- Split snippets.md into lua-snippets.md, css-snippets.md, imgui-snippets.md, cef-snippets.md

- Added common variables to css-snippets.md
- Added common ImGui functions to imgui-snippets.md
- Added alternatively-styled content tabs to extension list in mkdocs.yml
- Created basic ImGui tutorial in imgui-window-tutorial.md (formerly imgui-windows.md)
- Fixed indentation error in lua-snippets.md
This commit is contained in:
RainlessSky
2026-03-31 21:06:18 -07:00
committed by Starystars67
parent f341f4607c
commit b7a14ad4ed
9 changed files with 713 additions and 4 deletions

Binary file not shown.

After

Width:  |  Height:  |  Size: 1.8 MiB

Binary file not shown.

View File

@@ -0,0 +1,11 @@
!!! 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 CEF Code Snippets
to-do

View File

@@ -0,0 +1,179 @@
!!! 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 CSS Code Snippets
## Common variables
=== BeamNG Orange
```css
var(--bng-orange) /*Common orange*/
var(--bng-orange-shade1) /*70% opacity*/
var(--bng-orange-shade2) /*40% opacity*/
var(--bng-orange-shade1opaque)
var(--bng-orange-shade2opaque)
```
=== Monochrome
```css
--- Monochrome
var(--bng-black-8) /*80% opacity (duplicate --bng-black-o8)*/
var(--bng-black-6) /*60% opacity (duplicate --bng-black-o6)*/
var(--bng-black-4) /*40% opacity (duplicate --bng-black-o4)*/
var(--bng-black-2) /*20% opacity (duplicate --bng-black-o2)*/
var(--dark-neutral-grey)
var(--neutral-grey)
var(--light-neutral-grey)
var(--dark-grey)
var(--dark-grey-alpha) /*80% opacity*/
var(--black-1) /*70% opacity*/
var(--black-2) /*40% opacity (duplicate --bng-black-o4)*/
var(--white-1) /*80% opacity*/
var(--white-2) /*40% opacity*/
var(--white-3) /*20% opacity*/
```
=== BeamNG UI Color Palette
=== Orange
```css
var(--bng-orange-50)
var(--bng-orange-100)
var(--bng-orange-200)
var(--bng-orange-300)
var(--bng-orange-b400)
var(--bng-orange-500)
var(--bng-orange-600)
var(--bng-orange-700)
var(--bng-orange-800)
var(--bng-orange-900)
```
=== Cool Gray
```css
var(--bng-cool-gray-50)
var(--bng-cool-gray-100)
var(--bng-cool-gray-200)
var(--bng-cool-gray-300)
var(--bng-cool-gray-400)
var(--bng-cool-gray-500)
var(--bng-cool-gray-600)
var(--bng-cool-gray-700)
var(--bng-cool-gray-800)
var(--bng-cool-gray-900)
```
=== Ter Blue
```css
var(--bng-ter-blue-50)
var(--bng-ter-blue-100)
var(--bng-ter-blue-200)
var(--bng-ter-blue-300)
var(--bng-ter-blue-400)
var(--bng-ter-blue-500)
var(--bng-ter-blue-600)
var(--bng-ter-blue-700)
var(--bng-ter-blue-800)
var(--bng-ter-blue-900)
```
=== Add Blue
```css
var(--bng-add-blue-50)
var(--bng-add-blue-100)
var(--bng-add-blue-200)
var(--bng-add-blue-300)
var(--bng-add-blue-400)
var(--bng-add-blue-500)
var(--bng-add-blue-600)
var(--bng-add-blue-700)
var(--bng-add-blue-800)
var(--bng-add-blue-900)
```
=== Add Green
```css
var(--bng-add-green-50)
var(--bng-add-green-100)
var(--bng-add-green-200)
var(--bng-add-green-300)
var(--bng-add-green-400)
var(--bng-add-green-500)
var(--bng-add-green-600)
var(--bng-add-green-700)
var(--bng-add-green-800)
var(--bng-add-green-900)
```
=== Add Yellow
```css
var(--bng-add-yellow-50)
var(--bng-add-yellow-100)
var(--bng-add-yellow-200)
var(--bng-add-yellow-300)
var(--bng-add-yellow-400)
var(--bng-add-yellow-500)
var(--bng-add-yellow-600)
var(--bng-add-yellow-700)
var(--bng-add-yellow-800)
var(--bng-add-yellow-900)
```
=== Add Peach
```css
var(--bng-add-peach-50)
var(--bng-add-peach-100)
var(--bng-add-peach-200)
var(--bng-add-peach-300)
var(--bng-add-peach-400)
var(--bng-add-peach-500)
var(--bng-add-peach-600)
var(--bng-add-peach-700)
var(--bng-add-peach-800)
var(--bng-add-peach-900)
```
=== Add Red
```css
var(--bng-add-red-50)
var(--bng-add-red-100)
var(--bng-add-red-200)
var(--bng-add-red-300)
var(--bng-add-red-400)
var(--bng-add-red-500)
var(--bng-add-red-600)
var(--bng-add-red-700)
var(--bng-add-red-800)
var(--bng-add-red-900)
```
=== Extra color presets
```css
var(--bng-filter-orange) /*Filter preset to force SVGs to use bng-orange*/
var(--bng-black-o8) /*80% opacity*/
var(--bng-black-o6) /*60% opacity*/
var(--bng-black-o4) /*40% opacity*/
var(--bng-black-o2) /*20% opacity*/
```
=== Corner rounding presets
```css
var(--bng-corners-1) /*0.25rem*/
var(--bng-corners-2) /*0.50rem*/
var(--bng-corners-3) /*1.00rem*/
```

View File

@@ -0,0 +1,88 @@
!!! 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.
# Creating an ImGui Window
This page covers how to create a basic ImGui window.
## Setup
Before using ImGui, some setup is required:
```lua
local im = ui_imgui -- shortcut to prevent lookups all the time. should help with optimization
local imguiExampleWindowOpen = im.BoolPtr(true)
```
`imguiExampleWindowOpen` will be used to determine when this example window should be rendered.
## Window Rendering
ImGui windows and their contents must be recreated for every frame they should be displayed. This means that some form of onUpdate function is necessary to use ImGui.
```lua
local function onUpdate()
if worldReadyState == 2 then
if imguiExampleWindowOpen[0] == true then
imguiExample()
end
end
end
M.onUpdate = onUpdate
```
This will run a function to create this example's window, so long as the level is fully loaded, and that the example window should be displaying.
## Window Content
If you're new to writing ImGui, think of it as a distant cousin of HTML:
* `im.SetNextWindowSize(im.ImVec2(x, y), im.Cond_FirstUseEver)` defines your viewport size if it hasn't already been defined
* `im.Begin()` and `im.End()` is your `<body>` and `</body>`
* `im.Text()` is your `<p></p>`
```lua
local buttonPresses = 0
local function imguiExample()
im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver) -- prepare our window
im.Begin("Hello World, I am a window") -- create a window with the title of "Hello World, I am a window"
im.Indent() -- a... padding element
im.Text("Hello World, I am text.") -- add a line of text, somewhat like a <p> element
im.SameLine() -- Not really HTML. This appends the following element to the same line as the previous element.
if im.Button("The Hello World Button") then -- Like <button>. This runs Lua when pressed.
buttonPresses = buttonPresses + 1
end
if buttonPresses > 0 then
im.Text("The Hello World Button has been pressed " .. buttonPresses .. " times!")
else
im.Text("The Hello World Button has not been pressed.")
end
im.Unindent() -- end the "padding element"
im.End() -- complete our "canvas" so it can be drawn
end
```
You can add the following function to easily toggle visibility of the window:
```lua
local function toggleExampleImgui()
imguiExampleWindowOpen[0] = not imguiExampleWindowOpen[0]
end
```
## Result
<figure class="image image_resized" style="width:100%" markdown>
![The ImGui example code demonstrated ingame](../../../../assets/content/imguiExample.png)
</figure>
When the The Hello World Button button is pressed, the counter below it will update to display the amount of times the The Hello World Button button has been pressed.
## Download
This tutorial is almost entirely based off of [StanleyDudek](https://github.com/StanleyDudek)'s ImGui example mod. You can download this example mod [here](../../../../assets/content/imguiExample.zip).

View File

@@ -0,0 +1,77 @@
!!! 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 ImGui Code Snippets
## Setup
### Setup ImGui
```lua
local im = ui_imgui
```
### Setup Window
```lua
im.SetNextWindowSize(im.ImVec2(366, 100), im.Cond_FirstUseEver)
```
### Create window
```lua
im.Begin("Window Title") -- Create window
im.End()
```
## General
=== Basic Formatting
```lua
im.Text("")
im.TextWrapped("") -- automatic word wrap
im.TextColored(im.ImVec4(0,1,0,1), "") -- R,G,B,A
im.TextDisabled("") -- predefined style for disabled text
im.LabelText("", "")
im.BulletText("") -- Bullet point with text
im.SeparatorText("") -- Separator with centered text
im.Separator() -- might want a NewLine before these
im.SameLine() -- horizontally append the following element to the previous element
im.NewLine()
im.Spacing() -- small padding
im.Indent()
im.Unindent()
```
=== Inputs
```lua
im.Button("", im.ImVec2(0,0)) -- 0 = fit to content
im.SmallButton("") -- Fit to content and slightly less padding
im.ArrowButton("", 0) -- arg 1: string is not actually used? arg 2: 0 = left, 1 = right, 2 = up, 3 = down
im.InvisibleButton("", im.ImVec2(0,0), ...) -- used for imgui cursor positioning?
im.Checkbox("", im.BoolPtr(false))
im.RadioButton1("", im.BoolPtr(false))
im.RadioButton2("", im.IntPtr(), 0) -- arg. 3: 0 or 1 for disabled or enabled
```
=== Other
```lua
im.Bullet()
im.ProgressBar(0.5, im.ImVec2(0,0), "") -- arg 2: 0 for default width and/or height
im.TextUnformatted("", "") -- Second argument seems to crash the game
```

View File

@@ -4,7 +4,6 @@ This documentation is unofficial and produced by the BeamMP Mod Team and the Bea
## Understanding The File Structure
...
## Snippets
Helpful code snippets can be found here: [Snippets](snippets.md)
Helpful code snippets can be found here: [Lua Snippets](lua-snippets.md)

View File

@@ -0,0 +1,350 @@
!!! 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 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
```
## User Interface
### Toast Notifications, Top right of screen
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/c8a87842-b95a-4eca-84dc-93072ecc9158)
</figure>
```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\`
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6baef813-50cb-43c3-9c59-0de550b014b6)
</figure>
```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
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/d0cf754f-83f8-4d15-9159-27350da127de)
</figure>
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/1df6fc9b-756f-484e-b8d9-5df346dc4c26)
</figure>
```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.
<figure class="image image_resized" style="width:75%" markdown>
![image](https://github.com/StanleyDudek/Docs/assets/49531350/6290e018-6b3d-4674-98f2-34282a723258)
</figure>
```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")
```
<figure class="image image_resized" style="width:75%" markdown>
![Example of a ConfirmationDialog](../../assets/content/ConfirmationDialog.png)
</figure>
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.
<figure class="image image_resized" style="width:75%" markdown>
![ConfirmationDialog being used for an inactivity kick system](../../assets/content/ConfirmationDialog_Example.png)
</figure>
### 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")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupTutorial snippet displayed in BeamNG.drive](../../assets/content/introPopupTutorial.png)
</figure>
`flavour` 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")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupCareer snippet displayed in BeamNG.drive](../../assets/content/introPopupCareer.png)
</figure>
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 <div />` 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")
```
<figure class="image image_resized" style="width:75%" markdown>
![The introPopupMission snippet displayed in BeamNG.drive](../../assets/content/introPopupMission.png)
</figure>
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 <div />` 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
todo

View File

@@ -353,6 +353,8 @@ markdown_extensions:
- pymdownx.inlinehilite
- pymdownx.snippets
- pymdownx.superfences
- pymdownx.tabbed:
alternate_style: true
nav:
- Home: index.md
@@ -392,13 +394,16 @@ nav:
- Introduction: beamng/dev/index.md
- Programming:
- UI Apps (HTML): beamng/dev/modding/ui-apps.md
- IMGUI Windows (Lua): beamng/dev/modding/imgui-windows.md
- ImGui Window Tutorial: beamng/dev/modding/imgui-window-tutorial.md
- Lua Mods (Scripts): beamng/dev/modding/lua-mods.md
- Content:
- Maps: beamng/dev/content/maps.md
- Props: beamng/dev/content/props.md
- Vehicles: beamng/dev/content/vehicles.md
- Helpful Code Snippets: beamng/snippets.md
- Lua Code Snippets: beamng/lua-snippets.md
- CSS Code Snippets: beamng/css-snippets.md
- ImGui Code Snippets: beamng/imgui-snippets.md
- CEF Code Snippets: beamng/cef-snippets.md
- Scripting Reference:
- Mod (In-Game): scripting/mod-reference.md
- Server: