Search found 37 matches
- 16 Mar 2015, 13:12
- Forum: General Discussion
- Replies: 7
- Views: 3993
Re: Noesis and Threading
Thanks again! In the meantime, only one new question popped up that may be of interest to other people as well :) How many internal threads does Noesis GUI start? We already have a number of threads of our own, and it would help us managing a bit if we know how many "external" threads get ...
- 12 Mar 2015, 11:17
- Forum: General Discussion
- Replies: 7
- Views: 3993
Re: Noesis and Threading
Ah, good news! Thanks. Two more things: 1. Since our threads run on independent frame rates, it is possible that the gameplay thread creates more than one RenderCommands per frame of the graphics thread. It is actually likely as graphics threads ar usually the bottleneck. So when the graphics thread...
- 09 Mar 2015, 17:39
- Forum: General Discussion
- Replies: 7
- Views: 3993
Re: Noesis and Threading
Slight thread necroing because I have a few more questions about this: I have a program with a multi-threaded environment, too. Ignoring all other things, there is a gameplay and a rendering thread. My plan is to do the following: On the gameplay thread I basically have the following loop: - NoesisG...
- 19 Jan 2015, 10:51
- Forum: General Discussion
- Replies: 8
- Views: 3072
Re: Basic questions about NoesisGUI
We have a small studio doing the MINGW libraries, you could probably cooperate on this. Although for this you will need a license with source code. That "small studio" is actually me :) We are using MinGW in our project, so we also needed the source code license. What I did was porting No...
- 13 Jul 2014, 00:19
- Forum: General Discussion
- Replies: 5
- Views: 2683
Re: Constructing full screens at runtime from small XAML fil
You are right that our own Lua approach would be limited to whatever we need to implement. But implementing the parser to produce a direct screen instead of a binary file would be a lot of work (I guess) and we are kinda limited in what we can focus on right now. Even though the Lua approach would b...
- 11 Jul 2014, 15:30
- Forum: General Discussion
- Replies: 5
- Views: 2683
Re: Constructing full screens at runtime from small XAML fil
Of course, we could use XAML to design a screen. But that would not allow us to dynamically change screens at runtime via script. And we need to do that, plus we already have a scripting language that is capable of everything (Lua) where we need to write a lot of functions anyway, why not use it for...
- 09 Jul 2014, 20:52
- Forum: General Discussion
- Replies: 5
- Views: 2683
Constructing full screens at runtime from small XAML files
Heya, I've got a question regarding UI/screen creation at runtime: In our game, we will not code full screens in XAML (at least not normally). Instead, we want to have single elements like buttons, a window, image-holder, text fields, etc. all in separate XAML files and convert those to noesis forma...
- 25 Oct 2013, 14:34
- Forum: General Discussion
- Replies: 4
- Views: 3118
Re: Element added to DockPanel at runtime not shown
Ah, yes. Now it works, thanks! What I had to do instead of calling Add() on the DockPanel children, was calling Insert: ((Noesis::Gui::DockPanel*)status->GetParent())->GetChildren()->Insert(0, _fpsText); Noesis::Gui::DockPanel::SetDock(_fpsText, Noesis::Gui::Dock_Top); Now it is at the top, where I ...
- 24 Oct 2013, 18:40
- Forum: General Discussion
- Replies: 4
- Views: 3118
Re: Element added to DockPanel at runtime not shown
I am using a slightly older version on Linux (it was before the official Linux release, I think version 1.01 or so?). Was something related to this changed recently, maybe? This may be a bug already fixed, after all. But I currently do not have the time to update to the very latest version. The back...
- 24 Oct 2013, 14:36
- Forum: General Discussion
- Replies: 4
- Views: 3118
Element added to DockPanel at runtime not shown
Hey, I am using the following code to add a TextBlock at runtime to an existing DockPanel (which came from a xaml file): // Insert our fps text field _fpsText = new Noesis::Gui::TextBlock(); _fpsText->SetText("FPS: 0"); _fpsText->SetFontSize(20.0f); _fpsText->SetTextAlignment(Noesis::Gui::...