Search found 35 matches
- 09 Nov 2020, 19:19
- Forum: General Discussion
- Replies: 14
- Views: 2670
Re: translation resource directionary
This is more a me problem than a you problem I guess. But let me try to explain. As you may remember from my first beginner questions I started the transition to Noesis at the beginning of this year with no prior knowledge of XAML. Now the XAML part is the easy one. Creating layouts is not much diff...
- 09 Nov 2020, 18:03
- Forum: General Discussion
- Replies: 14
- Views: 2670
Re: translation resource directionary
Was a difficult birth as usual and more than I like but in the end it works.
- 09 Nov 2020, 15:51
- Forum: General Discussion
- Replies: 14
- Views: 2670
Re: translation resource directionary
Ok I think I'm close to the solution. So this would be the converter bool TryConvert( BaseComponent* value, const Noesis::Type* targetType, BaseComponent*, Noesis::Ptr<BaseComponent>& result ) { if ( targetType == Noesis::TypeOf<Noesis::Brush>() ) { auto col = Noesis::Color( 255, 0, 255 ); result = ...
- 09 Nov 2020, 14:59
- Forum: General Discussion
- Replies: 14
- Views: 2670
Re: translation resource directionary
Thanks a lot.
- 09 Nov 2020, 14:33
- Forum: General Discussion
- Replies: 14
- Views: 2670
Re: translation resource directionary
Sadly that doesn't help much as I'm in the C++ side of things and not in Unity.Our Localization sample uses a converter to change the foreground color of some sliders depending on their value:
MainWindow.xaml
LevelToColorConverter.cs
- 09 Nov 2020, 13:28
- Forum: General Discussion
- Replies: 14
- Views: 2670
Re: translation resource directionary
For translation, if the text comes from a Binding, won't be possible to provide the translated text directly from the view model? Yes that is possible and is the current way but that means you have two separate lookup sources. ... converters ... No I haven't, guess I really need to look into conver...
- 09 Nov 2020, 11:37
- Forum: General Discussion
- Replies: 14
- Views: 2670
translation resource directionary
How would you suggest handling translations. It seems the recommended way is a resource dictionary and something like <TextBlock Text="{StaticResource prefix-key}"></TextBlock> Now this works well enough for all static text but a lot of text in a game is dynamically supplied via binding. It seems to...
- 28 Sep 2020, 17:16
- Forum: General Discussion
- Replies: 3
- Views: 149
Re: strange expanding effect after resizing the window
Still there in 3.0.6, created ticket.
- 28 Sep 2020, 12:28
- Forum: General Discussion
- Replies: 3
- Views: 149
strange expanding effect after resizing the window
Please have a look at this example video https://gfycat.com/snivelingbelovedflea After resizing the window the UI shows a weird resizing effect with some gui elements. This is with 3.0.4 right now. You can see for yourself on https://store.steampowered.com/app/709240/Ingnomia/ and the code would be ...
- 16 Jun 2020, 10:51
- Forum: General Discussion
- Replies: 12
- Views: 2224
Re: Disable keyboard shortscuts when in gui elements
I think @Roest can't use access keys in this context, because he doesn't want to use the Alt modifier key, just plain keys like 'R' to enable 'Rotate' mode. I think the question is for games in general. You want to have keyboard shortcuts without modifier keys. That's quite an accepted and expected...