diff --git a/docs/en/beamng/css-snippets.md b/docs/en/beamng/css-snippets.md index 3082f607..fbb618bf 100644 --- a/docs/en/beamng/css-snippets.md +++ b/docs/en/beamng/css-snippets.md @@ -1,4 +1,4 @@ -!!! warning "This site is under construction!" +S!!! warning "This site is under construction!" This site is being actively worked on. @@ -10,7 +10,7 @@ ## Common variables -=== BeamNG Orange +=== "BeamNG Orange" ```css var(--bng-orange) /*Common orange*/ @@ -20,7 +20,7 @@ var(--bng-orange-shade2opaque) ``` -=== Monochrome +=== 'Monochrome" ```css --- Monochrome @@ -43,9 +43,9 @@ var(--white-3) /*20% opacity*/ ``` -=== BeamNG UI Color Palette +=== "BeamNG UI Color Palette" - === Orange + === "Orange" ```css var(--bng-orange-50) @@ -60,7 +60,7 @@ var(--bng-orange-900) ``` - === Cool Gray + === "Cool Gray" ```css var(--bng-cool-gray-50) @@ -75,7 +75,7 @@ var(--bng-cool-gray-900) ``` - === Ter Blue + === "Ter Blue" ```css var(--bng-ter-blue-50) @@ -90,7 +90,7 @@ var(--bng-ter-blue-900) ``` - === Add Blue + === "Add Blue" ```css var(--bng-add-blue-50) @@ -105,7 +105,7 @@ var(--bng-add-blue-900) ``` - === Add Green + === "Add Green" ```css var(--bng-add-green-50) @@ -120,7 +120,7 @@ var(--bng-add-green-900) ``` - === Add Yellow + === "Add Yellow" ```css var(--bng-add-yellow-50) @@ -135,7 +135,7 @@ var(--bng-add-yellow-900) ``` - === Add Peach + === "Add Peach" ```css var(--bng-add-peach-50) @@ -150,7 +150,7 @@ var(--bng-add-peach-900) ``` - === Add Red + === "Add Red" ```css var(--bng-add-red-50) @@ -166,7 +166,7 @@ ``` -=== Extra color presets +=== "Extra color presets" ```css var(--bng-filter-orange) /*Filter preset to force SVGs to use bng-orange*/ @@ -176,7 +176,7 @@ var(--bng-black-o2) /*20% opacity*/ ``` -=== Corner rounding presets +=== "Corner rounding presets" ```css var(--bng-corners-1) /*0.25rem*/ diff --git a/docs/en/beamng/imgui-snippets.md b/docs/en/beamng/imgui-snippets.md index 225c87b4..15524201 100644 --- a/docs/en/beamng/imgui-snippets.md +++ b/docs/en/beamng/imgui-snippets.md @@ -31,7 +31,7 @@ im.End() ## General -=== Basic Formatting +=== "Basic Formatting" ```lua im.Text("") @@ -52,7 +52,7 @@ im.End() im.Unindent() ``` -=== Inputs +=== "Inputs" ```lua im.Button("", im.ImVec2(0,0)) -- 0 = fit to content @@ -66,7 +66,7 @@ im.End() im.RadioButton2("", im.IntPtr(), 0) -- arg. 3: 0 or 1 for disabled or enabled ``` -=== Other +=== "Other" ```lua im.Bullet() diff --git a/docs/en/beamng/lua-snippets.md b/docs/en/beamng/lua-snippets.md index 41a0c80e..a4c0ccc4 100644 --- a/docs/en/beamng/lua-snippets.md +++ b/docs/en/beamng/lua-snippets.md @@ -347,4 +347,35 @@ If multiple pages are provided, or the hook is triggered multiple times, then th ### Dialogue -todo +Dialogue is used in the *A Rocky Start* campaign to display information about a mission. It is a centered, vertically aligned popup with a specific layout. It does not support embedding HTML. + +```lua +ui_missionInfo.openDialogue({ + title = "Dialogue title", + type = "Custom", -- isn't actually displayed + typeName = "typeName", + data = { + {label = "objective", value = "reward"} + -- add more... + }, + buttons = { + {action = "accept", text = "Accept", cmd = ""}, + {action = 'decline',text = "Decline", cmd = ""} + -- add more... + } +}) + +ui_missionInfo.closeDialogue() +``` + +
+ ![The Dialogue snippet displayed in BeamNG.drive](../../assets/content/Dialogue.png) +
+ +Only one Dialogue can be displayed at once. Any existing Dialogue is overridden. + +!!! info + + `#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue. + + Make sure you call this function when any button is pressed. diff --git a/docs/en/beamng/snippets.md b/docs/en/beamng/snippets.md deleted file mode 100644 index e5dea764..00000000 --- a/docs/en/beamng/snippets.md +++ /dev/null @@ -1,391 +0,0 @@ -!!! warning "This site is under construction!" - - This site is being actively worked on. - - Feel you could help? Please do by clicking on the page with a pencil on the right! - - This can be done any page too. - -# BeamNG.drive Code Snippets - -## Lua Code Snippets - -### World - -#### Drawing a marker & Vehicle detection - -Drawing markers in the map can be one of the best ways to indicate to the user that there is some form of interaction that they can do there. - -Drawing a marker is fairly easy. Here is an example of how the bus route marker is drawn: - -```lua - local function createBusMarker(markerName) - local marker = createObject('TSStatic') - marker:setField('shapeName', 0, "art/shapes/interface/position_marker.dae") - marker:setPosition(vec3(0, 0, 0)) - marker.scale = vec3(1, 1, 1) - marker:setField('rotation', 0, '1 0 0 0') - marker.useInstanceRenderData = true - marker:setField('instanceColor', 0, '1 1 1 0') - marker:setField('collisionType', 0, "Collision Mesh") - marker:setField('decalType', 0, "Collision Mesh") - marker:setField('playAmbient', 0, "1") - marker:setField('allowPlayerStep', 0, "1") - marker:setField('canSave', 0, "0") - marker:setField('canSaveDynamicFields', 0, "1") - marker:setField('renderNormals', 0, "0") - marker:setField('meshCulling', 0, "0") - marker:setField('originSort', 0, "0") - marker:setField('forceDetail', 0, "-1") - marker.canSave = false - marker:registerObject(markerName) - scenetree.MissionGroup:addObject(marker) - return marker - end - - -- this can then be called in a loop to setup your markers. - -- NOTE: You should only do this once as part of your setup and not called on each frame. - if #markers == 0 then - for k,v in pairs(nameMarkers) do - local mk = scenetree.findObject(v) - if mk == nil then - log('I', logTag,'Creating marker '..tostring(v)) - mk = createBusMarker(v) - ScenarioObjectsGroup:addObject(mk.obj) - end - table.insert(markers, mk) - end - end -``` - -Here is a custom marker example from [BeamNG-FuelStations](https://github.com/BeamMP/BeamNG-FuelStations/tree/master): - -```lua - local stations = [ - { "location": [ -778.813, 485.973, 23.46 ], "type":"gas" }, - { "location": [ 617.164, -192.107, 53.2 ], "type":"ev" }, - ] - - local function IsEntityInsideArea(pos1, pos2, radius) - return pos1:distance(pos2) < radius - end - - local onUpdate = function (dt) - for k, spot in pairs(stations) do -- loop through all spots on the current map - local bottomPos = vec3(spot.location[1], spot.location[2], spot.location[3]) - local topPos = bottomPos + vec3(0,0,2) -- offset vec to get top position (2m tall) - - local spotInRange = false -- is this spot in range? used for color - local spotCompatible = false -- is this spot compatible? - - if activeVeh then -- we have a car and its ours (if in mp) - local vehPos = activeVeh:getPosition() - - spotInRange = IsEntityInsideArea(vec3(vehPos.x, vehPos.y,vehPos.z), bottomPos, 1.5) - - spotCompatible = activeFuelType == "any" or spot.type == "any" or activeFuelType == spot.type - end - - local spotColor = (spotInRange and spotCompatible) and activeColorMap[spot.type] or inactiveColorMap[spot.type] or ColorF(1,1,1,0.5) - - debugDrawer:drawCylinder(bottomPos:toPoint3F(), topPos:toPoint3F(), 1, spotColor) --bottom, top, radius, color - end - end -``` - -### UI snippets - -#### Toast Notifications, Top right of screen - -
- ![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158) -
- -```lua ---guihooks.trigger('toastrMsg', {type, title, msg, config = {timeOut}}) -guihooks.trigger('toastrMsg', {type = "info", title = "Info Message:", msg = "Info Message Text Here", config = {timeOut = 5000}}) -guihooks.trigger('toastrMsg', {type = "warning", title = "Warning Message:", msg = "Warning Message Text Here", config = {timeOut = 5000}}) -guihooks.trigger('toastrMsg', {type = "error", title = "Error Message:", msg = "Error Message Text Here", config = {timeOut = 5000}}) -``` - -#### Message notifications, top left of screen by default in Messages app - -This requires the 'Messages' or 'Messages & Tasks' UI app. Icons can be found at `ui\ui-vue\src\assets\fonts\bngIcons\svg\` - -
- ![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6) -
- -```lua ---guihooks.trigger('Message', {msg, ttl, category, icon}) ---ui_message(msg, ttl, category, icon) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_upward", icon = "arrow_upward"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "arrow_downward", icon = "arrow_downward"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "flag", icon = "flag"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check", icon = "check"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "check_circle", icon = "check_circle"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "warning", icon = "warning"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "error", icon = "error"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "directions_car", icon = "directions_car"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "star", icon = "star"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "timeline", icon = "timeline"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "save", icon = "save"}) -guihooks.trigger('Message', {msg = "Message Text Here", ttl = 5.0, category = "settings", icon = "settings"}) -``` - -#### Center large or small display flash - -
- ![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de) -
- -
- ![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26) -
- -```lua ---guihooks.trigger('ScenarioFlashMessage', {{msg, ttl, sound, big}} ) -- requires RaceCountdown ui app -guihooks.trigger('ScenarioFlashMessage', {{"Message", 5.0, 0, true}} ) -guihooks.trigger('ScenarioFlashMessage', {{"Message Text Here", 5.0, 0, false}} ) - ---countdown example, when all executed at once, the items are queued and will follow eachother after the previous ttl expires -guihooks.trigger('ScenarioFlashMessage', {{"3", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown1')", true}}) -guihooks.trigger('ScenarioFlashMessage', {{"2", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown2')", true}}) -guihooks.trigger('ScenarioFlashMessage', {{"1", 1.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Countdown3')", true}}) -guihooks.trigger('ScenarioFlashMessage', {{"GO!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_CountdownGo')", true}}) - ---another sound example -guihooks.trigger('ScenarioFlashMessage', {{"Teleported!", 3.0, "Engine.Audio.playOnce('AudioGui', 'event:UI_Checkpoint')", false}}) -``` - -#### Center mid-size persistent display - -This requires the 'Race Realtime Display' UI app. - -
- ![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258) -
- -```lua ---guihooks.trigger('ScenarioRealtimeDisplay', {msg = msg} ) -- requires Race Realtime Display ui app -guihooks.trigger('ScenarioRealtimeDisplay', {msg = "Message Text Here"} ) ---these messages persist, clear with a blank string ---if you are running live data, this is a good one to update rapidly (think timers, distance calcs, et cetera) -guihooks.trigger('ScenarioRealtimeDisplay', {msg = ""} ) -``` - -#### Confirmation Dialog - -ConfirmationDialog is a simplistic popup with up to two buttons. - -```lua --- Open a ConfirmationDialog with a title, body text, and up to two buttons -guihooks.trigger("ConfirmationDialogOpen", - "Example Title", - "Example Body Text", - "Okay", - "", --gelua. empty string - "Cancel", - "" --gelua -) - --- Close any open ConfirmationDialog with the provided title -guihooks.trigger("ConfirmationDialogClose", "Example Title") -``` - -
- ![Example of a ConfirmationDialog](../../assets/content/ConfirmationDialog.png) -
- -Both fields of a button must be strings in order for the button to appear. - -If the Okay button is provided, pressing the *OK / Primary action* action is equivalent to pressing the Okay button. - -If the Cancel button is provided, pressing the *Menu* action is equivalent to pressing the Cancel button. - -HTML is supported and can be used to add images/icons, for example. - -Multiple can be displayed at once, displayed sequentially. - -!!! bug - - Providing no buttons prevents the player from escaping the dialog without using the console. - -!!! bug - - The SDF parts of the Minimap UI app remain visible while a ConfirmationDialog is active. - - `#!lua guihooks.trigger('ShowApps', false)` to hide UI apps can be used as a hacky workaround. - -
- ![ConfirmationDialog being used for an inactivity kick system](../../assets/content/ConfirmationDialog_Example.png) -
- -#### introPopupTutorial - -introPopupTutorial is a highly customizable popup that is largely defined with embedded HTML. It is standard to load from a standalone HTML file located in `/gameplay/tutorials/pages/*/content.html`. - -```lua -guihooks.trigger("introPopupTutorial", { - { - content = readFile("/gameplay/tutorials/pages/template/content.html"):gsub("\r\n",""), - flavour = "onlyOk" - } -}) - -guihooks.trigger("introPopupClose") -``` - -
- ![The introPopupTutorial snippet displayed in BeamNG.drive](../../assets/content/introPopupTutorial.png) -
- -Flavours controls which buttons are displayed. Four flavours exist: - -* `withLogbook` - * Buttons: Career Logbook, Okay -* `onlyOk` - * Buttons: Okay -* `onlyLogbook` - * Buttons: Career Logbook -* `noButtons` - * Provides no buttons - -!!! warning - - When using the noButtons flavour on the page, providing no extra JavaScript in the page content to close the popup causes a softlock. Pages are not combined into one popup in this flavour. It is not recommended to use this flavour. - -If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed. - -#### introPopupCareer - -introPopupCareer is an easy to use, but open ended popup that supports embedding HTML, if needed. - -Flavours control which buttons are displayed and the default image aspect ratio. Four flavours exist: - -* `default` - * Default image aspect ratio: 16x9 - * Buttons: Later, Okay -* `welcome` - * Default image aspect ratio: 16x9 - * Buttons: Career Logbook, Okay -* `branch-info` - * Default image aspect ratio: 16x9 - * Buttons: Career Logbook, Okay -* `garage` - * Buttons: Later, Okay - -```lua -guihooks.trigger("introPopupCareer", { - { - title = "Example title", - text = "Example text", - image = "/gameplay/tutorials/pages/template/image.jpg", - ratio = "16x9", - flavour = "default" - } -}) - -guihooks.trigger("introPopupClose") -``` - -
- ![The introPopupCareer snippet displayed in BeamNG.drive](../../assets/content/introPopupCareer.png) -
- -If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed. - -!!! bug - - The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist: - - * Repeat `\n` and end with `#!html
` until the window covers the blur - * Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur - -#### introPopupMission - -introPopupMission is almost identical to introPopupCareer, but needs buttons to be defined rather than picking a preset for buttons. - -Button styles are combined as *bng-button-*`style`. Built-in button styles are: - -* `main` - orange -* `secondary` - cyan -* `attention` - red -* `white` - white -* `link` - translucent -* `outline` - orange outline - -```lua -guihooks.trigger('introPopupMission', { - title = "introPopupMission title", - text = "introPopupMission description", - image = "/gameplay/tutorials/pages/template/image.jpg", - ratio = "16x9", - buttons = { - { default=true, class="main", label="main button", clickLua="" }, - { default=false, class="secondary", label="secondary button", clickLua="" }, - { default=false, class="attention", label="attention button", clickLua="" }, - { default=false, class="white", label="white button", clickLua="" }, - { default=false, class="link", label="link button", clickLua="" }, - { default=false, class="outline", label="outline button", clickLua="" } - } -}) - -guihooks.trigger("introPopupClose") -``` - -
- ![The introPopupMission snippet displayed in BeamNG.drive](../../assets/content/introPopupMission.png) -
- -If multiple pages are provided, or the hook is triggered multiple times, then the pages are combined into the same popup. If the hook is triggered while a introPopup is active, or when a different introPopup type has already been triggered, then it is displayed in a separate popup after the existing popup is closed. - -!!! bug - - The background blur has a minimum height, causing popups with short content to have excess blur below its window. Two main workarounds exist: - - * Repeat `\n` and end with `#!html
` until the window covers the blur - * Use an empty or missing `image` path and adjust the aspect ratio until the window covers the blur - -#### Dialogue - -Dialogue is used in the *A Rocky Start* campaign to display information about a mission. It is a centered, vertically aligned popup with a specific layout. It does not support embedding HTML. - -```lua -ui_missionInfo.openDialogue({ - title = "Dialogue title", - type = "Custom", -- isn't actually displayed - typeName = "typeName", - data = { - {label = "objective", value = "reward"} - -- add more... - }, - buttons = { - {action = "accept", text = "Accept", cmd = ""}, - {action = 'decline',text = "Decline", cmd = ""} - -- add more... - } -}) - -ui_missionInfo.closeDialogue() -``` - -
- ![The Dialogue snippet displayed in BeamNG.drive](../../assets/content/Dialogue.png) -
- -Only one Dialogue can be displayed at once. Any existing Dialogue is overridden. - -!!! info - - `#!lua ui_missionInfo.closeDialogue()` must be used to close a dialogue. - - Make sure you call this function when any button is pressed. - -## IMGUI Code Snippets - -todo - -## CEF UI Code Snippets - -todo