TextWrapped
Definition
-- @/lua/common/extensions/ui/imgui_gen_luaintf.lua:308
function M.TextWrapped(string_fmt, ...)
if string_fmt == nil then log("E", "", "Parameter 'string_fmt' of function 'TextWrapped' cannot be nil, as the c type is 'const char *'") ; return end
string_fmt = formatStringIfArgs(string_fmt, ...)
imgui.TextWrapped(string_fmt)
end
Callers
@/lua/ge/extensions/gameplay/drift/scoring.lua
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 1, 0.1, 1))
im.TextWrapped("-Combo")
im.PopStyleColor()
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.2, 1, 0.1, 1))
im.TextWrapped("-Curr. tier bonus score x10")
im.PopStyleColor()
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.1, 0.3, 1, 1))
im.TextWrapped("-Score per frame without tier x10")
im.PopStyleColor()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.1, 0.1, 1))
im.TextWrapped("-Score per frame with tier x10")
im.PopStyleColor()
@/lua/ge/extensions/editor/trafficSignalsEditor.lua
if currInstance.tempGroupList and currInstance.tempGroupList[2] then
im.TextWrapped(table.concat(currInstance.tempGroupList, ", "))
end
@/lua/ge/extensions/editor/assetManagementTool.lua
if not isGamePathSameAsUserPath() then
imgui.TextWrapped("ATTENTION: your userpath is not the same as game path, it must be set so the files are moved and link files are created properly to be committed on SVN. You can set it with -nouserpath command line argument")
return
@/lua/ge/extensions/util/stepHandler.lua
for i, step in ipairs(taskData.steps) do
im.TextWrapped(string.format("%s%d - %s",taskData.currentStep == i and "ACTIVE " or "", i, step.name or "Unnamed Step"))
im.Text(dumps(step))
end
im.TextWrapped(dumpsz(taskData.data, 3))
if not taskData.active then im.EndDisabled() end
@/lua/common/extensions/ui/imgui_gen_luaintf.lua
string_fmt = formatStringIfArgs(string_fmt, ...)
imgui.TextWrapped(string_fmt)
end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
if saveSettings.infoText ~= "" then
im.TextWrapped(saveSettings.infoText)
im.Separator()
if #currentCheckpointList == 0 then
im.TextWrapped(translateLanguage("ui.trackBuilder.checkpoints.info", "If you don't add any checkpoints, they will be automatically created when playing this track through the Time Trials game mode."))
else
@/lua/ge/extensions/editor/missionEditor/progressSingle.lua
else
im.TextWrapped(dumps(self.formattedSaveData))
end
@/lua/ge/extensions/gameplay/util/crashDetection.lua
im.PushStyleColor2(im.Col_Text, im.ImVec4(series.color[1], series.color[2], series.color[3], series.color[4] or 1))
im.TextWrapped(series.displayName)
im.PopStyleColor()
@/lua/ge/extensions/editor/perfProfiler.lua
im.BeginChild1("rchild",im.ImVec2(500,500))
im.TextWrapped("Start a new Recording")
im.TextWrapped("For best Results:")
im.TextWrapped("Start a new Recording")
im.TextWrapped("For best Results:")
im.BulletText("Start Recording directly after loading Level after starting the game")
@/lua/ge/extensions/editor/assetDeduplicator.lua
end
im.PushTextWrapPos(); im.TextWrapped(leftPath or "-"); im.PopTextWrapPos()
else
end
im.PushTextWrapPos(); im.TextWrapped(rightPath or "-"); im.PopTextWrapPos()
else
@/lua/ge/extensions/editor/levelValidator.lua
end
im.TextWrapped(displayMessage)
im.PopTextWrapPos()
@/lua/ge/extensions/editor/flowgraph/history.lua
im.PushStyleColor2(im.Col_Text, disabledColor)
im.TextWrapped(self.mgr.history[i].title)
im.PopStyleColor()
im.NextColumn()
im.TextWrapped(self.mgr.history[i].title)
if im.IsItemClicked() then goToHistory = i end
im.NextColumn()
im.TextWrapped(self.mgr.history[i].title)
if im.IsItemClicked() then goToHistory = i end
@/lua/ge/extensions/editor/driftDataEditor.lua
im.BeginChild1("driftSpots", im.GetContentRegionAvail(), 1)
im.TextWrapped("Drift spots in the current level: ")
for spotId, spotData in pairs(currDriftSpots) do
@/lua/ge/extensions/gameplay/missions/missionTypes/editorHelper.lua
im.Columns(2) im.SetColumnWidth(0,columnWidth)
im.TextWrapped(e.label)
if e.displayOptions.tooltip then
local function decoHeaderDraw(e, mtd) im.PushFont3("cairo_regular_medium") im.TextColored(e.color, e.text) im.PopFont() end
local function decoTextDraw(e, mtd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
@/lua/ge/extensions/util/screenshotCreator.lua
im.PushStyleColor2(im.Col_Text, imVec4Yellow)
im.TextWrapped(string.format("Correct size for vehicles thumbnails are 500 * 281 and you have chosen %i * %i", getCurrentResolution()[1], getCurrentResolution()[2]))
im.PopStyleColor()
im.TextWrapped("This tab is used to override the procedural camera placement per model and/or config, during the generation of thumbnails")
im.TextWrapped("A vehicle config's camera will override its model camera")
im.TextWrapped("This tab is used to override the procedural camera placement per model and/or config, during the generation of thumbnails")
im.TextWrapped("A vehicle config's camera will override its model camera")
im.TextWrapped("The ")
local _, _, camName = getFinalCameraPosAndRotForVehicle(getPlayerVehicle(0), currConfigName)
im.SameLine()
im.TextWrapped(camName)
im.PopStyleColor()
im.SameLine()
im.TextWrapped(" will be used for the spawned config.")
im.Dummy(im.ImVec2(1, 10))
im.SameLine()
im.TextWrapped("Current vehicle is your own 'default' vehicle. Spawn a vehicle from the vehicle selector (Will be fixed)")
im.PopStyleColor()
im.SameLine()
im.TextWrapped("Current vehicle config has a custom camera")
if im.Button("Set camera to config camera") then
im.SameLine()
im.TextWrapped("Current vehicle config doesn't have a custom camera")
end
if cameraConfigs.vehCamConfig and cameraConfigs.vehCamConfig.configCamEnabled then
im.TextWrapped("Vehicle config's manual camera overrides the vehicle model camera. Since the current vehicle config camera is enabled, this window is deactivated")
else
im.SameLine()
im.TextWrapped("Current model has a custom camera")
if im.Button("Set camera to model camera") then
im.SameLine()
im.TextWrapped("Current model doesn't have a custom camera")
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/vehicleAction.lua
else
im.TextWrapped(#vehicleActionMaps[self.model].sorted .. " Actions loaded.")
end
else
im.TextWrapped("Select a model to load vehicle specific actions.")
end
im.NextColumn()
im.TextWrapped(self.action.origName or "")
im.NextColumn()
im.NextColumn()
im.TextWrapped(self.action.title or "")
im.NextColumn()
im.NextColumn()
im.TextWrapped(self.action.desc or "")
im.NextColumn()
im.NextColumn()
im.TextWrapped(self.action.onDown or "")
im.NextColumn()
im.NextColumn()
im.TextWrapped(self.action.onChange or "")
im.NextColumn()
im.NextColumn()
im.TextWrapped(self.action.onUp or "")
im.NextColumn()
@/lua/ge/extensions/editor/crawlEditor/missionPortTool.lua
if #missionsList == 0 then
im.TextWrapped("No convertible missions found in the current level's crawl directory.")
im.TextWrapped("Missions must contain both bounds.sites.json and race.race.json files.")
im.TextWrapped("No convertible missions found in the current level's crawl directory.")
im.TextWrapped("Missions must contain both bounds.sites.json and race.race.json files.")
else
im.Separator()
im.TextWrapped("This tool will convert:")
im.BulletText("bounds.sites.json → boundary file")
@/lua/ge/extensions/editor/rallyEditor/drivelineTab.lua
im.HeaderText("Source Selection")
im.TextWrapped("Choose a driveline source to begin editing:")
im.Spacing()
@/lua/ge/extensions/gameplay/drift/sounds.lua
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.1, 0.1, 1))
im.TextWrapped("-This is *not* a 1 to 1 simulation, many things are wrong.")
im.PopStyleColor()
@/lua/ge/extensions/util/maptiles.lua
im.Image(texObj.texId, im.ImVec2(300, 300))
im.TextWrapped(hoverTooltip)
end
@/lua/ge/extensions/editor/flowgraph/examples.lua
if example.data.description then
im.TextWrapped(example.data.description)
ui_flowgraph_editor.tooltip(example.data.description)
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/elemental/imText.lua
im.PushTextWrapPos(avail.x)
im.TextWrapped(tostring(self.pinIn.text.value))
im.PopTextWrapPos()
@/lua/ge/extensions/editor/flowgraph/references.lua
im.TableSetBgColor(im.TableBgTarget_CellBg, im.GetColorU322(columnBackground), 0)
im.TextWrapped(tostring(categoryData.category))
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped(string.format("%-3d", categoryData.nodeTypeAmount))
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped(string.format("(%.2f", (categoryData.nodeTypeAmount / self.nodeStatistics.usedNoteTypeAmount) * 100) .. "%%)")
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped(tostring(categoryData.nodeInstancesAmount))
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped(string.format("(%.2f", (categoryData.nodeInstancesAmount / self.nodeStatistics.usedNodeInstances) * 100) .. "%%)")
im.TableNextColumn()
im.SameLine()
im.TextWrapped(pin.name)
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped(pin.description or "This pin has no description.")
im.TableNextColumn()
if i == 1 then
im.TextWrapped("-")
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped("-")
im.TableNextColumn()
im.SameLine()
im.TextWrapped(pin.name)
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped(pin.description or "This pin has no description.")
im.TableNextColumn()
if i == 1 then
im.TextWrapped("-")
im.TableNextColumn()
im.TableNextColumn()
im.TextWrapped("-")
im.TableNextColumn()
im.SetCursorPosY(im.GetCursorPosY() + 4)
im.TextWrapped(ui_flowgraph_editor.getBehaviourDescription(behaviour))
im.SetCursorPosY(im.GetCursorPosY() - 4)
im.SameLine()
im.TextWrapped(tostring(p.projectFile))
im.TableNextColumn()
@/lua/ge/extensions/flowgraph/nodes/ui/imgui/imDialogue.lua
im.PushTextWrapPos(im.GetCursorPosX() + (self.data.wrapSize or 500))
im.TextWrapped((self.pinIn.description.value or "Desc"))
im.PopTextWrapPos()
@/lua/ge/extensions/core/vehicle/manager.lua
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.2, 0.2, 1))
im.TextWrapped("/!\\ THIS TOOL IS OBSOLETE /!\\")
im.PopStyleColor()
im.PushStyleColor2(im.Col_Text, im.ImVec4(1, 0.8, 0, 1))
im.TextWrapped("Please use the following command line argument instead:")
im.PopStyleColor()
im.PushStyleColor2(im.Col_Text, im.ImVec4(0.3, 1, 0.3, 1))
im.TextWrapped("-debugVehicleLoading")
im.PopStyleColor()
@/lua/ge/extensions/editor/util/editorElementHelper.lua
im.SetColumnWidth(2,undoWidth)
im.TextWrapped(e.label)
if e.displayOptions.tooltip then
local function decoHeaderDraw(e, ctd) im.PushFont3("cairo_regular_medium") im.TextColored(e.color, e.text) im.PopFont() end
local function decoTextDraw(e, ctd) im.Columns(2) im.SetColumnWidth(0,columnWidth) im.Dummy(im.ImVec2(1,1)) im.NextColumn() im.TextWrapped(e.text) if e.tooltip then im.tooltip(e.tooltip) end im.Columns(1) end
local separatorColor = im.GetColorU322(im.ImVec4(1,1,1,0.5))
@/lua/ge/extensions/editor/util/vehicleSelectUtil.lua
im.TextWrapped("Custom Config (Optional)")
im.NextColumn()
@/lua/ge/extensions/editor/missionEditor.lua
im.PushTextWrapPos(200 * editor.getPreference("ui.general.scale"))
im.TextWrapped(gameplay_missions_missions.getMissionStaticData(mType)["description"] or "No Description")
im.PopTextWrapPos()
@/lua/ge/extensions/editor/missionEditor/genericTypeData.lua
--if im.TreeNode1("missing00") then
im.TextWrapped("These Variables are not present in the Flowgraph but in the Mission Editor.")
im.Columns(3)
if im.TreeNode1("mismatchVars##Type Mismatch Variables: " .. #self._sortedVars.mismatch) then
im.TextWrapped("These Variables are present in the Flowgraph, but have not the same type as in the Mission Editor.")
im.Columns(3)
if im.TreeNode1("correctVars##Correct Variables: " .. #self._sortedVars.found) then
im.TextWrapped("These Variables are the same in the Flowgraph and in the Mission Editor.")
im.Columns(2)
if im.TreeNode1("othrVars##Other Variables: " .. #self._sortedVars.other) then
im.TextWrapped("These Variables are only present in the Flowgraph, but not in the mission Editor.")
--im.SetColumnWidth(0,50)
im.PushTextWrapPos(200 * editor.getPreference("ui.general.scale"))
im.TextWrapped(gameplay_missions_missions.getMissionStaticData(mType)["description"] or "No Description")
im.PopTextWrapPos()
@/lua/ge/extensions/editor/shapeEditor.lua
if not shapePrev:ImGui_Image(renderSize[1],renderSize[2]) then
im.TextWrapped("\r\n\r\nPlease select a TSStatic (shape) object in the scene tree or asset browser and use the 'Open in Shape Editor' button to open it here.")
editor.endWindow()
@/lua/ge/extensions/editor/trafficManager.lua
im.TextWrapped('Tip: If you want, you can create a number variable named "currentId" in the flowgraph to use this vehicle as input. Same with "playerId", for the ego vehicle. Ensure that you link the variables to nodes.')
end
else
im.TextWrapped("Object list is empty; click the Add button and select a traffic signal object in the world.")
end
@/lua/ge/extensions/gameplay/drift/drift.lua
im.PushStyleColor2(im.Col_Text, im.ImVec4(historyData.color[1], historyData.color[2], historyData.color[3], historyData.color[4]))
im.TextWrapped(historyData.name)
im.PopStyleColor()
@/lua/ge/extensions/gameplay/missions/missionManager.lua
for i, step in ipairs(taskData.steps) do
im.TextWrapped(string.format("%s%d - %s",taskData.currentStep == i and "ACTIVE " or "", i, step.name or "Unnamed Step"))
im.Text(dumps(step))
end
im.TextWrapped(dumpsz(taskData.data, 3))
if not taskData.active then im.EndDisabled() end
@/lua/ge/extensions/editor/roadNetworkExporter.lua
im.Text("OpenDrive (.xodr) Export:")
im.TextWrapped("Exports current level road network as an OpenDrive .xodr file.\nBeamNG might look frozen while the export is in progress.")
im.Text("OpenStreetMap (.osm) Export:")
im.TextWrapped("Exports current level road network as an OpenStreetMap .osm file.\nBeamNG might look frozen while the export is in progress.")
im.Text("SUMO (.xml) Export:")
im.TextWrapped("Exports current level road network as an SUMO .xml file.\nBeamNG might look frozen while the export is in progress.")
@/lua/ge/extensions/editor/missionPlaybook.lua
im.TextWrapped(txt)
end
@/lua/ge/extensions/editor/flowgraph/welcome.lua
im.PushTextWrapPos(im.GetCursorPosX() + math.max(minWrap,math.min(im.GetContentRegionAvailWidth(), maxWrap-43)))
im.TextWrapped(lowerTxt)
im.PopTextWrapPos()
headerText('Introduction')
im.TextWrapped("Welcome to the Flowgraph Editor! You can use it to create gameplay, experiments, and other interactive content for BeamNG. If you're new, there are examples you can check out below.")
im.Dummy(im.ImVec2(0,1))
im.Dummy(im.ImVec2(0,1))
im.TextWrapped("Please keep in mind, while the Flowgraph Editor is in a good shape and can already be used to create new content, it is still WIP. That means projects that work now may not work after another update in the future.")
im.Dummy(im.ImVec2(0,5))
headerText('Basic Examples')
im.TextWrapped("These are some simple examples you can check out to learn about Flowgraph. They showcase basic concepts of the Editor, such as creating and editing nodes, or working with the state system.")
im.Dummy(im.ImVec2(0,1))
im.Dummy(im.ImVec2(0,1))
im.TextWrapped("You can find more examples in the Examples Window when you have a project opened.")
im.Dummy(im.ImVec2(0,5))
headerText('Advanced Examples')
im.TextWrapped("These are some more complex examples, containing many states and nodes. Take a look and discover the full potential of the Flowgraph Editor.")
im.Dummy(im.ImVec2(0,5))
@/lua/ge/extensions/gameplay/drift/display.lua
im.Text("Drift display")
im.TextWrapped(dumps(guiData))
im.End()