Unity Support: Initial Reaction
Posted: 28 May 2013, 03:44
I've been evaluating NoesisGUI for the past few days, and I love what I'm seeing so far. I have a few items that I've missed from the traditional WPF/Silverlight experience, things that I think would make NoesisGUI an even more complete framework. I'm guessing some of these things are already on your roadmap, or will be included in the final release. It'd be cool to hear how high priority you place them.
Some of these features I believe would be possible using the C++ API directly, but I didn't see a way to access them via the C# API in Unity. Maybe it would be possible via a native plugin?
Some of these features I believe would be possible using the C++ API directly, but I didn't see a way to access them via the C# API in Unity. Maybe it would be possible via a native plugin?
- PropertyMetaData should be PropertyMetadata to match the WPF convention.
- Would it be possible to make the proxy classes expose properties instead of Get/Set methods?
- Property change/validation callbacks for dependency properties.
- Custom panel layouts via Measure/Arrange pattern in WPF.
- Nice for breaking out of the ordinary layout patterns (Animated wrap panels, spaced stack panels, etc)
- Custom markup extensions for things like localization. (http://10rem.net/blog/2011/03/09/creati ... ilverlight)
- Could use converters on bindings for a similar result,
- Access to OpenType font features via Typography attached property. (http://msdn.microsoft.com/en-us/library/ms745109.aspx)
- Unlock all features a font has to offer. Must have for designers.