Search found 35 matches

by Roest
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...
by Roest
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.
by Roest
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 = ...
by Roest
09 Nov 2020, 14:59
Forum: General Discussion
Replies: 14
Views: 2670

Re: translation resource directionary

Thanks a lot.
by Roest
09 Nov 2020, 14:33
Forum: General Discussion
Replies: 14
Views: 2670

Re: translation resource directionary

Our Localization sample uses a converter to change the foreground color of some sliders depending on their value:
MainWindow.xaml
LevelToColorConverter.cs
Sadly that doesn't help much as I'm in the C++ side of things and not in Unity.
by Roest
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...
by Roest
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...
by Roest
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.
by Roest
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 ...
by Roest
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...