) or nil)
if im.IsItemClicked() and self.mgr.allowEditing and not firstLink and pin.type ~= 'table' then
if pin.hidden then
editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
if im.IsItemClicked() and self.mgr.allowEditing then
if pin.hidden then
editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
if im.IsItemClicked() and self.mgr.allowEditing then
elseif pin.pinMode == 'normal' then
self.mgr:DrawTypeIcon(pin:getTypeWithImpulseAndChain(), firstLink ~= nil, 1, nil, (constValue ~= nil) and im.ImVec4(0,0,1,1) or nil)
if im.IsItemClicked() and self.mgr.allowEditing and not firstLink and pin.type ~= 'table' then
if pin.hidden then
editor.uiIconImage(editor.icons.visibility_off, im.ImVec2(24, 24), im.ImVec4(0.3, 0.3, 0.3, 1))
if im.IsItemClicked() and self.mgr.allowEditing then
@/lua/ge/extensions/editor/crawlEditor.lua
local unsavedColor = im.ImVec4(1, 0.3, 0.1, 1.0)
im.Separator()
im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Trails")
im.SameLine()
im.Separator()
im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Paths")
im.SameLine()
im.Separator()
im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Boundaries")
im.SameLine()
im.Separator()
im.TextColored(im.ImVec4(0.8, 0.6, 0.2, 1.0), "Starting Positions")
im.SameLine()
displayName = "*** " .. displayName .. " ***"
im.PushStyleColor2(im.Col_Text, im.ImVec4(1.0, 0.0, 0.0, 1.0))
end
im.SameLine()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
if im.Button("Delete Trail") then
im.SameLine()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
if im.Button("Delete Path") then
im.SameLine()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
if im.Button("Delete Boundary") then
im.SameLine()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0.8, 0.2, 0.2, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0.9, 0.3, 0.3, 1.0))
im.PushStyleColor2(im.Col_ButtonActive, im.ImVec4(0.7, 0.1, 0.1, 1.0))
if im.Button("Delete Starting Position") then
@/lua/ge/extensions/editor/terrainMaterialsEditor.lua
if not annotationsTbl or not annotationsTbl[value] then
bgColor = im.ImVec4(0, 0, 0, 1)
else
bgColor =
im.ImVec4(
annotationsTbl[value].r / 255,
if not annotationsTbl or not annotationsTbl[annotations[n]] then
bgColor = im.ImVec4(0, 0, 0, 1)
else
bgColor =
im.ImVec4(
annotationsTbl[annotations[n]].r / 255,
if notificationState == 1 then
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "First character must not be a number.")
elseif notificationState == 2 then
elseif notificationState == 2 then
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "Material name must not be empty.")
elseif notificationState == 3 then
elseif notificationState == 3 then
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), "This material already exists.")
end
@/lua/ge/extensions/gameplay/rally/tools/devTools.lua
if sectionExpanded then
im.TextColored(im.ImVec4(1, 0.7, 0.3, 1), "Note: Pacenotes debug drawing is hidden while this section is expanded")
im.Separator()
@/lua/ge/extensions/flowgraph/groupHelper.lua
inputNode = newGraph:createNode('macro/io')
inputNode.color = im.ImVec4(1,1,0,1)
inputNode.name = 'input'
outputNode = newGraph:createNode('macro/io')
outputNode.color = im.ImVec4(1,0,1,1)
outputNode.name = 'output'
@/lua/ge/extensions/flowgraph/nodes/util/loadLevel.lua
C.description = "Loads a level. path is relative to levels/. Automatically adds the /info.json file ending."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/ui/contextTranslation.lua
if self.variablesState == 1 then
editor.uiIconImage(editor.icons.translate, im.ImVec2(24, 24), im.ImVec4(1, 0, 0, 1))
im.tooltip("No context found for this translationString!")
elseif self.variablesState == 2 then
editor.uiIconImage(editor.icons.translate, im.ImVec2(24, 24), im.ImVec4(0, 1, 0, 1))
im.tooltip("Variables loaded successfully")
else
editor.uiIconImage(editor.icons.translate, im.ImVec2(24, 24), im.ImVec4(1, 1, 1, 1))
im.tooltip("Put in translationString to load variables")
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownUtils.lua
if nodeData.test then
im.TextColored(im.ImVec4(1, 1, 0, 1), "TEST MODE")
end
if timeUntilStagingCheck > 0 and timeUntilStagingCheck < stagingCheckTime then
im.TextColored(im.ImVec4(1, 0.8, 0.2, 1), string.format("Staging check in: %.1fs", timeUntilStagingCheck))
end
@/lua/ge/extensions/editor/visualization.lua
local function _colorChip(label, rgb)
im.ColorButton("##"..label, im.ImVec4(rgb[1], rgb[2], rgb[3], 1), im.flags(im.ColorEditFlags_NoTooltip), vec2(_uiScale(18), _uiScale(18)))
im.SameLine()
@/lua/ge/extensions/util/maptiles.lua
if tile.status == 'done' then
color = im.GetColorU322(im.ImVec4(0, 1, 0, 1)) -- Green
elseif tile.status == 'current' then
elseif tile.status == 'current' then
color = im.GetColorU322(im.ImVec4(1, 1, 0, 1)) -- Yellow
else
else
color = im.GetColorU322(im.ImVec4(0.5, 0.5, 0.5, 1)) -- Grey
end
-- Draw grid border
im.ImDrawList_AddRect(drawList, cursorPos, im.ImVec2(cursorPos.x + gridWidth, cursorPos.y + gridHeight), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
@/lua/common/extensions/ui/flowgraph/editor.lua
M.nodeColors = {
crash = im.ImVec4(1, 0.2, 0, 0.75),
ai = im.ImVec4(0.4, 0.9, 1.0, 0.9),
crash = im.ImVec4(1, 0.2, 0, 0.75),
ai = im.ImVec4(0.4, 0.9, 1.0, 0.9),
debug = im.ImVec4(1, 0, 1, 0.75),
ai = im.ImVec4(0.4, 0.9, 1.0, 0.9),
debug = im.ImVec4(1, 0, 1, 0.75),
vehicle = im.ImVec4(1, 0.4, 0, 0.75),
debug = im.ImVec4(1, 0, 1, 0.75),
vehicle = im.ImVec4(1, 0.4, 0, 0.75),
event = im.ImVec4(1, 0, 0, 0.75),
vehicle = im.ImVec4(1, 0.4, 0, 0.75),
event = im.ImVec4(1, 0, 0, 0.75),
ui = im.ImVec4(0.23, 0.88, 0.32, 0.7),
event = im.ImVec4(1, 0, 0, 0.75),
ui = im.ImVec4(0.23, 0.88, 0.32, 0.7),
recoveryPrompt = im.ImVec4(0.19, 0.8, 0.42, 0.7),
ui = im.ImVec4(0.23, 0.88, 0.32, 0.7),
recoveryPrompt = im.ImVec4(0.19, 0.8, 0.42, 0.7),
camera = im.ImVec4(0.63, 0.8, 0.32, 0.6),
recoveryPrompt = im.ImVec4(0.19, 0.8, 0.42, 0.7),
camera = im.ImVec4(0.63, 0.8, 0.32, 0.6),
scene = im.ImVec4(0.3, 0.5, 0.75, 0.6),
camera = im.ImVec4(0.63, 0.8, 0.32, 0.6),
scene = im.ImVec4(0.3, 0.5, 0.75, 0.6),
timeline = im.ImVec4(0.0, 0.0, 0.75, 0.6),
scene = im.ImVec4(0.3, 0.5, 0.75, 0.6),
timeline = im.ImVec4(0.0, 0.0, 0.75, 0.6),
tool = im.ImVec4(0.2, 1, 0.65, 0.9),
timeline = im.ImVec4(0.0, 0.0, 0.75, 0.6),
tool = im.ImVec4(0.2, 1, 0.65, 0.9),
default = im.ImVec4(0.55, 0.55, 0.55, 0.9),
tool = im.ImVec4(0.2, 1, 0.65, 0.9),
default = im.ImVec4(0.55, 0.55, 0.55, 0.9),
career = im.ImVec4(1, 0.3, 0.1, 0.9),
default = im.ImVec4(0.55, 0.55, 0.55, 0.9),
career = im.ImVec4(1, 0.3, 0.1, 0.9),
sites = im.ImVec4(0.4, 0.9, 0.6, 0.9),
career = im.ImVec4(1, 0.3, 0.1, 0.9),
sites = im.ImVec4(0.4, 0.9, 0.6, 0.9),
traffic = im.ImVec4(0.45, 0.5, 0.7, 0.9),
sites = im.ImVec4(0.4, 0.9, 0.6, 0.9),
traffic = im.ImVec4(0.45, 0.5, 0.7, 0.9),
signals = im.ImVec4(0.4, 0.65, 0.75, 0.9),
traffic = im.ImVec4(0.45, 0.5, 0.7, 0.9),
signals = im.ImVec4(0.4, 0.65, 0.75, 0.9),
string = im.ImVec4(0.486, 0.0824, 0.6, 1),
signals = im.ImVec4(0.4, 0.65, 0.75, 0.9),
string = im.ImVec4(0.486, 0.0824, 0.6, 1),
walking = im.ImVec4(0.586, 0.824, 0.4, 0.7),
string = im.ImVec4(0.486, 0.0824, 0.6, 1),
walking = im.ImVec4(0.586, 0.824, 0.4, 0.7),
projectMacro = im.ImVec4(0.9, 1, 0.5, 1),
walking = im.ImVec4(0.586, 0.824, 0.4, 0.7),
projectMacro = im.ImVec4(0.9, 1, 0.5, 1),
state = im.ImVec4(0.8, 0.8, 1, 1), -- grayish white
projectMacro = im.ImVec4(0.9, 1, 0.5, 1),
state = im.ImVec4(0.8, 0.8, 1, 1), -- grayish white
thread = im.ImVec4(0.5, 0.5, 1, 1), -- grayish white
state = im.ImVec4(0.8, 0.8, 1, 1), -- grayish white
thread = im.ImVec4(0.5, 0.5, 1, 1), -- grayish white
groupstate = im.ImVec4(0.5, 0.6, 1, 1), -- bluer-ish white
thread = im.ImVec4(0.5, 0.5, 1, 1), -- grayish white
groupstate = im.ImVec4(0.5, 0.6, 1, 1), -- bluer-ish white
button = im.ImVec4(0.1, 0.9, 0.5, 0.7), -- slight variation from the ui color
groupstate = im.ImVec4(0.5, 0.6, 1, 1), -- bluer-ish white
button = im.ImVec4(0.1, 0.9, 0.5, 0.7), -- slight variation from the ui color
timer = im.ImVec4(0.5, 0.9, 0.1, 0.7),
button = im.ImVec4(0.1, 0.9, 0.5, 0.7), -- slight variation from the ui color
timer = im.ImVec4(0.5, 0.9, 0.1, 0.7),
file = im.ImVec4(0, 0.6, 1, 0.7),
timer = im.ImVec4(0.5, 0.9, 0.1, 0.7),
file = im.ImVec4(0, 0.6, 1, 0.7),
tech = im.ImVec4(0.05, 1, 0.9, 0.7),
file = im.ImVec4(0, 0.6, 1, 0.7),
tech = im.ImVec4(0.05, 1, 0.9, 0.7),
local typeColors = {
['flow'] = im.ImVec4(1, 1, 1, 1), -- white
['chainFlow'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
['flow'] = im.ImVec4(1, 1, 1, 1), -- white
['chainFlow'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
['impulse'] = im.ImVec4(1, 0.85, 0.7, 1), -- orange
['chainFlow'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
['impulse'] = im.ImVec4(1, 0.85, 0.7, 1), -- orange
['string'] = im.ImVec4(0.486, 0.0824, 0.6, 1), -- purple
['impulse'] = im.ImVec4(1, 0.85, 0.7, 1), -- orange
['string'] = im.ImVec4(0.486, 0.0824, 0.6, 1), -- purple
['number'] = im.ImVec4(0.576, 0.886, 0.29, 1), -- green
['string'] = im.ImVec4(0.486, 0.0824, 0.6, 1), -- purple
['number'] = im.ImVec4(0.576, 0.886, 0.29, 1), -- green
['bool'] = im.ImVec4(0.863, 0.188, 0.188, 1), -- red
['number'] = im.ImVec4(0.576, 0.886, 0.29, 1), -- green
['bool'] = im.ImVec4(0.863, 0.188, 0.188, 1), -- red
['any'] = im.ImVec4(0.75, 0.75, 0.75, 1), -- white
['bool'] = im.ImVec4(0.863, 0.188, 0.188, 1), -- red
['any'] = im.ImVec4(0.75, 0.75, 0.75, 1), -- white
['table'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
['any'] = im.ImVec4(0.75, 0.75, 0.75, 1), -- white
['table'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
['vec3'] = im.ImVec4(1, 1, 0.2, 1), -- yellwo
['table'] = im.ImVec4(0.57, 0.83, 0.89, 1), -- light blue
['vec3'] = im.ImVec4(1, 1, 0.2, 1), -- yellwo
['quat'] = im.ImVec4(1, 0.6, 0.2, 1), -- orange
['vec3'] = im.ImVec4(1, 1, 0.2, 1), -- yellwo
['quat'] = im.ImVec4(1, 0.6, 0.2, 1), -- orange
['color'] = im.ImVec4(0.2, 0.6, 1, 1), -- blue
['quat'] = im.ImVec4(1, 0.6, 0.2, 1), -- orange
['color'] = im.ImVec4(0.2, 0.6, 1, 1), -- blue
['state'] = im.ImVec4(0.8, 0.8, 1, 1), -- blueish white
['color'] = im.ImVec4(0.2, 0.6, 1, 1), -- blue
['state'] = im.ImVec4(0.8, 0.8, 1, 1), -- blueish white
name = "State",
color = im.ImVec4(0.2, 0.2, 0.4, 1),
tabColor = im.ImVec4(0.15, 0.15, 0.4, 1),
color = im.ImVec4(0.2, 0.2, 0.4, 1),
tabColor = im.ImVec4(0.15, 0.15, 0.4, 1),
tabHovered = im.ImVec4(0.4, 0.4, 0.75, 1),
tabColor = im.ImVec4(0.15, 0.15, 0.4, 1),
tabHovered = im.ImVec4(0.4, 0.4, 0.75, 1),
tabSelected = im.ImVec4(0.4, 0.4, 0.75, 1),
tabHovered = im.ImVec4(0.4, 0.4, 0.75, 1),
tabSelected = im.ImVec4(0.4, 0.4, 0.75, 1),
tabUnfocused = im.ImVec4(0.15, 0.15, 0.4, 1),
tabSelected = im.ImVec4(0.4, 0.4, 0.75, 1),
tabUnfocused = im.ImVec4(0.15, 0.15, 0.4, 1),
tabUnfocusedActive = im.ImVec4(0.25, 0.25, 0.6, 1),
tabUnfocused = im.ImVec4(0.15, 0.15, 0.4, 1),
tabUnfocusedActive = im.ImVec4(0.25, 0.25, 0.6, 1),
gridColor = im.ImVec4(0.4, 0.4, 1, 0.4),
abbreviation = '[S]'
name = "Graph",
color = im.ImVec4(1, 1, 1, 1),
tabColor = im.ImVec4(1, 0.5, 0.5, 1),
color = im.ImVec4(1, 1, 1, 1),
tabColor = im.ImVec4(1, 0.5, 0.5, 1),
gridColor = im.ImVec4(0.5, 0.5, 0.5, 0.25),
tabColor = im.ImVec4(1, 0.5, 0.5, 1),
gridColor = im.ImVec4(0.5, 0.5, 0.5, 0.25),
abbreviation = ''
name = "Macro",
color = im.ImVec4(0.4, 0.6, 1, 1),
tabColor = im.ImVec4(0, 0.25, 1.5, 1),
color = im.ImVec4(0.4, 0.6, 1, 1),
tabColor = im.ImVec4(0, 0.25, 1.5, 1),
gridColor = im.ImVec4(0.3, 0.6, 1, 0.25),
tabColor = im.ImVec4(0, 0.25, 1.5, 1),
gridColor = im.ImVec4(0.3, 0.6, 1, 0.25),
abbreviation = '[M] '
name = "Instance",
color = im.ImVec4(1, 0.5, 0.5, 1),
tabColor = im.ImVec4(0.5, 1, 0.5, 1),
color = im.ImVec4(1, 0.5, 0.5, 1),
tabColor = im.ImVec4(0.5, 1, 0.5, 1),
gridColor = im.ImVec4(1, 0.25, 0.25, 0.25),
tabColor = im.ImVec4(0.5, 1, 0.5, 1),
gridColor = im.ImVec4(1, 0.25, 0.25, 0.25),
abbreviation = '[I] '
local lerpVec4 = function(a, b, t)
return im.ImVec4(a.x * t + b.x * (1 - t), a.y * t + b.y * (1 - t), a.z * t + b.z * (1 - t), a.w * t + b.w * (1 - t))
end
for g, info in pairs(graphTypes) do
info.tabColor = info.tabColor or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.4)
info.tabHovered = info.tabHovered or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.7)
info.tabColor = info.tabColor or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.4)
info.tabHovered = info.tabHovered or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.7)
info.tabSelected = info.tabSelected or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.6)
info.tabHovered = info.tabHovered or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.7)
info.tabSelected = info.tabSelected or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.6)
info.tabUnfocused = info.tabUnfocused or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.6)
info.tabSelected = info.tabSelected or lerpVec4(info.color, im.ImVec4(1, 1, 1, 1), 0.6)
info.tabUnfocused = info.tabUnfocused or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.6)
info.tabUnfocusedActive = info.tabUnfocusedActive or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.4)
info.tabUnfocused = info.tabUnfocused or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.6)
info.tabUnfocusedActive = info.tabUnfocusedActive or lerpVec4(info.color, im.ImVec4(0, 0, 0, 1), 0.4)
--im.SetStyle(stle)
local function getTypeColor(dataType)
return typeColors[dataType] or im.ImVec4(0.45, 0.35, 0.1, 1) -- brown
end
if tpe == 'color' then
local clr = im.ImVec4(value[1], value[2], value[3], value[4])
editor.uiIconImageButton(editor.icons.stop, im.ImVec2(20, 20), clr, nil, clr)
if tpe == 'color' then
local clr = im.ImVec4(value[1], value[2], value[3], value[4])
editor.uiIconImageButton(editor.icons.stop, im.ImVec2(20, 20), clr, nil, clr)
if im.IsItemHovered() then
im.ImDrawList_AddRect(im.GetWindowDrawList(), cPos, im.ImVec2(cPos.x + size.x, cPos.y + size.y), im.GetColorU322(im.ImVec4(1,0.6,0,0.5)), nil, nil, 1)
end
@/lua/ge/extensions/util/screenshotCreator.lua
local imVec32x32 = im.ImVec2(32, 32)
local imVec4Grey = im.ImVec4(0.65,0.65,0.65,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Grey = im.ImVec4(0.65,0.65,0.65,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
@/lua/ge/extensions/editor/sceneTree.lua
local objectNodeIconColor = imgui.ImColorByRGB(180, 120, 0, 255)
local transparentColor = imgui.ImVec4(0,0,0,0)
local defaultObjectNodeIcon = nil -- inited in onEditorInitialized
local objectClassIcons = nil -- inited in onEditorInitialized
local dragDropBGColor = imgui.GetColorU322(imgui.ImVec4(1, 1, 1, 0.25), 1)
local guiInstancer = require("editor/api/guiInstancer")()
elseif hasDragDropPayload and (disableHoverColor or not node.isGroup) then
imgui.PushStyleColor2(imgui.Col_HeaderHovered, imgui.ImVec4(0,0,0,0))
end
local lockedObjectTextColor = editor.getPreference("ui.general.lockedObjectTextColor")
textCol = imgui.ImVec4(lockedObjectTextColor.r, lockedObjectTextColor.g, lockedObjectTextColor.b, lockedObjectTextColor.a)
end
local dl = imgui.GetWindowDrawList()
imgui.ImDrawList_AddLine(dl, p1, p2, imgui.GetColorU322(imgui.ImVec4(1,1,1,1)), 3)
-- this is to preseve the same spacing before the lock button, if hide button is not visible
local iconColor = imgui.ImVec4(0, 0, 0, 0)
-- icon doesnt matter which one is, we just need one for this invisible button
else
textColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
iconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
textColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
iconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
if nodeSelectable(instance, node, icon, iconColor, smallIconSize, selectionColor, nodeLabel, textColor, nil, nameFilterText) then
if node.className == "PrefabInstance" then
node.overrideTextColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
node.overrideIconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
node.overrideTextColor = imgui.ImVec4(0.49, 0.68, 0.96, 1.0)
node.overrideIconColor = imgui.ImVec4(0.49, 0.84, 0.99, 1.0)
end
local wndName = instance.windowName
imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0,0,0,0))
imgui.ImDrawList_AddRect(imgui.GetWindowDrawList(), localMouseDragStartPos, mouseDragEndPos, imgui.GetColorU322(imgui.ImVec4(1, 1, 0, 1)))
end
@/lua/ge/extensions/editor/logHelper.lua
im.TextColored(im.ImVec4(0.7, 0.7, 0.7, 1), "\tLogStats: ")
if type(t.errors) == 'number' and t.errors > 0 then
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), tostring(t.errors) .. 'E ')
--im.SameLine()
if type(t.warnings) == 'number' and t.warnings > 0 then
im.TextColored(im.ImVec4(1.0, 1.0, 0.0, 1.0), tostring(t.warnings) .. 'W')
end
@/lua/ge/extensions/editor/util/vehicleFilterUtil.lua
if #finalConfigs == 0 then
im.TextColored(im.ImVec4(1, 0.5, 0, 1), "No configs selected. Add probability settings or add manually.")
else
@/lua/ge/extensions/flowgraph/nodes/gameplay/playerMoves.lua
C.description = 'Used to start a mission when the player moves instead of a countdown.'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.icon = "timer"
@/lua/ge/extensions/editor/gen/ui.lua
-- ifroof = W.ifRoof('pyramid')
-- color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(v.icon, --editor.icons.forest_select,
-- ifroof = W.ifRoof('pyramid')
-- color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(v.icon, --editor.icons.forest_select,
-- local bottomRight = im.ImVec2(topLeft.x + sz.x + 2*padding, topLeft.y + 20)
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
-- im.Indent(140)
-- im.ColorButton('ib'..lbl, im.ImVec4(0.6, 0.0, 0.0, 1))
end
local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorList = im.ImVec4(0.5, 0.5, 0.55, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorList = im.ImVec4(0.5, 0.5, 0.55, 1)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
local colorList = im.ImVec4(0.5, 0.5, 0.55, 1)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
local function button(lbl, key, icon, c, isactive)
if not c then c = im.ImVec4(0.5, 0.7, 0.5, 1) end
local bgcolor = isactive and bgActive or nil
cbg = cbg or im.ImVec4(0.7, 0.7, 0., 1)
dim = dim or im.ImVec2(62,22)
dim = dim or im.ImVec2(62,22)
-- cbg = im.ImVec4(0.7, 0.7, 0., 1)
if editor.uiIconImageButton(editor.icons.forest_select,
if editor.uiIconImageButton(editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
if ctxt == colorOff then return end
if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
if c == colorOff then return end
-- local width = im.CalcTextSize(t).x
-- if im.ColorButton('ib'..i, im.ImVec4(0.6, 0.0, 0.0, 1)) then
if not dim then dim = im.ImVec2(37,37) end
if not dim then dim = im.ImVec2(37,37) end
-- if not cbg then cbg = im.ImVec4(0.2, 0.2, 0.2, 1) end
-- local bgcolor = nil
if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0),
nil, cbg, 'MultiSelectButton') then
-- aicon[lbl][1], aicon[lbl][2], c,
im.ImVec4(0.6, 1.0, 0.0, 0.01)
)
-- if croad then scope = nil end
local colorNav = im.ImVec4(0.4, 0.6, 0.8, 1)
im.NextColumn()
buttonT('Unique', 'gen_unique', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
im.Unindent(6)
im.NextColumn()
buttonT('Unique', 'gen_unique', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
im.Unindent(6)
im.Unindent(6)
buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
im.Unindent(8)
im.Unindent(6)
buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
im.Unindent(8)
im.Dummy(im.ImVec2(0, 16))
buttonT('CLEAR', 'gen_clear', im.ImVec4(0.7, 0.1, 0.1, 1), im.ImVec4(0.77, 0.75, 0.65, 1), nil, true)
im.Dummy(im.ImVec2(0, 16))
buttonT('CLEAR', 'gen_clear', im.ImVec4(0.7, 0.1, 0.1, 1), im.ImVec4(0.77, 0.75, 0.65, 1), nil, true)
im.NextColumn()
buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
]]
im.NextColumn()
buttonT('Instances', 'gen_inst', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1))
]]
-- if editor.beginWindow('LAT', 'Landscape Editor') then
-- local ctxt = im.ImVec4(0.9, 0.9, 0.9, 1)
-- buttonT('BASES2', 'base_load3', ctxt, im.ImVec4(0.47, 0.45, 0.45, 1), nil, true, -3)
-- local ctxt = im.ImVec4(0.9, 0.9, 0.9, 1)
-- buttonT('BASES2', 'base_load3', ctxt, im.ImVec4(0.47, 0.45, 0.45, 1), nil, true, -3)
local bgcolor, color
local bgcolor, color
local scapeColor = im.ImVec4(0.1, 0.6, 0.9, 0.8)
-- junction button
color = injunction and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
button('build junction', 'b_junction', 'twoRoadsCrossAdd', color)
-- road place button
color = (W.out.Ter.out.aregion and #W.out.Ter.out.aregion>2) and im.ImVec4(0.4, 0.4, 1, 1) or colorOff
-- color = im.ImVec4(0.4, 0.4, 1, 1) --W.out.D.out.inplot and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
color = (W.out.Ter.out.aregion and #W.out.Ter.out.aregion>2) and im.ImVec4(0.4, 0.4, 1, 1) or colorOff
-- color = im.ImVec4(0.4, 0.4, 1, 1) --W.out.D.out.inplot and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
button('populate regions with roads', 'b_road', 'timeline', color)
color = (W.out.Ter.out.aregion and #W.out.Ter.out.aregion>2) and im.ImVec4(0.4, 0.4, 1, 1) or colorOff
-- color = im.ImVec4(0.4, 0.4, 1, 1) --W.out.D.out.inplot and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
button('populate regions with roads', 'b_road', 'timeline', color)
local ctxt, opacity -- = (scope == 'building') and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
im.NextColumn()
ctxt = im.ImVec4(0.9, 0.9, 0.9, 1) --W.out.saved and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
opacity = 1 --W.out.saved and 1 or 0.3
im.NextColumn()
ctxt = im.ImVec4(0.9, 0.9, 0.9, 1) --W.out.saved and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
opacity = 1 --W.out.saved and 1 or 0.3
if false then
buttonT('BASES', 'base_load', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
im.NextColumn()
if U._HERE then
-- buttonT('TOLOD', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
buttonT('TODAE', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
-- buttonT('TOLOD', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
buttonT('TODAE', 'dae_exp', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
im.NextColumn()
end
buttonT('Load', 'session_load', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
im.NextColumn()
ctxt = true and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
opacity = true and 1 or 0.3
opacity = true and 1 or 0.3
buttonT('Save', 'session_save', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -3)
im.NextColumn()
ctxt = (scope == 'building') and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
opacity = (scope == 'building') and 1 or 0.3
opacity = (scope == 'building') and 1 or 0.3
buttonT('Export', 'dae_export', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true, -4)
-- for k,s in pairs(ashape) do
local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
local bgcolor = W.ui.building_shape == ashape[k] and im.ImVec4(0.9, 0.5, 0, 1) or nil -- im.ImVec4(1, 0.7, 0, 0.7) or nil -- im.ImVec4(1., 1.0, 0, 0.6) or nil
local clr = W.ui.building_shape == ashape[k] and im.ImVec4(0.2, 0.2, 0.2, 0.8) or colorList
-- local bgcolor = W.ui.building_shape == ashape[k] and bgActive or nil
if editor.uiIconImageButton(editor.icons[s], --editor.icons.forest_select,
dim, clr, -- im.ImVec4(1.0, 1.0, 1.0, 1),
nil,
-- local opacity = (scope == 'building') and 1 or 0.4
-- local ctxt = (scope == 'building') and im.ImVec4(0.1, 0.1, 0.1, 1) or colorOff
-- buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
-- local ctxt = (scope == 'building') and im.ImVec4(0.1, 0.1, 0.1, 1) or colorOff
-- buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
-- local ctxt = (scope == 'building') and im.ImVec4(0.1, 0.1, 0.1, 1) or colorOff
-- buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
ctxt = true and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
opacity = true and 1 or 0.4
opacity = true and 1 or 0.4
buttonT('Save', 'session_save', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true)
im.SameLine()
im.SameLine()
ctxt = (scope == 'building') and im.ImVec4(0.9, 0.9, 0.9, 1) or colorOff
opacity = (scope == 'building') and 1 or 0.4
opacity = (scope == 'building') and 1 or 0.4
buttonT('Export', 'dae_export', ctxt, im.ImVec4(0.47, 0.45, 0.45, opacity), nil, true)
]]
]]
-- buttonT('Export', 'dae_export', ctxt, im.ImVec4(0.25, 0.25, 0.25, 1), im.ImVec2(50,20))
--[[
for k,s in pairs({'b_shape', 'l_shape','t_shape','p_shape','s_shape'}) do
local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
buttonC(s, 'building_shape', c) -- 'tetromino') -- 't_shape')
im.BeginGroup()
local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
im.BeginGroup()
local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
buttonT(t, 'scope_'..scp, ctxt, cbg, nil, true)
local ctxt = (scp == scope) and im.ImVec4(0.1, 0.1, 0.1, 1) or im.ImVec4(1, 1, 1, 1)
local cbg = (scp == scope) and im.ImVec4(0.9, 0.5, 0, 1) or im.ImVec4(0.47, 0.45, 0.45, 1)
buttonT(t, 'scope_'..scp, ctxt, cbg, nil, true)
local colText = im.ImVec4(0.5, 0.5, 0.5, 1)
if scope == string.lower(t) then
if scope == string.lower(t) then
colText = im.ImVec4(0.9, 0.9, 0.9, 1)
end
end
-- if editor.uiHighlightedText(t..'1', t..'2', im.ImVec4(0.6, 0.0, 0.0, 1)) then
-- im.Indent(10)
local width = im.CalcTextSize(t).x
-- if im.ColorButton('ib'..i, im.ImVec4(0.6, 0.0, 0.0, 1)) then
if im.InvisibleButton('ib'..i, im.ImVec2(width + 5, 20)) then
if editor.uiIconImageButton(ishidden and editor.icons.visibility_off or editor.icons.visibility,
im.ImVec2(24, 24), im.ImVec4(0.7, 0.7, 0.7, 0.8),
nil, nil, 'MultiSelectButton') then
if editor.uiIconImageButton(editor.icons.backspace,
im.ImVec2(24, 24), im.ImVec4(0.9, 0.3, 0.3, 0.8),
nil, nil, 'MultiSelectButton') then
-- lo('?? for_mat:'..tostring(s))
-- im.TextColored(im.ImVec4(0.5, 0.5, 0.7, 1), tostring(s))
-- im.SameLine()
if editor.uiIconImageButton(editor.icons.refresh,
im.ImVec2(24, 24), im.ImVec4(0.5, 0.7, 0.5, 1),
nil, nil, 'MultiSelectButton') then
color = im.ImVec4(0.7, 0.7, 0.75, 1) -- colorList
for _,s in pairs({'flat','pyramid','shed','gable'}) do
for _,s in pairs({'flat','pyramid','shed','gable'}) do
color = W.ifRoof(s) and im.ImVec4(0.7, 0.7, 0.75, 1) or colorOff
-- color = im.ImVec4(0.7, 0.7, 0.75, 1)
color = W.ifRoof(s) and im.ImVec4(0.7, 0.7, 0.75, 1) or colorOff
-- color = im.ImVec4(0.7, 0.7, 0.75, 1)
buttonCC('roof_'..s, 'roof_'..s, color, im.ImVec2(30, 30))
if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
if c == colorOff then return end
if editor.uiIconImageButton(editor.icons.forest_select, --editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
if c == colorOff then return end
color = W.ifRoof(s) and colorOn or colorOff -- im.ImVec4(0.5, 0.7, 0.5, 0.5)
im.SameLine()
local color = im.ImVec4(0.5, 0.7, 0.5, 1)
if editor.uiIconImageButton(editor.icons.forest_select,
local ifroof = W.ifRoof('pyramid')
color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(editor.icons.forest_select,
local ifroof = W.ifRoof('pyramid')
color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(editor.icons.forest_select,
ifroof = W.ifRoof('shed')
color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(editor.icons.forest_select,
ifroof = W.ifRoof('shed')
color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(editor.icons.forest_select,
ifroof = W.ifRoof('gable')
color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(editor.icons.forest_select,
ifroof = W.ifRoof('gable')
color = ifroof and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
if editor.uiIconImageButton(editor.icons.forest_select,
local rightPanelWidth = U._HERE and 180 or 90
local color, bgcolor = nil, nil -- scope == 'wall' and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
-- im.SameLine()
local rightPanelWidth = U._HERE and 180 or 90
local color, bgcolor = nil, nil -- scope == 'wall' and im.ImVec4(0.5, 0.7, 0.5, 1) or im.ImVec4(0.5, 0.7, 0.5, 0.5)
-- im.SameLine()
--[[
color = colorOn --im.ImVec4(0.5, 0.7, 0.5, 1)
color = im.ImVec4(0.5, 0.7, 0.5, 0)
color = colorOn --im.ImVec4(0.5, 0.7, 0.5, 1)
color = im.ImVec4(0.5, 0.7, 0.5, 0)
if editor.uiIconImageButton(editor.icons.web_asset, --icons.picture_in_picture, --.forest_select,
color = colorOn
-- color = (({wall=1})[scope] ~= nil or bgcolor ~= nil) and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
if editor.uiIconImageButton(editor.icons.forest_select,
im.SameLine()
color = ({wall=1,floor=1})[W.forScope()] ~= nil and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
bgcolor = nil
im.NextColumn()
local scapeColor = im.ImVec4(0.1, 0.6, 0.9, 0.8)
if U._PRD == 0 then
if false and U._PRD == 0 then
color = (W.ui.injunction or W.out.D.out.injunction) and im.ImVec4(0.5, 0.7, 0.5, 1) or colorOff
button('JAT', 'junction', 'twoRoadsCrossAdd', color)
im.SameLine()
color = im.ImVec4(0.5, 0.7, 0.5, 1)
bgcolor = nil
for k,s in pairs({'b_shape', 'l_shape','t_shape','p_shape','s_shape'}) do
local c = W.ui.building_shape == s and im.ImVec4(0.6, 1.0, 0, 0.6) or colorList
buttonC(s, 'building_shape', c) -- 'tetromino') -- 't_shape')
if cij[1] ~= 1 or (desc and not (desc.basement and desc.basement.yes)) then
buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
end
if cij[1] ~= 1 or (desc and not (desc.basement and desc.basement.yes)) then
buttonT('Clone', 'floor_clone', im.ImVec4(0.9, 0.9, 0.9, 1), im.ImVec4(0.47, 0.45, 0.45, 1), nil, true) --, nil, im.ImVec2(67,47))
end
local canRotate = top and (({gable=1, shed=1})[top.shape] or hasridge)
local color = canRotate and im.ImVec4(0.7, 0.7, 0.75, 1) or colorOff
-- button('Rotate', 'ang_top', 'rotate_left', color)
topLeft.y = topLeft.y + cur.y
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
local color = im.GetColorU321(im.Col_FrameBg)
-- im.Separator()
local colorHelp = im.ImVec4(0.7, 0.7, 0.1, 0.6)
im.Dummy(im.ImVec2(0, 6))
topLeft.y = topLeft.y + cur.y
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
local color = im.GetColorU321(im.Col_FrameBg)
--[[
local colText = W.isHidden() and im.ImVec4(1, 0.4, 0.4, 1) or im.ImVec4(1, 0.4, 0.4, 0.4)
local t, i = 'Hidden', 6
--[[
local colText = W.isHidden() and im.ImVec4(1, 0.4, 0.4, 1) or im.ImVec4(1, 0.4, 0.4, 0.4)
local t, i = 'Hidden', 6
if editor.uiIconImageButton(editor.icons.ab_asset_jbeam,
im.ImVec2(10, 10), im.ImVec4(0.5, 0.7, 0.5, 1),
nil, nil, 'b_scope_'..i,
@/lua/ge/extensions/gameplay/rally/tools/rallyToolbox.lua
local subheadingColor = im.ImVec4(226/255, 137/255, 5/255, 1.0)
else
im.TextColored(im.ImVec4(1,0,0,1), "driveline load failed!")
end
@/lua/ge/extensions/editor/audioEventsList.lua
editor.uiIconImage(editor.icons.music_note, im.ImVec2(24,24), im.ImVec4(1,1,1,1))
im.SameLine()
-- Go back to "root" folder
editor.uiIconImage(editor.icons.folder, im.ImVec2(24,24), im.ImVec4(1,1,1,1))
im.SameLine()
if v.dataType == "dir" then
editor.uiIconImage(editor.icons.folder, im.ImVec2(24,24), im.ImVec4(1,1,1,1))
im.SameLine()
@/lua/ge/extensions/editor/gen/exp_solidflex.lua
-- lo('?? exp_sf.ui2:'..tostring(wlabel))
im.PushStyleColor2(im.Col_FrameBg, im.ImVec4(0.2, 0.2, 0.2, 0.4))
if im.BeginListBox(id, im.ImVec2(-1,im.GetWindowHeight() - 118)) then
if aax and #aax > 1 then
-- color = im.ImVec4(0.5, 0.8, 0.6, 0.9) -- UI.colorOn
color = im.ImVec4(1, 0.8, 0.8, 0.8) -- UI.colorOn
-- color = im.ImVec4(0.5, 0.8, 0.6, 0.9) -- UI.colorOn
color = im.ImVec4(1, 0.8, 0.8, 0.8) -- UI.colorOn
-- cbg = UI.cbutOn
-- cbg = UI.cbutOn
-- cbg = im.ImVec4(0,0.4,0.3,1)
cbg = im.ImVec4(0.5, 1, 0.8, 0.2)
-- cbg = im.ImVec4(0,0.4,0.3,1)
cbg = im.ImVec4(0.5, 1, 0.8, 0.2)
-- cbg = im.ImVec4(1, 0.7, 0.8, 0.2)
cbg = im.ImVec4(0.5, 1, 0.8, 0.2)
-- cbg = im.ImVec4(1, 0.7, 0.8, 0.2)
else
-- im.SetCursorPosY(im.GetCursorPosY() + 16)
UI.buttonImg('reset', 'refresh', im.ImVec2(30, 30), im.ImVec4(0.5, 0.7, 0.5, 1), nil, nil, im.ImVec2(0, -6))
--[[
if editor.uiIconImageButton(editor.icons.refresh,
im.ImVec2(24, 24), im.ImVec4(0.5, 0.7, 0.5, 1),
nil, nil, 'MultiSelectButton') then
@/lua/ge/extensions/flowgraph/nodes/util/customLua.lua
if editor.uiIconImageButton(editor.icons.save, im.ImVec2(20, 20), customNodes[self.name] and im.ImVec4(1,0.6,0.6,1)) then
local data = self:__onSerialize()
if self.status[code] then
editor.uiIconImage(editor.icons.error, im.ImVec2(20, 20), im.ImVec4(1,0,0,1))
ui_flowgraph_editor.tooltip(self.status[code])
else
editor.uiIconImage(editor.icons.check, im.ImVec2(20, 20), im.ImVec4(0,1,0,1))
ui_flowgraph_editor.tooltip("All good!")
@/lua/ge/extensions/editor/assetBrowser.lua
local col = var.typeColors[asset.type]
return im.GetColorU322(im.ImVec4(col[1],col[2],col[3],1))
else
editor.logWarn(logTag .. "No suitable color for type '" .. asset.type .. "'. Using default color.")
return im.GetColorU322(im.ImVec4(1,1,1,1))
end
local cPosX = im.GetCursorPosX()
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, im.ImVec4(1, 1, 1, 1), nil) then
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, im.ImVec4(1, 1, 1, 1), nil) then
var.savedSearchesOpen = not var.savedSearchesOpen
local hasSubDirs = dir.dirs and #dir.dirs > 0 or false
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
if not hasSubDirs then im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0, 0, 0)) end
im.PushStyleColor2(im.Col_Button, im.ImVec4(0, 0, 0, 0))
if not hasSubDirs then im.PushStyleColor2(im.Col_ButtonHovered, im.ImVec4(0, 0, 0, 0)) end
local subFolderArrowIcon = dir.open and editor.icons.keyboard_arrow_down or editor.icons.keyboard_arrow_right
local cPosX = im.GetCursorPosX()
if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, hasSubDirs and im.ImVec4(1, 1, 1, 1) or im.ImVec4(0, 0, 0, 0), nil) then
if hasSubDirs then
local cPosX = im.GetCursorPosX()
if editor.uiIconImageButton(subFolderArrowIcon, var.iconSize, hasSubDirs and im.ImVec4(1, 1, 1, 1) or im.ImVec4(0, 0, 0, 0), nil) then
if hasSubDirs then
var.newFolderMessages['folderExists'] = {
color = im.ImVec4(1, 0.8, 0, 1),
text = "Folder already exists!"
im.SetCursorPos(im.ImVec2(cpos.x-var.style.WindowPadding.x-var.minThumbnailSize, cpos.y))
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0.1))
if editor.uiIconImageButton(file.open == true
local uiScaling = editor.getPreference("ui.general.scale") or defaultUiScale
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
local open_popup = editor.uiIconImageButton(editor.icons.star, im.ImVec2(var.inputFieldSize / uiScaling, var.inputFieldSize / uiScaling), editor.color.gold.Value, nil, nil, "SaveFilterDropdownButton")
local uiScaling = editor.getPreference("ui.general.scale") or defaultUiScale
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
local open_popup = editor.uiIconImageButton(editor.icons.ab_filter_by_type, im.ImVec2(var.inputFieldSize / uiScaling, var.inputFieldSize / uiScaling), nil, nil, nil, "FilterDropdownButton")
-- Show/Hide tree view button
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
if editor.uiIconImageButton((var.options.treeView == true) and editor.icons.ab_tree_view_open or editor.icons.ab_tree_view_closed, iconSize) then
-- Restore filter settings button.
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
if editor.uiIconImageButton(editor.icons.settings_backup_restore, iconSize, nil, nil, nil, "RestoreFilter") then
@/lua/ge/extensions/editor/shapeEditor.lua
if lodBrokenMesh then
im.TextColored(im.ImVec4(1,0.1,0.1,1), "Broken/Invalid mesh !")
if shapePrev.dumpTSShapeInfo and im.Button("dumpShapeInfo") then
@/lua/ge/extensions/gameplay/drift/sounds.lua
if im.Begin("Drift audio") then
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.")
@/lua/ge/extensions/flowgraph/nodes/scene/raceLineParking.lua
end
local colorWhite = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local cRed = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local colorWhite = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
local cRed = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cRed = im.GetColorU322(im.ImVec4(1, 0.5, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cYellow = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.5))
local cGreen = im.GetColorU322(im.ImVec4(0.5, 1, 0.5, 0.5))
local cYellow = im.GetColorU322(im.ImVec4(1, 1, 0.5, 0.5))
local aL, bL = im.ImVec2(0,0), im.ImVec2(0,0)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/pathDefaultStartTransform.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/missionEditor/general.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local noTranslation = "No Translation found!"
@/lua/ge/extensions/flowgraph/nodes/gameplay/groundmarkers.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/util/groundModelDebug.lua
local cf = groundModels[k].color
local col = im.GetColorU322(im.ImVec4(cf[0], cf[1], cf[2], 1))
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p1, p2, col)
-- local p2 = im.ImVec2(p1.x + weight, p1.y + textLineHeight)
-- local col = im.GetColorU322( im.ImVec4(0.65, 0.2, 0.2, 1))
-- im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), p1, p2, col)
@/lua/ge/extensions/flowgraph/nodes/gameplay/canEnterFromWalking.lua
if gameplay_walk then
editor.uiIconImage(editor.icons.simobject_bng_vehicle, im.ImVec2(40, 40), (gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
end
if gameplay_walk then
editor.uiIconImage(editor.icons.simobject_bng_vehicle, im.ImVec2(40, 40), (gameplay_walk.isWalking() and gameplay_walk.getVehicleInFront() and gameplay_walk.isAtParkingSpeed()) and im.ImVec4(0.3,1,0.3,1) or im.ImVec4(1,1,1,0.3))
end
@/lua/ge/extensions/editor/flowgraph/events.lua
C.windowDescription = 'Event Log'
local colWhite = im.ImVec4(1,1,1,1)
local logColors = {
local logColors = {
D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
local logColors = {
D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1), S = im.ImVec4(0.8, 0.8, 1, 1), T = im.ImVec4(0.75, 0.75, 0.9, 1)
}
@/lua/ge/extensions/flowgraph/builder.lua
self.CurrentStage = 'invalid'
self.HeaderColor = im.ImVec4(0,0,0,0)
self.NodeRect = nil -- rect
self.headerTexture = imu.texObj('art/imgui_node_header_alt.png')
ui_flowgraph_editor.PushStyleColor(ui_flowgraph_editor.StyleColor_NodeBorder, im.ImVec4(0, 0, 0, 0.2))
ui_flowgraph_editor.PushStyleVar4(ui_flowgraph_editor.StyleVar_NodePadding, im.ImVec4(4,4,4,4))
im.ImDrawList_AddLine(im.GetWindowDrawList(), a, b, im.GetColorU322(im.ImVec4(0, 0, 0, 0.38 * (alpha / 2)), 1)) -- (alpha / 3)
end
if self.drawDebug then
if self.NodeRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.NodeRect.top_left(), self.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1))) end
if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
if self.NodeRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.NodeRect.top_left(), self.NodeRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1))) end
if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
if self.ContentRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.ContentRect.top_left(), self.ContentRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 0, 1, 1))) end
if self.HeaderRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.HeaderRect.top_left(), self.HeaderRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 1, 0, 1))) end
if self.ContentRect then im.ImDrawList_AddRect(im.GetWindowDrawList(), self.ContentRect.top_left(), self.ContentRect.bottom_right(), im.GetColorU322(im.ImVec4(0, 0, 1, 1))) end
end
if self.leftPinSize then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), im.ImVec2(self.ContentRect.x + self.leftPinSize, self.ContentRect.y), im.ImVec2(self.ContentRect.x + self.leftPinSize, self.ContentRect.y + self.ContentRect.h), im.GetColorU322(im.ImVec4(1, 1, 1, 0.2)))
end
if self.rightPinSize then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), im.ImVec2(self.ContentRect.x + self.ContentRect.w - self.rightPinSize, self.ContentRect.y), im.ImVec2(self.ContentRect.x + self.ContentRect.w - self.rightPinSize, self.ContentRect.y + self.ContentRect.h), im.GetColorU322(im.ImVec4(1,1,1, 0.2)))
end
if self.drawDebug then
im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0.25, 0, 1)))
end
if self.drawDebug then
im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 0.25, 1)))
end
local itemRect = GetItemRect()
im.ImDrawList_AddRect(im.GetWindowDrawList(), itemRect.top_left(), itemRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 1, 1)))
end
--if self.drawDebug then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
--end
--if self.drawDebug then
-- im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 1, 1, 1)))
--end
local tempRect = GetItemRect()
im.ImDrawList_AddRect(im.GetWindowDrawList(), tempRect.top_left(), tempRect.bottom_right(), im.GetColorU322(im.ImVec4(1, 0, 0, 1)))
end
local rMax = im.GetItemRectMax()
local col = im.GetColorU322(im.ImVec4(1, 0, 0, 0.4))
--im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rMin, rMax, col)
local rMax = im.GetItemRectMax()
local col = im.GetColorU322(im.ImVec4(0.6, 0.9, 0, 0.4))
im.ImDrawList_AddRectFilled(im.GetWindowDrawList(), rMin, rMax, col)
@/lua/ge/extensions/editor/roadEditor.lua
local fieldsCopy = nil
local differentValuesColor = im.ImVec4(1, 0.2, 0, 1)
im.Text("Cannot select Road!")
im.TextColored(im.ImVec4(1, 1, 0, 1), "Select and edit not allowed when road is inside packed prefab!")
if im.Button("OK") then
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceRecoveryUsed.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/gameplay/missionTypes/targetjump/customNodes/CreateZoneStringNode.lua
C.description = "Creates string for startScreen from sites data."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/editor/rallyEditor/pacenotes/structuredForm.lua
file_exists = true
voicePlayClr = im.ImVec4(1, 1, 1, 1)
tooltipStr = "\""..noteText[i].."\"\nPlay pacenote audio file:\n"..fname
file_exists = false
voicePlayClr = im.ImVec4(1, 0, 0, 1.0)
tooltipStr = "\""..noteText[i].."\"\nPacenote audio file not found:\n"..fname
if editor.uiIconImageButton(editor.icons.folder_open, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
Engine.Platform.exploreFolder(path.dirname(fnames[1]))
if editor.uiIconImageButton(editor.icons.content_copy, im.ImVec2(20, 20), im.ImVec4(1, 1, 1, 1)) then
im.SetClipboardText(path.dirname(fnames[1]))
local regenClr = im.ImVec4(1, 1, 1, 1)
local tooltipText = "Delete pacenote's audio files, allowing them to be regenerated.\nOnly applies to Freeform and StructuredOnline audio modes."
if not pacenote:canDeleteAudioFiles() then
-- regenClr = im.ImVec4(0.5, 0.5, 0.5, 1)
-- tooltipText = "Audio files cannot be deleted for this pacenote.\nOnly files for Freeform and StructuredOnline audio modes can be deleted."
im.SameLine()
im.TextColored(im.ImVec4(0, 1, 1, 1), "(?)")
im.tooltip(cautionTooltip)
@/lua/ge/extensions/editor/dynamicDecalsTool.lua
local beforeCPos = im.GetCursorPos()
im.PushStyleColor2(im.Col_Button, nodeColor or im.ImVec4(1,102/255, 0, 0.2))
local buttonHeight = math.ceil(im.GetFontSize()) + imguiStyle.FramePadding.y
im.SetCursorPos(im.ImVec2(beforeCPos.x + headerWidth + k * (imguiStyle.ItemSpacing.x) + (k - 1) * buttonHeight, beforeCPos.y))
if editor.uiIconImageButton(button.icon, im.ImVec2(buttonHeight, buttonHeight), nil, nil, nodeColor or im.ImVec4(1,102/255, 0, 0.2), string.format("SectionButton_%s_%d", section.name, k)) then
button.fn()
local nodeColorTbl = editor.getPreference("dynamicDecalsTool.general.advancedSectionsNodeColor")
local nodeColor = im.ImVec4(nodeColorTbl[1], nodeColorTbl[2], nodeColorTbl[3], nodeColorTbl[4])
for _, section in ipairs(sections) do
local nodeColorTbl = editor.getPreference("dynamicDecalsTool.general.sectionsNodeColor")
local nodeColor = im.ImVec4(nodeColorTbl[1], nodeColorTbl[2], nodeColorTbl[3], nodeColorTbl[4])
for _, section in ipairs(sections) do
@/lua/ge/extensions/editor/dragRaceEditor/constants.lua
YELLOW = ColorF(1, 1, 0, 0.8),
SUCCESS = im.ImVec4(0.0, 1.0, 0.0, 1.0),
WARNING = im.ImVec4(1.0, 1.0, 0.0, 1.0),
SUCCESS = im.ImVec4(0.0, 1.0, 0.0, 1.0),
WARNING = im.ImVec4(1.0, 1.0, 0.0, 1.0),
ERROR = im.ImVec4(1.0, 0.0, 0.0, 1.0)
WARNING = im.ImVec4(1.0, 1.0, 0.0, 1.0),
ERROR = im.ImVec4(1.0, 0.0, 0.0, 1.0)
},
@/lua/ge/extensions/flowgraph/nodes/gameplay/countdown.lua
--C.category = 'repeat'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/core/groundMarkerArrows.lua
else
im.TextColored(im.ImVec4(1,0,0,1), "Missing Proxy!")
end
@/lua/ge/extensions/editor/fileDialog.lua
im.Image(getTempTextureObj().texId, im.ImVec2(sizex, sizex), nil, nil, nil, im.ImVec4(1,1,1,1))
end
end
im.PushStyleColor2(im.Col_Button, im.ImVec4(0,0,0,0))
if editor.uiIconImageButton(editor.icons.arrow_upward, im.ImVec2(25 * im.uiscale[0], 25 * im.uiscale[0])) then
@/lua/ge/extensions/flowgraph/nodes/activity/attemptVehicle.lua
C.name = 'Activity Attempt Vehicle'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Processes a vehicle for the activity attempt."
@/lua/ge/extensions/editor/api/gui.lua
local textHighlightColor = imgui.ImVec4(1, 1, 0, 1)
if id then imgui.PushID1(id) end
imgui.PushStyleColor2(imgui.Col_Button, imgui.ImVec4(0,0,0,0))
if not backgroundCol then backgroundCol = imgui.GetStyleColorVec4(imgui.Col_Button) end
local frame = imgui.GetStyleColorVec4(imgui.Col_FrameBg)
local bgcol = imgui.ImVec4(frame.x, frame.y, frame.z, frame.w)
bgcol.w = bgcol.w * 0.6 --because of reasons
local function uiColorEdit8(label, col, flags, editEnded)
if imgui.ColorButton(label..'clrButton', imgui.ImVec4(col.clr[0], col.clr[1], col.clr[2], col.clr[3]), flags) then
imgui.OpenPopup(label..'##colorEdit8')
local tempVec3 = vec3(0,0,0)
local tempImVec4 = imgui.ImVec4(0,0,0,0)
local defaultAlternateRowsColors = { imgui.ImVec4(48/255,48/255,48/255,0.6), imgui.ImVec4(0,0,0,0) }
local defaultAlternateRowsColors = { imgui.ImVec4(48/255,48/255,48/255,0.6), imgui.ImVec4(0,0,0,0) }
@/lua/ge/extensions/editor/util/editorElementHelper.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4TransparentWhite = im.ImVec4(1,1,1,0.25)
local hoveredElement
local defaultColors = {
default = im.ImVec4(1,0.6,0,8,0.75),
orange = im.ImVec4(1,0.6,0,8,0.75),
default = im.ImVec4(1,0.6,0,8,0.75),
orange = im.ImVec4(1,0.6,0,8,0.75),
red = im.ImVec4(1,0,0,8,0.75),
orange = im.ImVec4(1,0.6,0,8,0.75),
red = im.ImVec4(1,0,0,8,0.75),
green = im.ImVec4(0,1,0,0.75),
red = im.ImVec4(1,0,0,8,0.75),
green = im.ImVec4(0,1,0,0.75),
blue = im.ImVec4(0,0,1,0.75),
green = im.ImVec4(0,1,0,0.75),
blue = im.ImVec4(0,0,1,0.75),
white = im.ImVec4(1,1,1,0.75),
blue = im.ImVec4(0,0,1,0.75),
white = im.ImVec4(1,1,1,0.75),
black = im.ImVec4(0,0,0,0.75),
white = im.ImVec4(1,1,1,0.75),
black = im.ImVec4(0,0,0,0.75),
}
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))
local separatorDummySize = im.ImVec2(0,5)
@/lua/ge/extensions/flowgraph/nodes/activity/activityStop.lua
C.name = 'Finish Mission'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Stops the current mission."
@/lua/ge/extensions/editor/flowgraph/examples.lua
C.arrowControllable = true
local matchColor = im.ImVec4(1,0.5,0,1)
@/lua/ge/extensions/editor/missionEditor/careerSetup.lua
local imVec16x16 = im.ImVec2(16,16)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
-- style helper
local noTranslation = "No Translation found!"
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local grayColor = im.ImVec4(0.6,0.6,0.6,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local redColor = im.ImVec4(1,0.2,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
local yellowColor = im.ImVec4(1,1,0.2,1)
local greenColor = im.ImVec4(0.2,1,0.2,1)
@/lua/ge/extensions/gameplay/drift/drift.lua
for _, historyData in pairs(debugHistories) do
im.PushStyleColor2(im.Col_Text, im.ImVec4(historyData.color[1], historyData.color[2], historyData.color[3], historyData.color[4]))
im.TextWrapped(historyData.name)
@/lua/ge/extensions/gameplay/rally/loop/speedingDetector.lua
if self.strictMode then
im.TextColored(im.ImVec4(1, 0.3, 0.3, 1), string.format("STRICT MODE (max %d kph over, %.1f%% prob)", self.strictMaxSpeedOver, self.strictMaxProbability * 100))
end
local isSpeeding = self.currentLimitKph and avgSpeed > self.currentLimitKph
local color = isSpeeding and im.ImVec4(1, 0.2, 0.2, 1) or im.ImVec4(1, 1, 1, 1)
im.TextColored(color, string.format("Average Speed: %.1f kph", avgSpeed))
local isSpeeding = self.currentLimitKph and avgSpeed > self.currentLimitKph
local color = isSpeeding and im.ImVec4(1, 0.2, 0.2, 1) or im.ImVec4(1, 1, 1, 1)
im.TextColored(color, string.format("Average Speed: %.1f kph", avgSpeed))
else
im.TextColored(im.ImVec4(1, 1, 1, 1), "Average Speed: N/A")
end
local isPenaltyReady = self.timeSinceLastPenalty >= self.penaltyRateLimit
local probColor = isPenaltyReady and im.ImVec4(1, 0.6, 0.2, 1) or im.ImVec4(0.5, 0.5, 0.5, 1)
local statusText = isPenaltyReady and "" or " (RATE LIMITED)"
local isPenaltyReady = self.timeSinceLastPenalty >= self.penaltyRateLimit
local probColor = isPenaltyReady and im.ImVec4(1, 0.6, 0.2, 1) or im.ImVec4(0.5, 0.5, 0.5, 1)
local statusText = isPenaltyReady and "" or " (RATE LIMITED)"
else
im.TextColored(im.ImVec4(0.3, 1, 0.3, 1), "Penalty Ready")
end
local color = (self.currentLimitKph and sample > self.currentLimitKph) and {1, 0.3, 0.3, 1} or {1, 1, 1, 1}
im.TextColored(im.ImVec4(color[1], color[2], color[3], color[4]), string.format(" [%d] %.1f kph", i + 1, sample))
end
@/lua/ge/extensions/editor/scriptAIManager.lua
local p2 = im.ImVec2(graphPos.x + cw - spacing.x * 2 - 12, graphPos.y + textLineHeight)
local col = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 1))
-- the background
p2 = im.ImVec2(graphPos.x + (perc * cwGraph), graphPos.y + barheight )
col = im.GetColorU322(im.ImVec4(0, 1, 0, 1))
if vi.isSleeping then
if vi.isSleeping then
col = im.GetColorU322(im.ImVec4(1, 0, 0, 1))
end
p2 = im.ImVec2(graphPos.x + (perc * cwGraph), graphPos.y + barheight * 2)
col = im.GetColorU322(im.ImVec4(1, 1, 1, 1))
if p2.x > p1.x then
local p2 = im.ImVec2(graphPos.x + x, graphPos.y + textLineHeight)
col = im.GetColorU322(im.ImVec4( 1, 0, 0, math.min(math.abs(ys), 1)))
im.ImDrawList_AddLine(dl, p1, p2, col, 1)
@/lua/ge/extensions/editor/flowgraph/variables.lua
local separatorColor = im.ImVec4(1,1,1,0.3)
local valueTextColor = im.ImVec4(1,1,1,0.7)
local separatorColor = im.ImVec4(1,1,1,0.3)
local valueTextColor = im.ImVec4(1,1,1,0.7)
local highlightColor = im.ImVec4(1,0.5,0,1)
local valueTextColor = im.ImVec4(1,1,1,0.7)
local highlightColor = im.ImVec4(1,0.5,0,1)
local imVec24x24 = im.ImVec2(24,24)
local imVec24x24 = im.ImVec2(24,24)
local imVec4Red = im.ImVec4(1,0.3,0.3,0.7)
local imVec4Green = im.ImVec4(0.3,1,0.3,0.7)
local imVec4Red = im.ImVec4(1,0.3,0.3,0.7)
local imVec4Green = im.ImVec4(0.3,1,0.3,0.7)
local localColor = im.ImVec4(1,0.8,0.6,0.75)
local globalColor = im.ImVec4(1,0.6,0.8,0.75)
local localColor = im.ImVec4(1,0.8,0.6,0.75)
local globalColor = im.ImVec4(1,0.6,0.8,0.75)
local scale = 1
@/lua/ge/extensions/editor/missionEditor/previewChecker.lua
local imVec24x24 = im.ImVec2(24,24)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Red = im.ImVec4(1,0,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
local imVec4Green = im.ImVec4(0,1,0,1)
local imVec4Yellow = im.ImVec4(1,1,0,1)
function C:draw()
@/gameplay/missionTypes/targetjump/customNodes/DrawSitesNode.lua
C.description = "Draws zones from the zones file."
C.color = im.ImVec4(0.03, 0.3, 0.84, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceHighscoresComplete.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/ui/console.lua
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
local logsLimit = 1000
local colors = {D = im.ImVec4(0.12,0.75,1,1), I = im.ImVec4(0.3,1,0.3,1), W = im.ImVec4(1,1,0,1), E = im.ImVec4(1,0.2,0.2,1)}
local iconColors = {D = im.ImColorByRGB(32,196,255,255), I = im.ImColorByRGB(96,255,96,255), W = im.ImColorByRGB(255,255,0,255), E = im.ImColorByRGB(255,64,64,255)}
if type(t.errors) == 'number' and t.errors > 0 then
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), tostring(t.errors) .. 'E ')
--im.SameLine()
if type(t.warnings) == 'number' and t.warnings > 0 then
im.TextColored(im.ImVec4(1.0, 1.0, 0.0, 1.0), tostring(t.warnings) .. 'W')
end
im.SameLine()
im.TextColored(im.ImVec4(1.0, 0.0, 0.0, 1.0), tostring(filterErr) )
im.PopStyleColor()
-- else
-- local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
-- local f = levelFilter[l[2]]
-- else
-- local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
-- for i,v in ipairs(l) do
-- else
-- local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
-- for i,v in ipairs(l) do
else
local lcol = colors[l[2]] or im.ImVec4(1,1,1,1)
for i,v in ipairs(l) do
@/lua/ge/extensions/editor/gen/lib/ui.lua
local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local colorOn = im.ImVec4(0.5, 0.7, 0.5, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
local colorOff = im.ImVec4(0.5, 0.5, 0.5, 0.7)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
M.colorNav = im.ImVec4(0.4, 0.6, 0.8, 1)
local bgActive = im.ImVec4(0.3, 0.3, 0.3, 1)
M.colorNav = im.ImVec4(0.4, 0.6, 0.8, 1)
M.colorOff = colorOff
M.colorOff = colorOff
M.cbutOff = im.ImVec4(0.5, 0.5, 0.5, 0.3)
M.cbutOn = im.ImVec4(1, 1, 1, 0.7)
M.cbutOff = im.ImVec4(0.5, 0.5, 0.5, 0.3)
M.cbutOn = im.ImVec4(1, 1, 1, 0.7)
M.buttonTxt = function(key, txt, dim, c, cbg, shift, center)
if not c then c = im.ImVec4(0.8, 0.8, 0.8, 1) end
local sz = im.CalcTextSize(txt)
if cbg and type(cbg) == 'table' then
cbg = im.ImVec4(cbg[1], cbg[2], cbg[3], cbg[4])
end
if editor.uiIconImageButton(editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0), nil, cbg, 'MultiSelectButton') then
if c == colorOff then return end
-- if dicon[src] and editor.uiIconImageButton(editor.icons.forest_select,
dim, im.ImVec4(0.0, 0.0, 0.0, 0),
nil, cbg, 'MultiSelectButton') then
c,
im.ImVec4(0.6, 1.0, 0.0, 0.01))
im.SetCursorPos(scur)
if not htree then return end
-- local cbg = im.GetColorU322(im.ImVec4(0.8, 0.4, 0.1, 1))
local padding = 1
-- local cbg = im.GetColorU321(im.Col_FrameBg)
local cbg = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 0.8)) --im.GetColorU321(im.ImVec4(0.3, 0.3, 0.3, 1)) -- im.Col_FrameBg)
for i,row in pairs(htree) do
-- local cbg = im.GetColorU321(im.Col_FrameBg)
local cbg = im.GetColorU322(im.ImVec4(0.3, 0.3, 0.3, 0.8)) --im.GetColorU321(im.ImVec4(0.3, 0.3, 0.3, 1)) -- im.Col_FrameBg)
for i,row in pairs(htree) do
topLeft.y = topLeft.y + cur.y
-- local color = im.GetColorU322(im.ImVec4(1.0, 0.0, 0.0, 1.0))
local color = im.GetColorU321(im.Col_FrameBg)
@/lua/ge/extensions/editor/missionPlaybook/attributeViewer.lua
local im = ui_imgui
local colorRed, colorGreen = im.ImVec4(1,0.6,0.6,1), im.ImVec4(0.6,1,0.6,1)
local toolWindowName = "Playbook Attribute Viewer"
local im = ui_imgui
local colorRed, colorGreen = im.ImVec4(1,0.6,0.6,1), im.ImVec4(0.6,1,0.6,1)
local toolWindowName = "Playbook Attribute Viewer"
@/lua/ge/extensions/flowgraph/nodes/activity/missionAttemptStars.lua
C.name = 'Mission Attempt Stars'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Adds fulfilled stars to an attempt via the constructor"
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceCpLapChange.lua
C.category = 'repeat_instant'
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/types/setVariable.lua
C.tags = {'set', 'write'}
C.color = im.ImVec4(1,0.8,0.6,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.color = im.ImVec4(1,0.8,0.6,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.localColor = im.ImVec4(1,0.8,0.6,0.75)
C.globalColor = im.ImVec4(1,0.6,0,8,0.75)
C.description = 'Sets a variable.'
@/lua/ge/extensions/flowgraph/nodes/activity/getProgress.lua
C.name = 'Get Progress'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Shows the aggregated progress for the current progressKey."
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceRecoveryAvailable.lua
C.color = im.ImVec4(1, 1, 0, 0.75)
C.pinSchema = {
@/lua/ge/extensions/flowgraph/nodes/mission/prepareVehicle.lua
C.description = "Automatically sets vehicle electrics and values with regards to the gameplay environment."
C.color = im.ImVec4(0.13, 0.3, 0.64, 0.75)
C.category = 'once_instant'
@/lua/ge/extensions/flowgraph/nodes/activity/starsActive.lua
C.name = 'Stars Active'
C.color = im.ImVec4(0.03,0.41,0.64,0.75)
C.description = "Lets flow through if stars with specific keys are active. Only lets flow through if this mission is played in career."
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAdjustableTechCarTuner.lua
local whiteColor = im.GetColorU322(im.ImVec4(1, 1, 1, 1), 1)
@/lua/ge/extensions/editor/flowgraph/history.lua
C.windowDescription = 'History'
local disabledColor = im.ImVec4(0.5,0.5,0.5,1)
@/lua/ge/extensions/editor/missionEditor/progressMulti.lua
local color = colors[colorName]
colorCache[colorName] = im.ImVec4(color[1], color[2], color[3], 1)
end
@/lua/ge/extensions/editor/flowgraph/overview.lua
--im.SameLine()
--im.TextColored(im.ImVec4(1,0.6,0,1), '[' .. tostring(tableSize(graph.nodes)) .. ']')
--selectThisGraph = selectThisGraph or im.IsItemClicked()
im.SameLine()
im.TextColored(im.ImVec4(1,0.6,0,1), " [Node]")
im.Separator()
im.TextColored(im.ImVec4(0.8,0.8,1,1), "Graphs")
im.BeginChild1("overviewchild###")
im.Separator()
im.TextColored(im.ImVec4(0.8,0.8,1,1), "Macros")