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  1. [SOLVED] AppWall GUI Crash

    Hi, We have an AppWall 3x1 and when we are trying to insert a WidgetSprite in each wall application crashes with the following message: engine\render\direct3d11\framework\D3D11Gui.cpp:166: Assertion: 'src >= 0 && src < NUM_BLEND_FUNC && "D3D11Gui::set_blend_func(): bad blend src function"' You can reproduce this issue creating a new project from Ungine SDK browser with the following settings: - Launchers: Console script launchers (.bat) with predefined settings Renderer: DirectX11 Monitors: Wall 2x1 - Video Output Monitor wall (AppWall plugin) CHECKED After this step in the "my_project".cpp file, you have to change the init method to this: int init() { PlayerSpectator camera = new PlayerSpectator(); camera.setPosition(Vec3(2.0f,0.0f,1.5f)); camera.setDirection(Vec3(-1.0f,0.0f,-0.5f)); engine.game.setPlayer(camera); forloop(int y = 0; engine.wall.getHeight()) { forloop(int x = 0; engine.wall.getWidth()) { Gui gui = engine.wall.getGui(x,y); WidgetSprite logo = new WidgetSprite(engine.getGui(), "unigine.png"); gui.addChild(logo,GUI_ALIGN_OVERLAP); } } return 1; } What's wrong? Thanks in advance, David García
  2. It would make creating and controlling Flash content a bit easier if we had the ability to show/hide elements. From my reading of https://developer.unigine.com/en/docs/1.0/code/actionscript the 'visible' attribute is not exposed. What we want is to keep content creation inside well-developed tools rather than coding functionality in C++ or UngineScript.
  3. Calling Action Script 3.0 (the current version) functions from Unigine script does not appear to work. Older versions work. flash = new WidgetFlash(engine.getGui(),swfpath); if (flash == NULL) { log.message("Failed to load [%s]\n",swfpath); return NULL; } log.message("Loaded SWF [%s]\n",swfpath); engine.gui.addChild(flash,GUI_ALIGN_OVERLAP | GUI_ALIGN_BACKGROUND); flash.play(); flash.runFunction("test_function"); log.message("Height = [%d]\n",flash.getFlashHeight()); The issue seems to me to be focussed around the new code layout in Flash CC / AS3.0. The new way is to have a "package {}" wrapper around an AS class, for example the AS code that I'm trying to call is below; package two { import flash.display.MovieClip; public class two extends MovieClip { public function two() { // constructor code trace("constructor"); } public function test_function() { trace("test_function called"); //Engine.logError("Test!"); } } } The error message given is FlashContext::runFunction(): can't find "test_function" function I have also tried calling it as; test_function() two.test_function two.test_function() It is important to get this version of Flash / Actionscript working as Adobe do not sell or support the older versions any more.
  4. [SOLVED] Saving GUI State

    Is there a mechanism for saving the parameters input into an editor window? Seems trivial and I looked into how it was done for the Materials and Properties dialogs but those only save engine values directly.
  5. I am exploring Flash capabilities of Unigine and see this error message. I created a .SWF in "Adobe Flash Professional CC" (version 13.1.0.266). I have tried setting the "publish settings" to both the oldest and newest versions. I am loading the SWF with the code; flash = new WidgetFlash(engine.getGui(),swfpath); engine.gui.addChild(flash,GUI_ALIGN_OVERLAP | GUI_ALIGN_BACKGROUND); flash.setFrame(0); I have attached a .ZIP of the flash file and compiled SWF. There is no actionscript. two.zip
  6. Hi How do I display text that can change (get its value from a variable ) with this size using a ttf font; see images: It MUST be allways in front of anything like setOrder(100);
  7. Coherent UI plugin (HTML5 renderer)

    Hi there, I recently started playing around with Unigine and made a plugin for Coherent UI, a product by the company I work for. If you haven’t heard of it, it’s basically a high-performance HTML5-compliant renderer based on WebKit. The texture that Coherent UI gives the client can be mapped on anything (e.g. a camera or a 3D model). When mapping on a 3D object the texture has to be copied in the RAM (Unigine::Image), though, I couldn’t find a way to access the material’s texture directly (I don't have the full source). There’s also a huge slowdown caused by Unigine::Image::createMipmaps which I’ll try to avoid in a future version of the plugin. [Edit: This is no longer present in the latest version] The plugin itself is still in very early stage so there are probably a lot of parts that can be done better. At the moment JavaScript interaction and input forwarding are not yet implemented. The plugin allows scripting using Unigine Script through the CoherentUIView object. I’m attaching the plugin and sample code for anyone interested. Here’s some screenshots at the bottom (some UI made with Adobe Edge / CSS3 animation / mapping youtube on a rock). I also made this youtube video to demonstrate the animation done with Edge, it's easier to show than with a still image - http://www.youtube.com/watch?v=YSTNm0Do36E If you have any feedback I’ll be glad to hear it :) Edit (19.10.14): Updated the plugin for Coherent UI 2.x and Unigine 2014-10-06 Edit (18.03.15): Updated the plugin for Coherent UI 2.x and Unigine 2015-02-17 (Unigine 2). Many performance optimizations, especially for D3D11. 3D and HUD views now have the same performance and mipmapping is no longer an issue. The HUD is now drawn using a WidgetSprite so you can manipulate it easily. Edit (03.06.15): Added "CoherentGT_Alpha1.zip" which is the first version of the Coherent GT for Unigine 2 Edit (21.06.15): "CoherentGT_Alpha1.zip" and "Unigine_2.x_CoherentUI_2.x.zip" are now obsolete. Added updated versions with fixed resizing code and sample in "CoherentGT_Unigine2x_150620.zip" and "CoherentUI2x_Unigine2x_150620.zip", respectively. CoherentUIPluginAndSample.zip CoherentUIPluginAndSample_2.x.zip Unigine_2.x_CoherentUI_2.x.zip CoherentGT_Alpha1.zip CoherentGT_Unigine2x_150620.zip CoherentUI2x_Unigine2x_150620.zip
  8. Is it possible to fetch external data using Actionscript in a .SWF and populate text fields using what is returned? I see from http://unigine.com/devlog/2011/02/28/86 that a subset of ActionScript is supported but I can't see how I would be able to get external data (JSON over HTTP). Or is there a better way of using flash as a dynamic template?
  9. Hello! We tried the capabilities of GUI system that comes with the engine. UI + RC is not popular https://developer.unigine.com/en/docs/1.0/code/gui/ Many people prefer WidgetSprites and write GUI layout in scripts. This means that it is necessary to appoint a programmer for a simple operation to deploy GUI elements. Have you any ideas how to improve this? WYSIWYG) For example, like this http://www.tasharen.com/?page_id=140 https://code.google.com/p/bitverse-unity-gui/
  10. [SOLVED] Howto convert GUI_ALIGN_*

    Hello together, I have a little problem: I would like to cast a string with "GUI_ALIGN_CENTER" to the defined Ungine -> https://developer.unigine.com/en/docs/1.0/scripting/library/gui/class.gui#GUI_ALIGN_CENTER Is this possible? int("GUI_ALIGN_CENTER") or call("GUI_ALIGN_CENTER") isn't working. Also it would be cool if "GUI_ALIGN_CENTER | GUI_ALIGN_OVERLAP" would work aswell. I could write a select-case for this but maybe theres a better solution? Thanks for the feedback Greetings Lars
  11. Hi. Who has tried to use the Gui::setSkin(string path) to change the look of the interface? Please tell me how to use it. Thanks in advance.
  12. Hi, I have a Unigine::Widgets::Window with a virtual monitor that it's displaying the same image as main viewport. I already done using a WidgetSpriteViewport and the engine.game player. I suspect I'm rendering the same image twice. I wonder if there is another way more efficent to do this. Something similar to image_00 sample but instead of calling engine.render.renderImage2D(), using the already rendered image created by main viewport. Thanks in advance, Iván.
  13. Sorry for the stupid question, please give me some advice. I need to simulate the situation of dropping items from inventory to the game environment. By what event can we define this action? thanks in advance
  14. Hello. WidgetLabel with a child element, not being translated. Tell me how to get around, you need a text style translation.rar
  15. Hi, In file scripts/common/dialogs.h there is a mistake in method load_config(): void load_config() { //if(engine.config.isExist(config_name) == 0) { /* This causes an error because it's true when "color_dialog_palette_default" doesn't exits and can't be read from config */ if(engine.config.isExist(config_name)) { dialog.setPaletteColors(engine.config.getString(config_name)); } } Regads.
  16. A bug with the order of events on the stack for GUI ... Gui gui = engine.getGui(); WidgetButton btn1 = new WidgetButton(gui, "Button 1"); btn1.setCallback( GUI_ENTER, "onEnter", 1 ); btn1.setCallback( GUI_LEAVE, "onLeave", 1 ); gui.addChild(btn1); WidgetButton btn2 = new WidgetButton(gui, "Button 2"); btn2.setCallback( GUI_ENTER, "onEnter", 2 ); btn2.setCallback( GUI_LEAVE, "onLeave", 2 ); gui.addChild(btn2); ... void onEnter( int id ) { log.message("onEnter( 'Button %d' )\n", id); } void onLeave( int id ) { log.message("onLeave( 'Button %d' )\n", id); } Please see the result in the attached picture. OrderEvent.rar
  17. And you can lock the scale of one of the sides of the window, or change the size to the maximum value? For example in a chat in horizontal window does not change size, but on the vertical of the possible.
  18. Can I add a child WidgetVBox to a parent Unigine::Widgets::VBox? Example: Gui gui = engine.getGui(); WidgetVBox childVB = new WidgetVBox(gui); Unigine::Widgets::VBox parentVB = new Unigine::Widgets::VBox(); parentVB.addChild(childVB); // Error: Machine::do_callucfv(): "WidgetVBox 02e4f920 internal (12:21:21)" is not a user class If so, how?
  19. I have a template interface elements (blank), I want to use it a few times <vbox name="canvas" export="1" /> <hbox name="blank" export="1"> <editline width="100"></editline> <button><text>OK</text></button> </hbox> WidgetVBox canvas; WidgetHBox blank; canvas.addChild( blank, GUI_ALIGN_EXPAND ); canvas.addChild( blank, GUI_ALIGN_EXPAND ); canvas.addChild( blank, GUI_ALIGN_EXPAND ); canvas.addChild( blank, GUI_ALIGN_EXPAND ); canvas.addChild( blank, GUI_ALIGN_EXPAND ); How to do it, tell me an option?
  20. [SOLVED] Change skin for widget

    Hi how to specify for a particular widget to use another gui(skin) in the code. For example, for WidgetHSlider or WidgetCheckBox. Another question: how to create custom widgets, such as in the attachment. I've done with the fake. Created a slider, made ​​him empty texture (problem here - all sliders use this texture :) ), and top "nailed" widgetSprite. I looked at the source oil rush, there is a solution with the newly created widget_sprited. But to use "as is" I could not get, too many attachments drags. Question to unigine: What about the implementation of these widgets in the engine? That would be very cool! Thanks!
  21. [SOLVED] InterfaceWindow

    Hey Unigine, I realy can't get the understanding of how to use the "InterfaceWindow", I understand that the InterfaceWindow can be put out in unigine and moved arround on the whole OS. I saw how it works in the "Interface-Demo" on your SDK, but thats it. I can't understand how I can get this to my own ".ui" files or to generated dynamic GUI code. I tried to search for the WidgetInterface.h to include it or something like this with no succeed. I also tried to understand the "interface.cpp" but also with no success how this is working together. So please would you be so kind and would prepare me a little demo with a .ui file and a dynamic code gui which i can drag arround on my OS? So I could include this into our game. Best regards & Thanks Lars
  22. Hi. How do I file a interfeys.ui the call callback to set more than one parameter? Example: // inventory.ui <button> <text>Buy</text> <callback type="clicked" string="abc" string="50">Game::buy</callback> </button> // game.h void buy (string name, string cost) { // } Thank.
  23. [SOLVED] 3D Windows in GUI

    Hey all, So I'd like to create a plugin that imitates behavior like that of the resource editor, whereby I have a series of tabs with 3D windows in them at Vector.zero. Not in my world, but an instanced 3d space whereby I can load and configure static mesh objects before they're loaded into the scene. Can a canvas widget object achieve this? Or will I end up using a PlayerSpectator in conjunction with controls?
  24. У нас есть 2 gui. 1 - flash, входной интерфейс, из которого мы загружаем мир. 2 - ui-based интерфейс, который находится в загружаемом мире. При запуске мира отдельно - второй интерфейс работает нормально. При запуске мира из под flash - интерфейса, второе меню не отображается. запускаем при помощи Engine.worldCall("engine.console.run", "world_load mamison_main_v2"). Что мы сделали неправильно? We have 2 gui. 1 - flash, intro- interface from which we load the world. 2 - ui-based interface, which is located in the load world. When we run the world standalone - the second interface is working properly. When we run the world from a flash -interface, the second menu is don't displayed. (run by Engine.worldCall ("engine.console.run", "world_load mamison_main_v2").) What did we wrong? class Window_help { Window_help instance; // current instance UserInterface ui; // user interface WidgetHBox hbox; // window hbox WidgetSprite but_quit; Window_help(string temp_name) { instance = this; ui = engine.gui.addUserInterface(engine.getGui(),"mamison/scripts/gui/window_help.ui"); Gui gui = engine.getGui(); gui.addChild(hbox,GUI_ALIGN_OVERLAP); hbox.setPosition(200,200); } void enter_quit() { but_quit.setTexCoord(vec4(0.0f,0.25f,1.0f,0.5f)); } void clicked_quit() { but_quit.setTexCoord(vec4(0.0f,0.5f,1.0f,0.75f)); log.message("bye-bye\n"); gui_h.removeChild(hbox); } void leave_quit() { but_quit.setTexCoord(vec4(0.0f,0.0f,1.0f,0.25f)); } void callback_redirector(string func,Window_help window) { window.call(func); } };
  25. Hi all, Recently viewing Ogre3D news I saw its new add-on, it's Noesis GUI, a very interesting GUI system based on XAML. It's close to its first public release. Looks like actually it only renders using DirectX 9, but it's designed to be multiplatform, and they have almost finished Unity3D integration. One of the main advantages I see is to be able to design user interfaces with applications like Microsoft Expression Blend as a GUI Editor. I know that Unigine Team has put a lot of effort in its own Gui system and Flash, but maybe you can find interesting to, some day, integrate Noesis GUI in Unigine. What are your opinions?
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