Search found 73 matches

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by Faerdan
15 Jun 2022, 17:11
Forum: Showcase Gallery
Replies: 2
Views: 251

Re: Unity Addressable Image Control

Great! I want to do a cleaner implementation which doesn't inherit from Image, but instead inherits from FrameworkElement and uses an Image in it's ControlTemplate. This will remove the weirdness of the AddressableImage control having a publicly writable Source dependency property, which should neve...
by Faerdan
13 Jun 2022, 12:04
Forum: General Discussion
Replies: 7
Views: 195

Re: Texture Memory Leak with Converter

I don't know what/where the UnregisterTextureCallback is, so I may be missing something here. Noesis does not manage the lifecycle of textures that are passed to it via a TextureSource, it only does this for the textures it loads internally. Noesis can't know whether the texture is being used in oth...
by Faerdan
12 Jun 2022, 21:32
Forum: General Discussion
Replies: 7
Views: 195

Re: Texture Memory Leak with Converter

I've created the AddressableImage control, along with an example project showing it in use: viewtopic.php?t=2629
by Faerdan
12 Jun 2022, 21:29
Forum: Showcase Gallery
Replies: 2
Views: 251

Unity Addressable Image Control

Hi all, The Unity Addressables system simplifies the lifecycle management of unmanaged resources (textures, models, GameObjects, etc.) in Unity. It also has the benefit of allowing you to store these assets outside the built application, including hosting them remotely. While Addressables has it's i...
by Faerdan
10 Jun 2022, 16:41
Forum: General Discussion
Replies: 7
Views: 195

Re: Texture Memory Leak with Converter

Hi ttermeer-reboundcg, Our solution to this was to use Unity Addressables (https://docs.unity3d.com/Packages/com.unity.[email protected].20/manual/index.html), and integrate that with Noesis using an AddressableImage control. In case you don't know, Addressables is a system for building and loading Uni...
by Faerdan
23 May 2022, 11:52
Forum: General Discussion
Replies: 9
Views: 342

Re: Support for x:Shared property for localization

I think I will try out this approach with a parsed textblock control actually. The more I think about it, the more advantages I see with it. It means that you can use it in the exact same way you would use a normal TextBlock, and apply styles to it as a normal TextBlock, which is not the case for t...
by Faerdan
20 May 2022, 17:26
Forum: General Discussion
Replies: 9
Views: 342

Re: Support for x:Shared property for localization

<TextBlock x:Key="[email protected]TTING_VALUE_PERCENTAGE"><Run Text="{Binding Path=Value, StringFormat=p0}"/></TextBlock> I do not think that you can use the Binding markup in a ResourceDictionary. I have been trying to think of ways you might store the localizations in a ResourceDictiona...
by Faerdan
20 May 2022, 15:43
Forum: General Discussion
Replies: 9
Views: 342

Re: Support for x:Shared property for localization

You got it exactly, right down to the name of the ParsedTextBlock control. 😂 For binding we inject the values. Binding these values looks like this: <common:ParsedTextBlock Text="The cost of fuel is: [b]{{fuelCost}}[/b]."> <common:ParsedTextBlock.TextParameters> <common:ParameterViewData K...
by Faerdan
20 May 2022, 14:52
Forum: General Discussion
Replies: 9
Views: 342

Re: Support for x:Shared property for localization

Hi Anton, This is a bit of a tangent, but I thought I'd share how I have handled localization with formatted text. We created a simple BBCode parser which generates Inline elements from a BBCode formatted string. This allows us to keep our localization text as strings, allowing us to store it in XAM...
by Faerdan
21 Jan 2022, 19:24
Forum: Showcase Gallery
Replies: 4
Views: 732

Re: Universe or Nothing Engineering Screen

Thanks Jesus!

Hopefully some day I'll be in a position to work on it again.

Noesis is has come so far since then too, so much more is possible/easier now. I could do some really great animations, like on the power lines, using custom brush shaders.
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