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Add ImGui widgets #315
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Add ImGui widgets #315
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I recently struggled a bit making good ui with my window api, so I'm just leaving a note here for someone to implement everything in this thread too. Not a request, just a reminder. You might enjoy #337 for the TAS2L btw. |
It looks like all that's needed for that feature is a My design philosophy for these changes has been to make the GuiDrawContext API closely imitate the ImGui API. Is there any reason not to do it this way? I feel there is no reason to create our own facade for the underlying library. I'm still adding "simple" overloads for people who just want to cobble together a basic GUI using only the OL docs, while power users can look at ImGui docs if they want to fully understand the overloads with ImGui flags and other arguments. Also, I saw the request for exposing a safe file directory and I definitely appreciate it. It'll be nice to not require unsafe mode for the TAS Tool. |
I didn't mean just some way to make a vertical group, I meant every function mentioned in the thread. The big buttons, way to draw more things over a cursorpos saved earlier etc. Anyway, my idea is also to closely imitate the imgui C api, while not directly exposing any Begins and Ends, cause forgetting one of those would lead to a disaster. But you're already wrapping these to callbacks and know what I'm talking about. I guess some imgui features were just deemed unnecessarily complicated earlier, but hopefully those can still be fixed with overloads for advanced arguments. |
Why are borders disabled on windows even if the OL setting is enabled? It's difficult to read overlapping windows since they seamlessly blend into each other. Line 654 in f44e576
|
I exposed some of the ImGui size and position calls, including the ones mentioned in that Stack Overflow thread. A problem I'm seeing with them is that they're in either ImGui screen or window coordinates (pixels). You can't easily use them with the |
It's probably just a leftover from before the option was even added, and maybe I was going for no borders just on the OL menus, but disabled the completely wrong one and forgot about it. You can change that line to follow the UI option. Also we should add a safe way to use PushStyleVar and other Push-able styling functions in scripts i.e. automatically popping any stray pushes at the end of the gui context.
Generally yes, but there are probably always cases where pixel format would be useful, like using the window cursor pos in sameline, which uses pixels. Even worse that the imgui coordinates are desktop-based, not window-based like our api. Window coordinates might be fine as pixels?
Yes, per previous answer. Adding a pixel variant for every function using screen coordinates surely isn't the way, so exposing converters is the least we can do.
I agree, but don't know what it would be. Maybe output_position like you said, or even input_position, cause it is used to position input fields usually.
Yep seems like it's only documented in win_width, where it originated and was copied all over the place. Maybe changing it to <=1 would be better, or is there a need for 1 pixel wide elements too? Surely not sub-pixel wide elements at least. I can see how having to make sure some automatically calculated width is >1 might still be a problem though. Actually seems like I have tried to fix the padding/width issue already, but only in win_width. That solution is also not pixel-perfect, but ending up with a bit less than 100% width is far better than more than 100%. I think the best compromise to keep it simple would be to adopt that padding fix in all functions that use this <1 logic and make ==1 use 100%. |
I realized after the PushStyleVar comment that Begin stacks can also be counted in the gui ctx, so wrapping all of them in callbacks isn't the only way to make sure they are Ended properly at the end of the window or ctx. I can look into this later. Also all gui callbacks need to be forwarded the ctx as first parameter ( |
Here's the idea from the previous comment with win_disabled to optionally use callbacks or just BeginDisabled that will be fixed automatically if forgotten by modder. Cosine256/overlunky@add-imgui-widgets...spelunky-fyi:overlunky:GuiStackFix set_callback(function(ctx)
ctx:win_disabled(true)
ctx:window("even the window controls don't work", 0, 0, 0, 0, true, function(ctx2)
ctx2:win_disabled(true)
ctx2:win_input_text("twice disabled", "")
ctx2:win_disabled(false)
end)
-- the first disable is still in the stack
ctx:window("still disabled", 0, 0, 0, 0, true, function()
ctx:win_input_text("still disabled from outside", "")
-- this would leak outside the window, but will be fixed in the windows own GuiDrawContext destructor
ctx:win_disabled(true)
end)
ctx:win_disabled(false)
ctx:window("not disabled", 0, 0, 0, 0, true, function()
ctx:win_input_text("this should not be disabled", "")
end)
-- this would leak outside the script, but will be fixed by the outer GuiDrawContext destructor
ctx:win_disabled(true)
end, ON.GUIFRAME) |
Exposes some ImGui widgets and features to the Lua API, and changes some existing features:
collapsed
parameter to the callback signature for bothwindow
functions.Possible additions (might not add some of these):
Known issues and concerns:
0 < abs(width) < 1
. Trying to set an item to 100% width requires a hacky value of 0.999999, because 1.0 will make it 1 pixel wide. Feature behaves poorly due to item padding, causing two 50% items to take up more than 100% width.