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RigsofRods
2023.09
Soft-body Physics Simulation
|
^AngelScript^ Documents game functions which scripts can invoke to control it. More...
Namespaces | |
| Script2Game | |
| Pseudo-namespace; it doesn't exist in code or script runtime, only in this documentation. | |
| ScriptValueTypes | |
| Pseudo-namespace; it doesn't exist in code or script runtime, only in this documentation. | |
| AngelOgre | |
OGRE-AngelScript bindings; Actually named Ogre in the scripts, just changed for docs to separate things; Each of these objects is a loose subset of it's OGRE counterpart, see OGRE API Docs. | |
| AngelImGui | |
DearIMGUI-AngelScript bindings; Actually named ImGui in the scripts, just changed for docs to separate things; Note we use somewhat outdated version (v1.73) with hand-rolled bindings and some source tweaks. | |
Data Structures | |
| struct | ScriptValueTypes::color |
| Binding of Ogre::ColourValue. More... | |
| struct | ScriptValueTypes::degree |
| Binding of Ogre::Degree. More... | |
| struct | ScriptValueTypes::quaternion |
| Binding of Ogre::Quaternion. More... | |
| struct | ScriptValueTypes::radian |
| Binding of Ogre::Radian. More... | |
| struct | ScriptValueTypes::vector2 |
| Binding of Ogre::Vector2. More... | |
| struct | ScriptValueTypes::vector3 |
| Binding of Ogre::Vector3. More... | |
| class | Script2Game::ImDrawList |
| Obtain using AngelImGui::GetWindowDrawList(); see AngelImGui. More... | |
| class | AngelOgre::AnimationState |
| Represents a single named skeletal animation track present in the mesh. More... | |
| class | AngelOgre::AnimationStateSet |
| A manager for skeletal animation tracks in the entity. More... | |
| class | AngelOgre::Entity |
| Defines an instance of a discrete, movable object based on a Mesh. More... | |
| class | AngelOgre::MovableObject |
| Abstract class defining a movable object in a scene. More... | |
| class | AngelOgre::Node |
| class | AngelOgre::SceneNode |
| Class representing a node in the scene graph. More... | |
| class | AngelOgre::Overlay |
| class | AngelOgre::OverlayManager |
a singleton - use Ogre::OverlayManager::getSingleton() to retrieve instance. More... | |
| class | AngelOgre::Root |
a singleton - use Ogre::Root::getSingleton() to retrieve instance. More... | |
| class | AngelOgre::SceneManager |
Encapsulates everything renderable by OGRE - use game.getSceneManager() to get it. More... | |
| class | AngelOgre::TextureManager |
a singleton - use Ogre::TextureManager::getSingleton() to retrieve instance. More... | |
| class | AngelOgre::TexturePtr |
| class | Script2Game::BeamClass |
| Binding of RoR::Actor; a softbody-physics gameplay object, can be anything from soda can to space shuttle. More... | |
| class | Script2Game::CacheSystemClass |
| Binding of RoR::CacheSystem; A database of all installed game content, allowing search and live updating. More... | |
| class | Script2Game::ConsoleClass |
| Binding of RoR::Console; provides console variables (cvars), usually defined in RoR.cfg file. More... | |
| class | Script2Game::CVarClass |
| Binding of RoR::CVar; A console variable, usually defined in RoR.cfg but also created by users or scripts. More... | |
| class | Script2Game::EngineSimClass |
| Binding of RoR::EngineSim; A land vehicle engine + transmission. More... | |
| class | Script2Game::GameScriptClass |
| Binding of RoR::GameScript; A general class that will provide you with general functions. More... | |
| class | Script2Game::GenericDocContextClass |
| Binding of RoR::GenericDocContext; Traverses document tokens; See 'demo_script.as' for an example. More... | |
| class | Script2Game::GenericDocumentClass |
| Binding of RoR::GenericDocument; Parses TRUCK/TOBJ/ODEF/CHARACTER file formats. More... | |
| class | Script2Game::InputEngineClass |
| Binding of RoR::InputEngine; Manages input devices, their configuration (input.map ...) and state. More... | |
| class | Script2Game::LocalStorageClass |
| Binding of RoR::LocalStorage; A class that allows your script to store data persistently. More... | |
| class | Script2Game::ProceduralManagerClass |
| Binding of RoR::ProceduralManager; generates dynamic roads for terrain. More... | |
| class | Script2Game::ProceduralObjectClass |
| Binding of RoR::ProceduralObject; a spline for generating dynamic roads. More... | |
| class | Script2Game::ProceduralPointClass |
| Binding of RoR::ProceduralPoint;. More... | |
| class | Script2Game::ProceduralRoadClass |
| Binding of RoR::ProceduralRoad; a dynamically generated road mesh. More... | |
| class | Script2Game::SoundClass |
| Binding of RoR::Sound; a single sound sample positioned in 3D space (spatial audio). More... | |
| class | Script2Game::SoundScriptInstanceClass |
| Binding of RoR::SoundScriptInstance; instance of SoundScriptTemplateClass. More... | |
| class | Script2Game::SoundScriptTemplateClass |
| Binding of RoR::SoundScriptTemplate; a customizable sound effect. More... | |
| class | Script2Game::TerrainClass |
| Binding of RoR::Terrain; represents a loaded terrain. More... | |
| class | Script2Game::TerrainEditorObjectClass |
Binding of RoR::TerrainEditorObject; use game.getEditorObjects() to obtain live instances. More... | |
| class | Script2Game::VehicleAIClass |
| Binding of RoR::VehicleAI; Vehicle driving AI using waypoints. More... | |
^AngelScript^ Documents game functions which scripts can invoke to control it.
| Enumerator | |
|---|---|
| GMM_PIXELS | |
| GMM_RELATIVE | |
| GMM_RELATIVE_ASPECT_ADJUSTED | |
Definition at line 13 of file AngelOgre_OverlayElement.h.
Definition at line 17 of file AngelImGui_enums.h.
Flags for AngelImGui::BeginTabBar()
| Enumerator | |
|---|---|
| ImGuiTabBarFlags_None | |
| ImGuiTabBarFlags_Reorderable | Allow manually dragging tabs to re-order them + New tabs are appended at the end of list. |
| ImGuiTabBarFlags_AutoSelectNewTabs | Automatically select new tabs when they appear. |
| ImGuiTabBarFlags_TabListPopupButton | Disable buttons to open the tab list popup. |
| ImGuiTabBarFlags_NoCloseWithMiddleMouseButton | Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. |
| ImGuiTabBarFlags_NoTabListScrollingButtons | Disable scrolling buttons (apply when fitting policy is ImGuiTabBarFlags_FittingPolicyScroll) |
| ImGuiTabBarFlags_NoTooltip | Disable tooltips when hovering a tab. |
| ImGuiTabBarFlags_FittingPolicyResizeDown | Resize tabs when they don't fit. |
| ImGuiTabBarFlags_FittingPolicyScroll | Add scroll buttons when tabs don't fit. |
| ImGuiTabBarFlags_FittingPolicyMask_ | ImGuiTabBarFlags_FittingPolicyResizeDown | ImGuiTabBarFlags_FittingPolicyScroll,. |
| ImGuiTabBarFlags_FittingPolicyDefault_ | ImGuiTabBarFlags_FittingPolicyResizeDown. |
Definition at line 136 of file AngelImGui_enums.h.
| Enumerator | |
|---|---|
| ImGuiTabItemFlags_None | |
| ImGuiTabItemFlags_UnsavedDocument | Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. Also: tab is selected on closure and closure is deferred by one frame to allow code to undo it without flicker. |
| ImGuiTabItemFlags_SetSelected | Trigger flag to programmatically make the tab selected when calling BeginTabItem() |
| ImGuiTabItemFlags_NoCloseWithMiddleMouseButton | Disable behavior of closing tabs (that are submitted with p_open != NULL) with middle mouse button. You can still repro this behavior on user's side with if (IsItemHovered() && IsMouseClicked(2)) *p_open = false. |
| ImGuiTabItemFlags_NoPushId | Don't call PushID(tab->ID)/PopID() on BeginTabItem()/EndTabItem() |
Definition at line 152 of file AngelImGui_enums.h.
| bool AngelImGui::BeginChildFrame | ( | uint | , |
| const vector2 & | , | ||
| int | = 0 |
||
| ) |
| bool AngelImGui::BeginMainMenuBar | ( | ) |
| bool AngelImGui::BeginMenu | ( | const string & | in, |
| bool | = true |
||
| ) |
| bool AngelImGui::BeginMenuBar | ( | ) |
| bool AngelImGui::BeginPopup | ( | const string & | in, |
| int | = 0 |
||
| ) |
| bool AngelImGui::BeginPopupContextItem | ( | const string & | in = string(), |
| int | = 1 |
||
| ) |
| bool AngelImGui::BeginPopupContextVoid | ( | const string & | in = string(), |
| int | = 1 |
||
| ) |
| bool AngelImGui::BeginPopupContextWindow | ( | const string & | in = string(), |
| int | = 1, |
||
| bool | = true |
||
| ) |
| bool AngelImGui::BeginPopupModal | ( | const string & | in, |
| bool & | inout = null, |
||
| int | = 0 |
||
| ) |
| bool AngelImGui::BeginTabBar | ( | const string & | in, |
| int | = 0 |
||
| ) |
| bool AngelImGui::BeginTabItem | ( | const string & | in, |
| bool & | inout, | ||
| int | = 0 |
||
| ) |
BeginTabItem() with X close button.
| bool AngelImGui::BeginTabItem | ( | const string & | in, |
| int | = 0 |
||
| ) |
BeginTabItem() without X close button.
| void AngelImGui::BeginTooltip | ( | ) |
| void AngelImGui::CalcListClipping | ( | int | , |
| float | , | ||
| int & | inout, | ||
| int & | inout | ||
| ) |
| vector2 AngelImGui::CalcTextSize | ( | const string & | in, |
| bool | hide_text_after_double_hash = false, |
||
| float | wrap_width = -1.0f |
||
| ) |
| void AngelImGui::CaptureKeyboardFromApp | ( | bool | = true | ) |
| void AngelImGui::CaptureMouseFromApp | ( | bool | = true | ) |
| void AngelImGui::CloseCurrentPopup | ( | ) |
| void AngelImGui::Columns | ( | int | = 1, |
| const string & | in = string(), |
||
| bool | = true |
||
| ) |
| void AngelImGui::EndChildFrame | ( | ) |
| void AngelImGui::EndMainMenuBar | ( | ) |
| void AngelImGui::EndMenu | ( | ) |
| void AngelImGui::EndMenuBar | ( | ) |
| void AngelImGui::EndPopup | ( | ) |
| void AngelImGui::EndTooltip | ( | ) |
| const string& AngelOgre::getCaption | ( | ) | const |
| string AngelImGui::GetClipboardText | ( | ) |
| const color& AngelOgre::getColour | ( | ) | const |
| int AngelImGui::GetColumnIndex | ( | ) |
| float AngelImGui::GetColumnOffset | ( | int | = -1 | ) |
| int AngelImGui::GetColumnsCount | ( | ) |
| float AngelImGui::GetColumnWidth | ( | int | = -1 | ) |
| int AngelImGui::GetFrameCount | ( | ) |
| float AngelOgre::getHeight | ( | ) | const |
| GuiHorizontalAlignment AngelOgre::getHorizontalAlignment | ( | ) | const |
| uint AngelImGui::GetID | ( | const string & | in | ) |
| vector2 AngelImGui::GetItemRectMax | ( | ) |
| vector2 AngelImGui::GetItemRectMin | ( | ) |
| vector2 AngelImGui::GetItemRectSize | ( | ) |
| int AngelImGui::GetKeyIndex | ( | int | ) |
| float AngelOgre::getLeft | ( | ) | const |
| const string& AngelOgre::getMaterialName | ( | ) | const |
| GuiMetricsMode AngelOgre::getMetricsMode | ( | ) | const |
| int AngelImGui::GetMouseCursor | ( | ) |
| vector2 AngelImGui::GetMouseDragDelta | ( | int | = 0, |
| float | = -1.0f |
||
| ) |
| vector2 AngelImGui::GetMousePos | ( | ) |
| vector2 AngelImGui::GetMousePosOnOpeningCurrentPopup | ( | ) |
| float AngelImGui::GetTime | ( | ) |
| float AngelOgre::getTop | ( | ) | const |
| float AngelOgre::getWidth | ( | ) | const |
| void AngelOgre::hide | ( | ) |
| void ScriptValueTypes::Intermediate | ( | const quaternion & | in, |
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| const quaternion & | in | ||
| ) |
| bool AngelImGui::IsAnyItemActive | ( | ) |
| bool AngelImGui::IsAnyItemHovered | ( | ) |
| bool AngelImGui::IsItemActive | ( | ) |
| bool AngelImGui::IsItemClicked | ( | int | = 0 | ) |
| bool AngelImGui::IsItemHovered | ( | int | = 0 | ) |
| bool AngelImGui::IsItemVisible | ( | ) |
| bool AngelImGui::IsKeyDown | ( | int | ) |
| bool AngelImGui::IsKeyPressed | ( | int | , |
| bool | = true |
||
| ) |
| bool AngelImGui::IsKeyReleased | ( | int | ) |
| bool AngelImGui::IsMouseClicked | ( | int | , |
| bool | = false |
||
| ) |
| bool AngelImGui::IsMouseDoubleClicked | ( | int | ) |
| bool AngelImGui::IsMouseDown | ( | int | ) |
| bool AngelImGui::IsMouseDragging | ( | int | = 0, |
| float | = -1.0f |
||
| ) |
| bool AngelImGui::IsMouseHoveringRect | ( | const vector2 & | in, |
| const vector2 & | in, | ||
| bool | = true |
||
| ) |
| bool AngelImGui::IsMouseReleased | ( | int | ) |
| bool AngelImGui::IsRectVisible | ( | const vector2 & | ) |
| bool AngelImGui::IsRectVisible | ( | const vector2 & | , |
| const vector2 & | |||
| ) |
| bool AngelOgre::isVisible | ( | ) | const |
| bool AngelImGui::IsWindowFocused | ( | int | = 0 | ) |
| bool AngelImGui::IsWindowHovered | ( | int | = 0 | ) |
| bool AngelImGui::MenuItem | ( | const string & | in, |
| const string & | in, | ||
| bool & | inout, | ||
| bool | = true |
||
| ) |
| bool AngelImGui::MenuItem | ( | const string & | in, |
| const string & | in = string(), |
||
| bool | = false, |
||
| bool | = true |
||
| ) |
| void AngelImGui::NextColumn | ( | ) |
| quaternion ScriptValueTypes::nlerp | ( | float | , |
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| bool & | in | ||
| ) |
| void AngelImGui::OpenPopup | ( | const string & | in | ) |
| void AngelImGui::PlotLines | ( | const string &in | label, |
| array< float > &in | values, | ||
| int | values_count, | ||
| int | values_offset = 0, |
||
| const string &in | overlay_text = string(), |
||
| float | scale_min = FLT_MAX, |
||
| float | scale_max = FLT_MAX, |
||
| vector2 | graph_size = vector2(0, 0) |
||
| ) |
Data plotting - we wrap the 'getter func' variant to resemble the 'float*' variant.
PlotLines(const char* label, const float* values, int values_count, int values_offset = 0, const char* overlay_text = NULL, float scale_min = FLT_MAX, float scale_max = FLT_MAX, ImVec2 graph_size = ImVec2(0, 0), int stride = sizeof(float));
| void AngelImGui::PopClipRect | ( | ) |
| void AngelImGui::PopID | ( | ) |
| void AngelImGui::PushClipRect | ( | const vector2 & | , |
| const vector2 & | , | ||
| bool | |||
| ) |
| void AngelImGui::PushID | ( | const string & | in | ) |
| void AngelImGui::PushID | ( | int | int_id | ) |
| void AngelImGui::ResetMouseDragDelta | ( | int | = 0 | ) |
| void AngelOgre::setCaption | ( | const string & | in | ) |
| void AngelImGui::SetClipboardText | ( | const string & | in | ) |
| void AngelOgre::setColour | ( | const color & | in | ) |
| void AngelImGui::SetColumnOffset | ( | int | , |
| float | |||
| ) |
| void AngelOgre::setDimensions | ( | float | , |
| float | |||
| ) |
| void AngelOgre::setHeight | ( | float | ) |
| void AngelOgre::setHorizontalAlignment | ( | GuiHorizontalAlignment | ) |
| void AngelImGui::SetItemAllowOverlap | ( | ) |
| void AngelImGui::SetKeyboardFocusHere | ( | int | = 0 | ) |
| void AngelOgre::setLeft | ( | float | ) |
| void AngelOgre::setMaterialName | ( | const string & | in, |
| const string & | in | ||
| ) |
| void AngelOgre::setMetricsMode | ( | GuiMetricsMode | ) |
| void AngelImGui::SetMouseCursor | ( | int | ) |
| void AngelOgre::setPosition | ( | float | , |
| float | |||
| ) |
| void AngelImGui::SetTabItemClosed | ( | const string & | in | ) |
| void AngelImGui::SetTooltip | ( | const string & | in | ) |
| void AngelOgre::setTop | ( | float | ) |
| void AngelOgre::setWidth | ( | float | ) |
| void AngelOgre::show | ( | ) |
| struct ScriptValueTypes::quaternion ScriptValueTypes::Slerp | ( | float | , |
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| bool & | in | ||
| ) |
| quaternion ScriptValueTypes::SlerpExtraSpins | ( | float | , |
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| int & | in | ||
| ) |
| quaternion ScriptValueTypes::Squad | ( | float | , |
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| const quaternion & | in, | ||
| bool & | in | ||
| ) |
| enum AngelOgre::GuiMetricsMode AngelOgre::getName |
| enum AngelOgre::GuiMetricsMode AngelOgre::GHA_CENTER |
| enum AngelOgre::GuiMetricsMode AngelOgre::GHA_LEFT |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_Border |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_BorderShadow |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_Button |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ButtonActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ButtonHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_CheckMark |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ChildBg |
Background of child windows.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_DragDropTarget |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_FrameBg |
Background of checkbox, radio button, plot, slider, text input.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_FrameBgActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_FrameBgHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_Header |
Header* colors are used for CollapsingHeader, TreeNode, Selectable, MenuItem.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_HeaderActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_HeaderHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_MenuBarBg |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ModalWindowDimBg |
Darken/colorize entire screen behind a modal window, when one is active.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_NavHighlight |
Gamepad/keyboard: current highlighted item.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_NavWindowingDimBg |
Darken/colorize entire screen behind the CTRL+TAB window list, when active.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_NavWindowingHighlight |
Highlight window when using CTRL+TAB.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_PlotHistogram |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_PlotHistogramHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_PlotLines |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_PlotLinesHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_PopupBg |
Background of popups, menus, tooltips windows.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ResizeGrip |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ResizeGripActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ResizeGripHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ScrollbarBg |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ScrollbarGrab |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ScrollbarGrabActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_ScrollbarGrabHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_Separator |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_SeparatorActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_SeparatorHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_SliderGrab |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_SliderGrabActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_Tab |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TabActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TabHovered |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TabUnfocused |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TabUnfocusedActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_Text |
Enumeration for AngelImGui::PushStyleColor() / AngelImGui::PopStyleColor()
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TextDisabled |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TextSelectedBg |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TitleBg |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TitleBgActive |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_TitleBgCollapsed |
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCol_WindowBg |
Background of normal windows.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCond_Always |
Enumateration for SetWindow***(), SetNextWindow***(), SetNextItem***() functions; Represent a condition.
Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. Set the variable
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCond_Appearing |
Set the variable if the object/window is appearing after being hidden/inactive (or the first time)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCond_FirstUseEver |
Set the variable if the object/window has no persistently saved data (no entry in .ini file)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiCond_Once |
Set the variable once per runtime session (only the first call with succeed)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_AlwaysAutoResize |
Resize every window to its content every frame.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_AlwaysHorizontalScrollbar |
Always show horizontal scrollbar (even if ContentSize.x < Size.x)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_AlwaysUseWindowPadding |
Ensure child windows without border uses style.WindowPadding (ignored by default for non-bordered child windows, because more convenient)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_AlwaysVerticalScrollbar |
Always show vertical scrollbar (even if ContentSize.y < Size.y)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_HorizontalScrollbar |
Allow horizontal scrollbar to appear (off by default). You may use SetNextWindowContentSize(ImVec2(width,0.0f)); prior to calling Begin() to specify width. Read code in imgui_demo in the "Horizontal Scrolling" section.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_MenuBar |
Has a menu-bar.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoBackground |
Disable drawing background color (WindowBg, etc.) and outside border. Similar as using SetNextWindowBgAlpha(0.0f).
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoBringToFrontOnFocus |
Disable bringing window to front when taking focus (e.g. clicking on it or programmatically giving it focus)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoCollapse |
Disable user collapsing window by double-clicking on it.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoDecoration |
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoCollapse,.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoFocusOnAppearing |
Disable taking focus when transitioning from hidden to visible state.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoInputs |
ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoMouseInputs |
Disable catching mouse, hovering test with pass through.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoMove |
Disable user moving the window.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoNav |
ImGuiWindowFlags_NoNavInputs | ImGuiWindowFlags_NoNavFocus,.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoNavFocus |
No focusing toward this window with gamepad/keyboard navigation (e.g. skipped by CTRL+TAB)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoNavInputs |
No gamepad/keyboard navigation within the window.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoResize |
Disable user resizing with the lower-right grip.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoSavedSettings |
Never load/save settings in .ini file.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoScrollbar |
Disable scrollbars (window can still scroll with mouse or programmatically)
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoScrollWithMouse |
Disable user vertically scrolling with mouse wheel. On child window, mouse wheel will be forwarded to the parent unless NoScrollbar is also set.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_NoTitleBar |
Disable title-bar.
| enum Script2Game::ImGuiStyleVar Script2Game::ImGuiWindowFlags_UnsavedDocument |
Append '*' to title without affecting the ID, as a convenience to avoid using the ### operator. When used in a tab/docking context, tab is selected on closure and closure is deferred by one frame to allow code to cancel the closure (with a confirmation popup, etc.) without flicker.
1.8.17