Search found 2984 matches
- 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?
- 20 Oct 2016, 19:27
- Forum: General Discussion
- Replies: 18
- Views: 5656
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...
- 19 Oct 2016, 19:18
- Forum: General Discussion
- Replies: 18
- Views: 5656
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...
- 19 Oct 2016, 12:11
- Forum: General Discussion
- Replies: 5
- Views: 1891
Re: ContextMenu Close event problem
Could you explain why HitTest failed?
And what was your final solution? It can help others in the same situation.
Thanks a lot for your feedback.
And what was your final solution? It can help others in the same situation.
Thanks a lot for your feedback.
- 19 Oct 2016, 03:48
- Forum: General Discussion
- Replies: 1
- Views: 1370
Re: complex Listview
Hi, If you use a virtualized list (by default in ListBox and ListView), having variable size elements introduces some inefficiency to the scroll logic. But having very complex items has the most impact on performance, as item's visual representation must be generated every time a new item enters the...
- 19 Oct 2016, 03:29
- Forum: General Discussion
- Replies: 1
- Views: 1276
Re: Is Unity Pro required for NoesisGUI?
Since NoesisGUI 1.2 and Unity 5, the plugin will work for Unity Free Personal versions, you won't need the Pro version anymore.
What version of Unity and NoesisGUI are you using?
What version of Unity and NoesisGUI are you using?
- 19 Oct 2016, 03:09
- Forum: General Discussion
- Replies: 5
- Views: 1891
Re: ContextMenu Close event problem
Hi, I verified the order of events in WPF and we are not raising them in the correct order. If the user clicks a MenuItem the order should be: 1. MenuItem.Click 2. ContextMenu.Closed We will fix it for the next release, sorry for the inconvenience. Meanwhile, I don't know if it is possible in your s...
- 19 Oct 2016, 02:18
- Forum: General Discussion
- Replies: 3
- Views: 2183
Re: Get Data of path in code
Hi, I think your latest approach won't work either, because the Geometry.ToString() will return just the name of the underlying geometry type. Unfortunately there is no way to get that info in NoesisGUI. If you need this, please create a ticket in our bugtracker and we will discuss the best way to i...
- 19 Oct 2016, 01:59
- Forum: General Discussion
- Replies: 1
- Views: 1325
Re: Touch Scrolling With mouse
Hi, Are you using C++ SDK or Unity package? In Unity you can select the NoesisGUIPanel component and click on 'Emulate Touch' to convert mouse clicks to touch events. Is this what you want? If that is not your case, and you need to customize the scroll using the mouse, you will have to modify Scroll...
- 19 Oct 2016, 01:34
- Forum: General Discussion
- Replies: 3
- Views: 2343
Re: Animate path StrokeDashOffset
Hi monstercho,
We found the source of the problem, the property StrokeDashOffset was not notifying about changes, so render was not updated. We will fix it for the next release.
Meanwhile you can rotate the whole Path as you did in your last post.
Sorry for the inconvenience.
We found the source of the problem, the property StrokeDashOffset was not notifying about changes, so render was not updated. We will fix it for the next release.
Meanwhile you can rotate the whole Path as you did in your last post.
Sorry for the inconvenience.