Search found 14 matches
- 28 Feb 2024, 06:56
- Forum: General Discussion
- Replies: 2
- Views: 232
Re: Multi User views
One approach, would be to store a "focused" element for each gamepad present in any given view. If I have my own GamepadTrigger implementation, that is aware of a player index then I can do the following: Have my own Button with four depenenency properties for "FocusedPlayer1", &...
- 21 Feb 2024, 08:06
- Forum: General Discussion
- Replies: 2
- Views: 232
Multi User views
Wpf and UWP are windows PC UI frameworks. So they assume a single user, and that's fine. A computer with four mice does not have four cursors. Noesis on Xbox and Playstation break that assumption, by having multiple game pads with a unique gamer (or guest) each. The noesis Gamepad triggerclass allow...
- 20 Feb 2024, 06:19
- Forum: General Discussion
- Replies: 6
- Views: 223
Re: ImageSource fallback only works when property is not registered.
This is exactly what I was looking for!Is this what you're looking for?
I misunderstood the purpose of a fallback, and now it's working correctly. Thank you very much for clarifying!
- 16 Feb 2024, 06:02
- Forum: General Discussion
- Replies: 2
- Views: 119
Re: How to do I make Noeisis Ignore chunks of XAML?
In my workflow, I have my XAML decoupled from the game. The game is a C++ based title using the unamanaged SDK. Here lives the code behinds, and View models that are part of the actual game. I also have my workspace.sln, and duplicate implementations of my code behinds, and view models in C#. Both s...
- 13 Feb 2024, 01:11
- Forum: General Discussion
- Replies: 6
- Views: 223
ImageSource fallback only works when property is not registered.
I'd like my image to fall back to a static resource, if the string is null or empty in my noesis C++ project. <Image x:Name="IconImage" Grid.Row="0" Grid.RowSpan="2" Grid.Column="0" Grid.ColumnSpan="3" Source="{Binding IconImageSource, FallbackV...
- 12 Feb 2024, 22:46
- Forum: General Discussion
- Replies: 2
- Views: 119
How to do I make Noeisis Ignore chunks of XAML?
So I can use this to make XAML appear only in the designer: mc:Ignorable="d" <d:Rectangle x:Name="DebugRect" Fill="Red"/> I want to make something almost identical, but it only works when my XAML is parsed, and running in my game. noesis:Ignore="n" <n:Rectangl...
- 12 Feb 2024, 07:02
- Forum: General Discussion
- Replies: 2
- Views: 171
Re: b:DataTrigger not working with enums
Thank you, this is the information I needed to figure it out and get it working. I had a few issues going on: The enum Types were not being registered. A component needed to be registered, that contained a noesis::EnumConverter<MyEnum>, so it could figure out how to get a string to be become my enum...
- 12 Feb 2024, 00:12
- Forum: General Discussion
- Replies: 2
- Views: 154
- 08 Feb 2024, 05:35
- Forum: General Discussion
- Replies: 2
- Views: 171
b:DataTrigger not working with enums
So I've got a b:DataTrigger that's supposed to go off when a bound value that is an enum is a the right case. ... <b:Interaction.Triggers> <b:DataTrigger Binding="{Binding SignInTransitionState}" Value="SignInIntro"> <b:GoToStateAction StateName="SignInIntroState" Targe...
- 08 Feb 2024, 05:17
- Forum: General Discussion
- Replies: 2
- Views: 154
Should I use b:behaviours or i:interactivity?
So I'm building views in Blend, and using them in my unamanaged C++ game.
In my XAML I can use the older blend interactivity libraries, or I can use the newer microsoft behaviours.
Both work.
I intend to use the newer b:interactivity. But does this choice have any impact on Noesis?
In my XAML I can use the older blend interactivity libraries, or I can use the newer microsoft behaviours.
Both work.
I intend to use the newer b:interactivity. But does this choice have any impact on Noesis?