Search found 2991 matches

by sfernandez
31 Oct 2016, 16:49
Forum: General Discussion
Replies: 11
Views: 4372

Re: [Unity] How to use ToolTipOpening?

Ok, in your scenario I think it is better to use an attached property to add the handler easier. This attached property could be defined in the code behind of the root UserControl, or as helper class: public class ToolTipHelper: DependencyObject {   public static DependencyProperty EnableToolTipHand...
by sfernandez
31 Oct 2016, 16:32
Forum: General Discussion
Replies: 7
Views: 2801

Re: Render on demand

Hi, You can have the object with the NoesisGUI component in a different layer and render it only when texture needs to be updated. This layer won't be rendered by the Main Camera, but you can apply the same texture to any other object included in the default layer and you will see the UI always ther...
by sfernandez
28 Oct 2016, 22:15
Forum: General Discussion
Replies: 7
Views: 2801

Re: Render on demand

Hi, Which SDK are you using: native C++, C# or Unity? In C++ and C# SDK you decide when to call Render() to draw the UI, so you have total control. In Unity there are 2 scenarios: - If NoesisGUIPanel is attached to the main camera, then we render whenever Unity updates the main screen. - If NoesisGU...
by sfernandez
28 Oct 2016, 19:14
Forum: General Discussion
Replies: 11
Views: 4372

Re: [Unity] How to use ToolTipOpening?

Hi, As you need to manually add the handler to the event, you'll have to name the element first: <Rectangle x:Name="rect" ToolTip="Here is my ToolTip" .../>  Then, you willl be able to find the element in the tree, and add your custom function: void Start() {   var gui = GetCompo...
by sfernandez
28 Oct 2016, 19:01
Forum: General Discussion
Replies: 3
Views: 2192

Re: Get Data of path in code

Thanks, I already asked you for feedback.

It would be better to mark it as solved when we release a version with the fix, to avoid confusion.
by sfernandez
25 Oct 2016, 18:41
Forum: General Discussion
Replies: 18
Views: 5667

Re: Using EventTriggers gives error

I think you would need to use a xaml namespace. In which namespace is InvokeCommand class defined in Blend? For example, if you have the class defined like this: namespace Esses {   public class InvokeCommand: FrameworkElement { ... } } You have to add the following in your xaml: <Grid xmlns="h...
by sfernandez
21 Oct 2016, 11:08
Forum: General Discussion
Replies: 5
Views: 1901

Re: ContextMenu Close event problem

Hittest always return false when closed the menu.
Ok, that makes sense, as MenuItems are being closed and removed from the tree until ContextMenu parent is reached and its Closed event is raised, so HitTest cannot find the original MenuItem then.

Thanks ;)
by sfernandez
21 Oct 2016, 11:00
Forum: General Discussion
Replies: 2
Views: 2193

Re: Asian Text(NoesisGUI 1.3 BETA2, Unreal Engine 4.12)[Solv

Hi,

I was going to answer that I tried your sample with the Arial Unicode MS and it worked fine :)

Great to hear you managed to solve the problem. What was it?
by sfernandez
20 Oct 2016, 19:27
Forum: General Discussion
Replies: 18
Views: 5667

Re: Using EventTriggers gives error

No, it is not possible to invoke a Command directly from the EventTrigger. But it can be done using animation and a custom class that stores and invokes the command, something like this: <Grid   xmlns="http://schemas.microsoft.com/winfx/2006/xaml/presentation"   xmlns:x="http://schema...
by sfernandez
19 Oct 2016, 19:18
Forum: General Discussion
Replies: 18
Views: 5667

Re: Using EventTriggers gives error

Hi, Interactivity namespace is defined by a Blend SDK extension assembly and we don't implement it. Anyway we implement the standard WPF EventTriggers that can be used in FrameworkElement.Triggers and inside ControlTemplate.Triggers collections. <Grid.Triggers>   <EventTrigger RoutedEvent="Fram...