Search found 3005 matches

by sfernandez
07 Dec 2012, 14:51
Forum: General Discussion
Replies: 2
Views: 2736

Re: Question with integration NoesisGUI / Ogre

Hello Olivier, As it occurs in WPF, every control needs a valid Template to get a visual representation. Our engine doesn't define a default theme (where default styles and templates are usually defined for each control) becuase sometimes there is no need for them and resources are saved. When you a...
by sfernandez
04 Dec 2012, 19:35
Forum: General Discussion
Replies: 8
Views: 4693

Re: NOESIS Gui for Applications

NoesisGUI is a robust framework that offers a mature object oriented GUI API. We mimic (the better we can) the class architecture that can be found in WPF. NoesisGUI has full support for standard controls as Buttons, CheckBoxes, RadioButtons, ListBoxes, ComboBoxes, etc., as well as layout panels to ...
by sfernandez
12 Nov 2012, 18:57
Forum: General Discussion
Replies: 18
Views: 11749

Re: NoesisGUI and Unity Integration

For question 1 we are still working on extensibility from Unity side. It is something that is working perfectly on the C++ side through the use of our reflection system. So the expectations are being able to use .NET reflection to obtain the necessary info for resolving bindings to Unity classes. Wh...
by sfernandez
06 Nov 2012, 13:26
Forum: General Discussion
Replies: 18
Views: 11749

Re: NoesisGUI and Unity Integration

Sorry for the inconvenience. Yesterday we accidentally introduced a misconfiguration on the web server that lead to corrupt downloads of Unity packages. Now the problem is solved.

Please feel free to download again the package and try the new samples.

Thanks for your patience.
by sfernandez
01 Nov 2012, 02:19
Forum: General Discussion
Replies: 18
Views: 11749

Re: NoesisGUI and Unity Integration

@edgarhsanchez: We don't have implementations for all these extensions, but I'm almost sure that the xaml you presented can be translated to code that is already implemented. For example, you can launch the BlinkingStoryboard when a property change event is raised for IsBlinking. Then attach a handl...
by sfernandez
26 Oct 2012, 16:53
Forum: General Discussion
Replies: 18
Views: 11749

Re: NoesisGUI and Unity Integration

@edgarhsanchez: I suppose you are talking about using Blend Behavior and Action extensions. We implemented part of the base architecture to make them work, but currently only GoToStateAction is implemented. A full implementation of this feature is not on our plans for NoesisGUI v1.0, but could be in...
by sfernandez
15 Oct 2012, 17:34
Forum: General Discussion
Replies: 18
Views: 11749

Re: NoesisGUI and Unity Integration

Hi dmrvar, sorry for the late answer. The correct way to dynamically add controls to a Panel is via its Children property. Button newButton = new Button(); TextBlock tb = new TextBlock("Custom button"); newButton.SetContent(tb); Grid grid = noesisGUI.GetRoot<Grid>(); grid.GetChildren().Add...
by sfernandez
21 May 2012, 16:59
Forum: General Discussion
Replies: 3
Views: 4453

Re: NoesisGUI and DirectInput

The problem is that default NsGetKernel()->InitSystems() is initializing our InputSystem implementation (that uses DirectInput), but this system is not really needed in the UI by SDK users. As a temporal fix you can initialize systems manually like this: NsSymbol systems[] = { NsSymbol("ConfigS...
by sfernandez
09 May 2012, 08:42
Forum: Official Announcements
Replies: 0
Views: 7431

NoesisGUI v0.9.4

This version is a preview only for Win32 + DirectX9. We are working on the rest of platforms. http://www.noesisengine.com/NoesisGui/NoesisGUI-0.9.4.3501.7z The sample corresponding to the integration tutorial can be downloaded from: http://www.noesisengine.com/NoesisGui/ShadowVolume.7z Changelog: Ne...
by sfernandez
24 Apr 2012, 11:51
Forum: General Discussion
Replies: 58
Views: 28604

Re: OGRE Renderer

Of course, You first need to create the Drawing::IVGLSurface using Drawing::IVGLSystem surface create functions: Ptr<Drawing::IVGLSurface> surface = NsGetSystem<Drawing::IVGLSystem>()->CreateSurface( surfaceWidth, surfaceHeight, enableMask, enableAlphaChannel, msaa); Then, you have to set the surfac...