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ai_enabled
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Re: MonoGame Integration

04 Mar 2018, 08:56

An update is coming soon to add full support for NoesisGUI v2.1.0 (which is currently in RC and API should not change anymore).
Stay tuned :-).
AtomicTorch Studio Pte. Ltd. http://atomictorch.com
 
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jsantos
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Re: MonoGame Integration

05 Mar 2018, 18:46

Good news! Thanks for your great job!

The final 1.2 is planned for this Friday by the way.
 
Thraka
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Re: MonoGame Integration

12 Mar 2018, 20:29

Is this released? I was just looking for a MonoGame XAML UI and found you all. Are there examples on how to get it working with monogame? The Github repo for the MonoGame connector for Noesis GUI seems old.

Thanks!
 
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jsantos
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Re: MonoGame Integration

12 Mar 2018, 20:34

CryoFall developers are actively using Noesis with MonoGame. I am sure they will update the bindings really soon now the the alpha of the game is public.
 
Thraka
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Re: MonoGame Integration

12 Mar 2018, 23:55

How do I download archived versions? Since the adapter only supports 2.0, I'll have to use that version for now.
 
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ai_enabled
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Re: MonoGame Integration

13 Mar 2018, 10:00

@Thraka, the integration repository https://github.com/aienabled/NoesisGUI.MonoGameWrapper has been updated so you can try it with NoesisGUI v2.1 now!

By the way, we're making CryoFall - a large indie game with a custom game engine (integrated with MonoGame for client side) with integration with NoesisGUI. It ships with the completely open source code for UI (and all the gameplay-related code and assets) and supports hot-reloading of everything, including UI code (XAML and C#).
The game is in open alpha now and you can play it free - http://cryofall.com/ (currently it's Windows only; download after registering on http://atomictorch.com with our Game Launcher application).
It's a good chance to see how the UI code can be organized for a large project and how various UI features could be implemented with XAML/NoesisGUI (if you want to open it with VS2017 as we do, please let us know here http://forums.atomictorch.com/ and we will send you the required VS2017 plugin we've made). The code is offered under our custom license so you should not copy-paste it to your projects, but you're free to play around with it as much as you want. Soon it will be possible to create mods for the game.

Regards!
AtomicTorch Studio Pte. Ltd. http://atomictorch.com
 
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jsantos
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Re: MonoGame Integration

13 Mar 2018, 20:23

Thanks @ai_enabled!
 
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ai_enabled
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Re: MonoGame Integration

08 Jun 2018, 10:23

MonoGame wrapper updated https://github.com/aienabled/NoesisGUI.MonoGameWrapper
Fixed some issues with the input handling and generally improved it to almost perfect state (though to make it really perfect we're still waiting for https://www.noesisengine.com/bugs/view.php?id=1222 ). Fixed the double click issue.

Now it's possible to enable/disable the directional navigation (arrow keys) - it's really hard to use unless you specifically develop your XAML for the directional-key friendly navigation. We found it quite confusing so this feature is disabled by default (previously it was always enabled and NoesisGUI Wrapper intercepted your arrow keys input when any UI element was in focus - now it's intercepted only if a textbox is in focus).

Now it's possible to enable/disable the mouse middle button processing - it's disabled by default as it's not required for any default NoesisGUI actions and rarely used in games UI (previously it was always enabled and NoesisGUI Wrapper intercepted your middle button input).

Now it's possible to create multiple Views - but you will need to update and render each view separately (by calling the NoesisViewWrapper methods). This might be useful when you need to have independent visual trees in the game (as an example - a cube where each face is a separate RenderTexture with NoesisViewWrapper. We're using separate Views in our game to render the screens of the in-game terminals). NoesisWrapper will automatically create a primary View and update/render it.
Each NoesisViewWrapper allows you to set a separate UI root, size, PPAA mode, rendering flags and quality settings (so these properties not anymore a part of the NoesisWrapper class and now unique per View).

PPAA now should be enabled manually (no more auto-detection when MSAA is not available as it was impossible to disable PPAA completely). Auto-detection is not possible as the View doesn't know whether the render target where it will be rendered has MSAA or not. PPAA now is enabled in the sample app.
AtomicTorch Studio Pte. Ltd. http://atomictorch.com

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