Search found 2983 matches
- 02 Nov 2016, 12:30
- Forum: General Discussion
- Replies: 18
- Views: 5656
Re: Using EventTriggers gives error
The folder where you place the files shouldn't matter, because the namespace could be whatever you want. What you have to make sure is that the xaml is correctly processed (without errors) after the InvokeCommand class is compiled and available in the assembly. Try to rebuild xaml resources to see i...
- 31 Oct 2016, 17:15
- Forum: General Discussion
- Replies: 18
- Views: 5656
Re: Using EventTriggers gives error
I made a simple example to show you how can be done, it is working fine for me. InvokeCommandTestBehavior.cs using UnityEngine; using System.Windows.Input; using Noesis; namespace Assets.InvokeCommandTest { public class InvokeCommand : FrameworkElement { public static DependencyPrope...
- 31 Oct 2016, 16:49
- Forum: General Discussion
- Replies: 11
- Views: 4361
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...
- 31 Oct 2016, 16:32
- Forum: General Discussion
- Replies: 7
- Views: 2792
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...
- 28 Oct 2016, 22:15
- Forum: General Discussion
- Replies: 7
- Views: 2792
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...
- 28 Oct 2016, 19:14
- Forum: General Discussion
- Replies: 11
- Views: 4361
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...
- 28 Oct 2016, 19:01
- Forum: General Discussion
- Replies: 3
- Views: 2182
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.
It would be better to mark it as solved when we release a version with the fix, to avoid confusion.
- 25 Oct 2016, 18:41
- Forum: General Discussion
- Replies: 18
- Views: 5656
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...
- 21 Oct 2016, 11:08
- Forum: General Discussion
- Replies: 5
- Views: 1891
Re: ContextMenu Close event problem
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.Hittest always return false when closed the menu.
Thanks
- 21 Oct 2016, 11:00
- Forum: General Discussion
- Replies: 2
- Views: 2186
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?
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?