def show_ui(self): super().show_ui() self.axial = imgui.slider_float(f'Strength##{self.ui_index}', self.axial, 0.0, 1.0)[1] #self.transverse = imgui.slider_float(f'Transverse Aberration##{self.ui_index}', self.transverse, 0.0, 1.0)[1] self.distance_scale = imgui.slider_float(f'Distance Scale##{self.ui_index}', self.distance_scale, 0.0, 0.1)[1]
def drawUi(self): if imgui.tree_node("FreeCamera", imgui.TREE_NODE_DEFAULT_OPEN): _, self.yawDeg = imgui.slider_float("Yaw (Deg)", self.yawDeg, -180.00, 180.0) _, self.pitchDeg = imgui.slider_float("Pitch (Deg)", self.pitchDeg, -89.00, 89.0) imgui.tree_pop()
def make_gui(self, width, height): imgui.begin("Lighting", True) ch, val = imgui.checkbox("Move sun", self._scene.time_enabled) if ch: self._scene.time_enabled = val ch, val = imgui.slider_float( "Roughness", self._scene.object.materials.values()[0].specular_tint, 0, 1 ) if ch: self._scene.object.materials.values()[0].specular_tint = val ch, val = imgui.slider_float( "Metallic", self._scene.object.materials.values()[0].metallic_tint, 0, 1 ) if ch: self._scene.object.materials.values()[0].metallic_tint = val ch, val = imgui.color_edit3( "Material colour", *self._scene.object.materials.values()[0].diffuse_tint ) if ch: self._scene.object.materials.values()[0].diffuse_tint = np.array(val) ch, val = imgui.color_edit3("Sun colour", *self._scene.sun_color) if ch: self._scene.sun_color = np.array(val) ch, val = imgui.slider_float("Sun intensity", self._scene.sun_intensity, 0, 100) if ch: self._scene.sun_intensity = val imgui.end()
def update(dt, keyStateMap, mouseDelta): global g_sunPosition global g_sunAngle global g_globalAmbientLight global g_sunLightColour global g_sunAngle global g_updateSun global g_viewTarget global g_viewPosition global g_followCamOffset global g_followCamLookOffset if g_updateSun: g_sunAngle += dt * 0.25 g_sunAngle = g_sunAngle % (2.0 * math.pi) g_sunPosition = lu.Mat3( lu.make_rotation_x(g_sunAngle)) * g_sunStartPosition g_sunLightColour = sampleKeyFrames( lu.dot(lu.normalize(g_sunPosition), vec3(0.0, 0.0, 1.0)), g_sunKeyFrames) g_globalAmbientLight = sampleKeyFrames( lu.dot(lu.normalize(g_sunPosition), vec3(0.0, 0.0, 1.0)), g_ambientKeyFrames) g_racer.update(dt, keyStateMap) # TODO 1.2: Make the camera look at the racer. Code for updating the camera should be done after the # racer, otherwise the offset will lag and it generally looks weird. if imgui.tree_node("Camera", imgui.TREE_NODE_DEFAULT_OPEN): _, g_followCamOffset = imgui.slider_float("FollowCamOffset ", g_followCamOffset, 2.0, 100.0) _, g_followCamLookOffset = imgui.slider_float("FollowCamLookOffset", g_followCamLookOffset, 0.0, 100.0) imgui.tree_pop() if imgui.tree_node("Racer", imgui.TREE_NODE_DEFAULT_OPEN): g_racer.drawUi() imgui.tree_pop() if imgui.tree_node("Terrain", imgui.TREE_NODE_DEFAULT_OPEN): g_terrain.drawUi() imgui.tree_pop() if imgui.tree_node("Lighting", imgui.TREE_NODE_DEFAULT_OPEN): _, g_globalAmbientLight = lu.imguiX_color_edit3_list( "GlobalAmbientLight", g_globalAmbientLight ) #, imgui.GuiColorEditFlags_Float);// | ImGuiColorEditFlags_HSV); _, g_sunLightColour = lu.imguiX_color_edit3_list( "SunLightColour", g_sunLightColour ) #, imgui.GuiColorEditFlags_Float);// | ImGuiColorEditFlags_HSV); _, g_sunAngle = imgui.slider_float("SunAngle", g_sunAngle, 0.0, 2.0 * math.pi) _, g_updateSun = imgui.checkbox("UpdateSun", g_updateSun) imgui.tree_pop()
def show_ui(self): super().show_ui() self.power = imgui.slider_float(f'Strength##{self.ui_index}', self.power, 0.0, 5.0)[1] self.threshold = imgui.slider_float(f'Threshold##{self.ui_index}', self.threshold, 0.0, 16.0, power=2.0)[1]
def ui(self): """Create the imgui UI node to control lighting """ if imgui.tree_node("Lighting", imgui.TREE_NODE_DEFAULT_OPEN): _, self.sun_yaw = imgui.slider_float("Yaw (Deg)", self.sun_yaw, -180.00, 180.0) _, self.sun_pitch = imgui.slider_float("Pitch (Deg)", self.sun_pitch, -180.00, 180.0) imgui.tree_pop()
def ui(self): """Basic UI node to adjust yaw, pitch, and distance Yaw can also be controlled with arrow keys (see above) """ if imgui.tree_node("Camera", imgui.TREE_NODE_DEFAULT_OPEN): _, self.yaw = imgui.slider_float("Yaw (Deg)", self.yaw, -180.00, 180.0) _, self.pitch = imgui.slider_float("Pitch (Deg)", self.pitch, -89.00, 89.0) _, self.distance = imgui.slider_float("Distance", self.distance, 1.00, 1000.0) imgui.tree_pop()
def ui(self): """Super lame UI for adjusting the position of the object """ if True: return if imgui.tree_node("Object", imgui.TREE_NODE_DEFAULT_OPEN): _, x = imgui.slider_float("X", self.position[0], -10, 10) _, y = imgui.slider_float("Y", self.position[1], -10, 10) _, z = imgui.slider_float("Z", self.position[2], -10, 10) self.position = gltypes.vec3(x, y, z) imgui.tree_pop()
def update(world: World, g_renderingSystem: RenderingSystem, dt, keyStateMap, mouseDelta): if world.should_update_sun: world.sun_angle += dt * 0.25 world.sun_angle = world.sun_angle % (2.0 * math.pi) world.sun_position = lu.Mat3(lu.make_rotation_x( world.sun_angle)) * world.sun_start_position world.sunlight_color = sampleKeyFrames( lu.dot(lu.normalize(world.sun_position), vec3(0.0, 0.0, 1.0)), world.sun_keyframes) world.global_ambient_light = sampleKeyFrames( lu.dot(lu.normalize(world.sun_position), vec3(0.0, 0.0, 1.0)), world.ambient_keyframes) world.racer.update(dt, keyStateMap) world.view_position = world.racer.position - \ (world.racer.heading * world.follow_cam_offset) + \ [0, 0, world.follow_cam_offset] world.view_target = world.racer.position + vec3( 0, 0, world.follow_cam_look_offset) if imgui.tree_node("Camera", imgui.TREE_NODE_DEFAULT_OPEN): _, world.follow_cam_offset = imgui.slider_float( "FollowCamOffset ", world.follow_cam_offset, 2.0, 100.0) _, world.follow_cam_look_offset = imgui.slider_float( "FollowCamLookOffset", world.follow_cam_look_offset, 0.0, 100.0) imgui.tree_pop() if imgui.tree_node("Racer", imgui.TREE_NODE_DEFAULT_OPEN): world.racer.draw_ui() imgui.tree_pop() if imgui.tree_node("Terrain", imgui.TREE_NODE_DEFAULT_OPEN): world.terrain.draw_ui() imgui.tree_pop() if imgui.tree_node("Lighting", imgui.TREE_NODE_DEFAULT_OPEN): _, world.global_ambient_light = lu.imguiX_color_edit3_list( "GlobalAmbientLight", world.global_ambient_light ) # , imgui.GuiColorEditFlags_Float);// | ImGuiColorEditFlags_HSV); _, world.sunlight_color = lu.imguiX_color_edit3_list( "SunLightColour", world.sunlight_color ) # , imgui.GuiColorEditFlags_Float);// | ImGuiColorEditFlags_HSV); _, world.sun_angle = imgui.slider_float("SunAngle", world.sun_angle, 0.0, 2.0 * math.pi) _, world.should_update_sun = imgui.checkbox("UpdateSun", world.should_update_sun) imgui.tree_pop()
def show_ui(self): super().show_ui() self.inner_distance = imgui.slider_float( f'Start Distance##{self.ui_index}', self.inner_distance, -1.0, 3.0)[1] self.outer_distance = imgui.slider_float( f'End Distance##{self.ui_index}', self.outer_distance, -1.0, 3.0)[1] #self.strength = imgui.slider_float(f'Strength##{self.ui_index}', self.strength, 0.0, 2.0)[1] #self.scale = imgui.slider_float2(f'Scale##{self.ui_index}', self._scale[0], self._scale[1], 0.0,4.0)[1] self.color = imgui.color_edit4(f'Color##{self.ui_index}', *self.color)[1]
def drawUi(width, height): global g_triangleVerts global g_cameraDistance global g_cameraYawDeg global g_cameraPitchDeg global g_yFovDeg imgui.push_item_width(200) _, g_cameraDistance = imgui.slider_float("CameraDistance", g_cameraDistance, 1.00, 20.0) _, g_yFovDeg = imgui.slider_float("Y-Fov (Deg)", g_yFovDeg, 1.00, 90.0) _, g_cameraYawDeg = imgui.slider_float("Camera Yaw (Deg)", g_cameraYawDeg, -180.00, 180.0) _, g_cameraPitchDeg = imgui.slider_float("Camera Pitch (Deg)", g_cameraPitchDeg, -89.00, 89.0) imgui.pop_item_width()
def show_ui(self): super().show_ui() self.white_point = imgui.slider_float(f'Threshold##{self.ui_index}', self.white_point, 0.0, 10.0, power=2.0)[1]
def draw_hand_gui(self): imgui.begin("Hand", True) changed, new_color = imgui.color_edit4('hand', *self.hand_color) if changed or self.load_hand: self.hand.set_color(np.array(new_color)) self.hand_color = new_color changed, new_color = imgui.color_edit4('baton', *self.baton_color) if changed or self.load_hand: self.baton.set_color(np.array(new_color)) self.baton_color = new_color imgui.text('state') dofs = self.system.get_state() for i in range(self.system.num_dofs()): changed, value = imgui.slider_float('b%d' % i, dofs[i], -np.pi, np.pi) if changed: dofs[i] = value if i < self.hand.num_dofs(): imgui.same_line() if imgui.button('step###%d'%i): self.close(i) dofs = self.system.get_state() self.system.set_state(dofs) self.load_hand = False imgui.end()
def show_ui(self): super().show_ui() self.strength = imgui.slider_float(f'Strength##{self.ui_index}', self.strength, 0.0, 1.0)[1] self.shadow_color = imgui.color_edit3(f'Shadow Color##{self.ui_index}', *self.shadow_color)[1] self.highlight_color = imgui.color_edit3( f'Highlight Color##{self.ui_index}', *self.highlight_color)[1]
def update(self, deltaTime): # Base game class will update all gameobjects in list. super().update( deltaTime ) self.totalTimeElapsed += deltaTime # Debug info displayed using imgui. imgui.begin( "Dissolve", True ) changed, self.dissolvePercentage = imgui.slider_float( "Percentage", self.dissolvePercentage, 0, 1 ) imgui.end()
def drawUi(self): # height scale is read-only as it is not run-time changable (since we use it to compute normals at load-time) imgui.label_text("terrainHeightScale", "%0.2f" % self.heightScale) #_,self.heightScale = imgui.slider_float("terrainHeightScale", self.heightScale, 1.0, 100.0) _, self.textureXyScale = imgui.slider_float("terrainTextureXyScale", self.textureXyScale, 0.01, 10.0) _, self.renderWireFrame = imgui.checkbox("WireFrame", self.renderWireFrame)
def slider(count, label, value, minvalue, maxvalue): if count == 1: _, value = imgui.slider_float(label, value, minvalue, maxvalue, "%.0f", 1.0) return value elif count == 2: _, value = imgui.slider_float2(label, *value, minvalue, maxvalue, "%.0f", 1.0) return value elif count == 3: _, value = imgui.slider_float3(label, *value, minvalue, maxvalue, "%.0f", 1.0) return value
def onUpdateUIOverlay(self, overlay): #return if imgui.collapsing_header("Settings"): res, value = imgui.slider_float("LOD bias", self.uboVS['lodBias'].x, 0.0, self.texture.mipLevels) #res = False if res: overlay.updated = True self.uboVS['lodBias'].x = value self.updateUniformBuffers()
def menu(self): imgui.new_frame() #menu bar if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Ctrl+Q', False, True) if clicked_quit: glfw.set_window_should_close(self.window, True) imgui.end_menu() imgui.end_main_menu_bar() imgui.show_test_window() imgui.begin("Demo window", True) imgui.text('ImGuiDemo') imgui.text_colored("* hold Left Mouse Button and drag to translate", 0.2, 1., 0.) imgui.text_colored("* use scroll wheel to zoom", 0.4, 1., 0.) imgui.text_colored("* press SPACE to toggle animation", 0.6, 1., 0.) changed, self.ui.animate = imgui.checkbox("Animate", self.ui.animate) changed, self.ui.gamma = imgui.slider_float("Gamma", self.ui.gamma, 0.3, 3.3) changed, self.ui.blue = imgui.slider_float("Blue", self.ui.blue, 0.0, 1.0) imgui.text("Animation Angle: {:0.2f}".format(self.ui.theta / (2.0 * np.pi) * 360.0)) changed, self.ui.speed = imgui.slider_float("Speed", self.ui.speed, 0.0, np.pi / 2.0) #transfer changed variables to shader programs self.quad['blue'] = self.ui.blue self.quad['gamma'] = self.ui.gamma imgui.end()
def render_ui(self): imgui.new_frame() imgui.begin("camera") is_change_y, self.u_campos.y = imgui.slider_float( "y", self.u_campos.y, -3.14159 * 4.0, 3.14159 * 4.0) if is_change_y: self.uniform("u_campos", self.u_campos) imgui.end() imgui.render() self.imgui.render(imgui.get_draw_data())
def plan(self): ''' choose an action which optimizes our speed around the track ''' x, y = self.car.x, self.car.y closesti = np.argmin((self.track[:, 0] - x)**2 + (self.track[:, 1] - y)**2) tx, ty, nx, ny, nk = self.track[closesti] c, s = np.cos(self.car.theta), np.sin(self.car.theta) ye = (x - tx) * nx + (y - ty) * ny Cp = -s * nx + c * ny Sp = s * ny + c * nx imgui.slider_float2("psie", Cp, Sp, -1, 1) imgui.slider_float("ye", ye, -2, 2) Np = 6 path = np.zeros((Np + 1, 2)) pts = [] bestdk, R = self.search(self.car, self.k, closesti, Np, 0.11, path, pts) imgui.slider_float("R", R, -10, 10) imgui.slider_float("searched pts", len(pts), 0, 1024) #for dk in np.linspace(-3, 3, 21): # # R, posk = self.shoot(closesti, 30, 0.05, self.k + dk) # poss.append(posk) # imgui.slider_float("R_%0.1f" % dk, R, -10, 10) # if bestR is None or R > bestR: # bestdk, bestR = dk, R self.shots = [path, np.array(pts)] return np.clip(self.k + bestdk, -2, 2)
async def filter_box_window(filter_box_state: FilterBoxState, ui_settings) -> Eff[[ACTIONS], IMGui[None]]: name = None if filter_box_state.filter_state.is_Filter(): filter_id = filter_box_state.filter_state.filter_id filter = available_filters[filter_id] name = "{f_name} (id={id})###{id}".format(f_name=filter.name, id=filter_box_state.id_) else: name = "Filter###{id}".format(id=filter_box_state.id_) with window(name=name): # # filter type combo # filter_ids = sorted(available_filters.keys()) # o_filter_id = None if filter_box_state.filter_state.is_NoFilter() else filter_box_state.filter_state.filter_id # changed, o_filter_id = str_combo_with_none("filter", o_filter_id, filter_ids) # if changed: # if o_filter_id != None: # await emit( SetFilter(id_=filter_box_state.id_, filter_id=o_filter_id) ) # else: # await emit( UnsetFilter(id_=filter_box_state.id_) ) # param inputs slider_power = ui_settings['filter_slider_power'] if filter_box_state.filter_state.is_Filter(): filter_id = filter_box_state.filter_state.filter_id filter_params = filter_box_state.filter_state.params filter = available_filters[filter_id] for param_name in sorted(filter.func_sig): changed, new_param_val = im.slider_float( param_name, filter_params[param_name], min_value=0.001, max_value=95., power=slider_power) if changed: await emit( FilterAction.SetParam(id_=filter_box_state.id_, name=param_name, value=new_param_val)) else: im.text("No filter selected") return util.get_window_rect()
def transformGuiOverlay(locationX, locationY, angle, color): # start new frame context imgui.new_frame() # open new window context imgui.begin("2D Transformations control", False, imgui.WINDOW_ALWAYS_AUTO_RESIZE) # draw text label inside of current window imgui.text("Configuration sliders") edited, locationX = imgui.slider_float("location X", locationX, -1.0, 1.0) edited, locationY = imgui.slider_float("location Y", locationY, -1.0, 1.0) edited, angle = imgui.slider_float("Angle", angle, -np.pi, np.pi) edited, color = imgui.color_edit3("Modulation Color", color[0], color[1], color[2]) if imgui.button("Random Modulation Color!"): color = (random.uniform(0.0, 1.0), random.uniform(0.0, 1.0), random.uniform(0.0, 1.0)) imgui.same_line() if imgui.button("White Modulation Color"): color = (1.0, 1.0, 1.0) global controller edited, checked = imgui.checkbox("wireframe", not controller.fillPolygon) if edited: controller.fillPolygon = not checked # close current window context imgui.end() # pass all drawing comands to the rendering pipeline # and close frame context imgui.render() imgui.end_frame() return locationX, locationY, angle, color
def render_map(self): imgui.begin("map") imgui.slider_float("x (m)", self.track[self.i, 0] * ceiltrack.CEIL_HEIGHT * 0.3048, -80, 80) imgui.slider_float("y (m)", self.track[self.i, 1] * ceiltrack.CEIL_HEIGHT * 0.3048, -80, 80) imgui.slider_float("theta", self.track[self.i, 2] % (np.pi*2), -7, 7) imgui.slider_float("x (grid)", self.track[self.i, 0] / ceiltrack.X_GRID, -10, 10) imgui.slider_float("y (grid)", self.track[self.i, 1] / ceiltrack.X_GRID, -10, 10) dl = imgui.get_window_draw_list() pos = imgui.get_cursor_screen_pos() siz = imgui.get_content_region_available() if siz[1] == 0: siz = [400, 300] # just use a fixed size w = siz[0] imgui.image_button(self.floortex, w, w/2, frame_padding=0) # imgui.image_button(self.floortex, siz[0], siz[0]) origin = [pos[0], pos[1]] scale = 50 * ceiltrack.CEIL_HEIGHT * w/1000 trackcolor = imgui.get_color_u32_rgba(0.3, 0.5, 0.3, 1) for i in range(1, self.i): dl.add_line( origin[0] + scale * self.track[i-1, 0], origin[1] + scale * self.track[i-1, 1], origin[0] + scale * self.track[i, 0], origin[1] + scale * self.track[i, 1], trackcolor, 1.5) carcolor = imgui.get_color_u32_rgba(0, 1, 0.6, 1) B = self.track[self.i] dl.add_line( origin[0] + scale * B[0], origin[1] + scale * B[1], origin[0] + scale * (B[0] + np.cos(B[2])), origin[1] + scale * (B[1] - np.sin(B[2])), carcolor, 1.5) imgui.end()
def render_controllearn(self): _, self.learn_controls = imgui.begin("control system tuning", True) if not self.learn_controls: imgui.end() return n = max(self.i + 1, 10) # use history from 0..i to learn motor model # dv/dt = k1*DC*V + k2*DC*v + k3*v XTX = np.eye(2) XTY = np.array([5., 1]) v = self.controlstate[1:n, 3].copy() dv = v.copy() dv[1:] = dv[1:] - dv[:-1] u = self.controls[:n - 1, 0] DC = np.abs(u / 127.0) V = (1 + np.sign(u)) / 2 dt = 1.0 / 30 # FIXME X = np.vstack([DC * V, -DC * v]) Y = dv / dt XTX += np.dot(X, X.T) XTY += np.dot(X, Y.T) ks = np.linalg.lstsq(XTX, XTY, rcond=None)[0] imgui.slider_float("motor k1", ks[0], 0, 10) imgui.slider_float("motor k2", ks[1], 0, 2) imgui.plot_lines("dv/dt", dv / dt) imgui.plot_lines("DC*V", DC * V) imgui.plot_lines("v", v) imgui.plot_lines("step response", motor_step_response([ks[0], ks[1], 0], 120)) # let's also solve for steering ratios XTX = np.eye(2) XTY = np.array([1., 0]) w = self.controlstate[1:n, 4].copy() u = self.controls[:n - 1, 1] / 127.0 X = np.vstack([u * v, v]) XTX += np.dot(X, X.T) XTY += np.dot(X, w.T) ks = np.linalg.lstsq(XTX, XTY, rcond=None)[0] imgui.slider_float("servo ratio", ks[0], -2, 2) imgui.slider_float("servo bias", ks[1], -1, 1) imgui.end()
def __init__(self, export, uniform, type_str: str): self.name = export["name"] self.min = export["min"] self.max = export["max"] self.power = export.get("power", 1.0) self.uniform = uniform self._draw = { "float": lambda: imgui.slider_float(self.name, self.uniform.value, self.min, self.max, "%.5f", self.power), "int": lambda: imgui.slider_int(self.name, self.uniform.value, self.min, self.max) }[type_str]
def draw_layers_window(self, width, height): imgui.set_next_window_size(width / 6, height / 4) imgui.set_next_window_position(width * 5 / 6, height * 2 / 4) imgui.begin("Layers", flags=default_flags) _, self.show_grid = imgui.checkbox("Show Grid", self.show_grid) _, self.show_points = imgui.checkbox("Show Places", self.show_points) _, self.show_lines = imgui.checkbox("Show Connections", self.show_lines) _, self.point_size = imgui.slider_int("Point Size", self.point_size, min_value=1, max_value=6) clicked, self.font_scale = imgui.slider_float("Font Scale", self.font_scale, 0.1, 0.9, "%.1f") if clicked: self.update_font_scale(self.font_scale) imgui.end()
def Vplan(self): w, h = imgui.get_window_size() h = self.V.shape[1] * w / self.V.shape[2] _, self.lookstep = imgui.slider_float("lookahead step", self.lookstep, 0, 1, power=1.5) imgui.image(self.Vtex[int(48 * self.car.theta / np.pi % 96)], w, h) shots = [] c = self.car bestk = None for i in range(50): k, v, c = self.bestkv(c, self.lookstep) if bestk is None: bestk = k shots.append([c.x, c.y]) self.shots = np.array([shots]) return bestk
def on_draw(dt): # GUI imguiRenderer.process_inputs() imgui.new_frame() if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked, selected = imgui.menu_item("Quit", 'ESC', False, True) if clicked: exit(0) imgui.end_menu() imgui.end_main_menu_bar() imgui.begin('Cube') changed, zoom = imgui.slider_float('zoom', trackball.zoom, 15, 90) if changed: trackball.zoom = zoom imgui.end() imgui.end_frame() imgui.render() window.clear() # Filled cube gl.glDisable(gl.GL_BLEND) gl.glEnable(gl.GL_DEPTH_TEST) gl.glEnable(gl.GL_POLYGON_OFFSET_FILL) cube['u_color'] = 1, 1, 1, 1 cube.draw(gl.GL_TRIANGLES, faces) # Outlined cube gl.glDisable(gl.GL_POLYGON_OFFSET_FILL) gl.glEnable(gl.GL_BLEND) gl.glDepthMask(gl.GL_FALSE) cube['u_color'] = 0, 0, 0, 1 cube.draw(gl.GL_LINES, outline) gl.glDepthMask(gl.GL_TRUE) imguiRenderer.render(imgui.get_draw_data())
def ui(self): """Use the imgui module here to draw the UI""" if imgui.begin_main_menu_bar(): if imgui.begin_menu("File", True): clicked_quit, selected_quit = imgui.menu_item( "Quit", 'Esc', False, True ) if clicked_quit: self.should_close() imgui.end_menu() imgui.end_main_menu_bar() imgui.begin("Hello, world!", True) self.shape_need_update = False changed, self.some_slider = imgui.slider_float( "Some Slider", self.some_slider, min_value=0.0, max_value=1.0, format="%.02f" ) imgui.end()