Search found 2997 matches
- 27 Dec 2012, 21:20
- Forum: General Discussion
- Replies: 6
- Views: 4427
Re: Problem with Gui.UnityExporter
The next release will include a new tool from inside UnityEditor to import NoesisGUI resources in a more comfortable way. Meanwhile, the steps to export your resources to Unity are: 1. Run BuildTool scan Your/Package to add your resources to the database. 2. Run BuildTool build Your/Package to build...
- 24 Dec 2012, 11:31
- Forum: General Discussion
- Replies: 6
- Views: 4034
Re: Unable to use XAML player
Hi Mattiemus, When you design an application with Expression Blend, the tool creates automatically an App.xaml and MainWindow.xaml that are binded to code behind classes, specified by the x:Class property. So if you don't remove that property, you should provide corresponding classes in C++. For you...
- 07 Dec 2012, 14:51
- Forum: General Discussion
- Replies: 2
- Views: 2735
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...
- 04 Dec 2012, 19:35
- Forum: General Discussion
- Replies: 8
- Views: 4688
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 ...
- 12 Nov 2012, 18:57
- Forum: General Discussion
- Replies: 18
- Views: 11728
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...
- 06 Nov 2012, 13:26
- Forum: General Discussion
- Replies: 18
- Views: 11728
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.
Please feel free to download again the package and try the new samples.
Thanks for your patience.
- 01 Nov 2012, 02:19
- Forum: General Discussion
- Replies: 18
- Views: 11728
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...
- 26 Oct 2012, 16:53
- Forum: General Discussion
- Replies: 18
- Views: 11728
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...
- 15 Oct 2012, 17:34
- Forum: General Discussion
- Replies: 18
- Views: 11728
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...
- 21 May 2012, 16:59
- Forum: General Discussion
- Replies: 3
- Views: 4444
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...