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  1. [SOLVED] GUI - Padding

    Hello Unigine, like I requested in an older task, I just want to get this feature up again, its really hard to implement a "functionality" GUI without a "padding" function (http://www.w3schools.com/css/css_padding.asp). Could you please think anew about implementing this feature? Thanks Lars
  2. [SOLVED] Chat - GUI?

    Hello Unigine-Team, i'm implementing at the moment a chat system in our project. Sadly there are no right "Widgets" to use aswell as functionality to post/render a chat-system. In attachment you'll find a screenshot. Problems: 1. Scrollbar: If I got an edittext and put a scrollbox arround it, and say scrollbox is 500 width and edittext 475, the edittext is growing bigger, Why ever. and fits then into a scrollbox. When the "Scrollbox" is activated now, the v and h sliders are getting INTO the frame and not OUTER the frame, which is not useable aswell, cause this triggers automaticly scrollbars. 2. I cant use a GUI element to insert text, that will be right rendered with "HTML" with fonts etc, which would fit in the right width and do an linebreak if needed. Like DIV'S in html. 3. If I take a Label, I cant "copy" the chatted text. 4. I cant check how long the text "would" be after posting, so I can say "after 70 chars split" but if I use "iiiiiii" this is much smaller as a d. 4.1. Please don't say now "attach an label to another widget, arrange it and then check" Summary: Please add following functionality to the WidgetText: - Automatic line break when text width is bigger then widget width. - Make text selectable through the user so he can copy&past it. - Too it would be very usefully to create link-able text. Example: [some Item] -> Tiggers an action that display the item in another widget. Best regards Lars
  3. Problem Strange system behavior when an objectgui widget is clicked. It causes wrong intersection operations and player control failure. Reproduction steps It's not automatic but easy to reproduce (just repeat steps 3-4 until it happens): Place attached zip content in data/samples folder. Execute guiproblem world Click on any of the labels (an engine message is shown "s:label 1" or "s:label 2") Click over the box and the label callback is invoked again. Once this happens, you can click the background and the callback will be invoked again. In addition you wouldn't be able to control player. Thanks in advance. teacherview.zip
  4. Привет! Может кто создавал подобное. Я хочу в интерфейсе (загруженный через *.ui файл) создавать динамические GUI элементы. Пример: Есть диалоговое окно, на котором будет вопрос WidgetLabel, а ниже несколько вариантов ответов (WidgetButton или WidgetSprite) варианты с WidgetListBox и WidgetMenuBox не надо. Спасибо! ===================== translation from google ===================== Hello! Who can create similar. I want to interface (loaded via *. Ui file) to create dynamic GUI elements. Example: There is a dialog box that will question WidgetLabel, but below are a few answers (WidgetButton or WidgetSprite) options with WidgetListBox and WidgetMenuBox not. Thanks!
  5. Below is the code for repro: Gui gui; WidgetSprite sprite; Image img1; int init() { gui = engine.getGui(); sprite = new WidgetSprite( gui ); gui.addChild( sprite ); img1 = new Image( "sprite_00.png" ); sprite.setImage( img1 ); sprite.setImage( img1 ); // IMPORTANT: This line is no mistake. return 1; } int shutdown() { return 1; } int update() { return 1; } Start the app in DirectX 9 mode ( not sure about others ) and then change the resolution using Unigine system menu. Notice sprite's color change.
  6. Hi all, given the following ui file: <?xml version="1.0" encoding="utf-8"?> <ui version="1.0"> <vbox name="PlayModeUI::panel" export="1"> <sprite name="PlayModeUI::base_gauge" export="1" pos_x="72" pos_y="0" color="#ffffff" texture="navantia3d/gui/play_gauge_base.png" align="overlap,background,fixed"/> <icon pos_x="0" pos_y="55" texture="navantia3d/gui/play_shutdown_console.png" align="overlap"/> <icon pos_x="216" pos_y="13" texture="navantia3d/gui/play_field_1.png" align="overlap,background,fixed"/> <icon pos_x="216" pos_y="56" texture="navantia3d/gui/play_field_2.png" align="overlap,background,fixed"/> <icon pos_x="216" pos_y="97" texture="navantia3d/gui/play_field_3.png" align="overlap,background,fixed"/> <icon pos_x="216" pos_y="138" texture="navantia3d/gui/play_field_4.png" align="overlap,background,fixed"/> <hbox name="PlayModeUI::heading_panel" export="1" pos_x="255" pos_y="22" background="1"> <!-- if align="overlap" content isn't shown--> <sprite name="PlayModeUI::s80_top_mini" export="1" texture="navantia3d/gui/play_s80_top_mini.png" align="left"/> <label name="PlayModeUI::heading_value" export="1" align="center"> <text face="ae3d/fonts/tungab.ttf" size="14">-000</text> </label> <label name="PlayModeUI::heading_units" export="1" align="right"> <text face="ae3d/fonts/tungab.ttf" size="12">º</text> </label> </hbox> </vbox> </ui> and the the code to load it: /* */ void init(){ // Get the default GUI used by the engine. Gui gui = engine.getGui(); // Load all widgets from user interface file. ui = engine.gui.addUserInterface(gui,"navantia3d/gui/play.ui"); // Add the menu window to be rendered in the default GUI. Only root widgets // should be added (their children will automatically become visible). gui.addChild(panel,GUI_ALIGN_TOP | GUI_ALIGN_LEFT | GUI_ALIGN_OVERLAP); panel.arrange(); } If align="overlap" attribute is set to PlayModeUI::heading_panel:the result is: If I remove the attribute, thae panl shows its content (but in the wrong place obviously) Using UnigineScript I get the same result. Best regards, Iván.
  7. [SOLVED] GUI - GetWidth / GetHeight

    Hello guys, i attached an example with my problem, in a shutnell: I'm creating an dynamlicy gui, without using an ".ui" file, so all is done in code behind, now i want to add a sprite, and at this point i hit the actual problem. My sprite should overlay the WidgetTabBox, in this we create the dynamic widgetelements, so after i run through my initialize method, the WidgetTabBox.getHeight and .getWidth are "0". So i cant set my width and height to my spritelement. The only thing which i can do, to set in the "update" function the setWidth and setHeight action for my sprite (but thats not nice to handle...). So i / we would need an event-trigger which creates the gui, or can set a function after the trigger was runned, or an function where i can overgive my Container and this function would count together which "height" and which "size" the element have. I hope u understand. The demo should explain the problem easier. Greetings Lars ui_layout.zip
  8. [SOLVED] Space to other elements

    Hello all, i'm working on a settingsscreen but have some "problems", my problem: I got a label, under this i got a WidgetSlider, but now i want to have a space between my label and my WidgetSlider, but as i looked between the functions i just found "SpaceY", the problem is here, that i space to the _TOP_ and the _BOT_ but i just want to space to the _BOT_ because else I detroy my layout. Are there any points to do? PS: I don't want to use the "setScreen X Y" Methode, because i want to do it as easy as possible... Hope you can help me, maybe it could be a new feature too =) Best regards lars
  9. Scalable GUI

    I spend a lot of time programming Android applications and found automatic GUI scaling very useful - there are lots of different screen resolutions and DPIs, so you'll never have to use fixed-size widgets. I was very surprised that in Unigine there is no way to automatically re-scale GUI. Even more, most widgets fail to correctly respond to setWidth/setHeight methods - sometimes those are just ignore and sometimes (i.e. for icons) only widget frame is changed while inner picture remains fixed. Is there a way of scaling GUI and/or widgets depending on screen resolution without inventing the wheel with custom controls based on WidgetSprite?
  10. Show icon in tabs

    Hi all, It would be nice to optionally define a texture path when a new tab is added to the WidgetTabBox as icon on the left side of the tab (as web browsers like chrome does) The UnigineScript code will look like: //WidgetTabBox void addTab(string title,string texture) string getTabTexture(int tab) void setTabTexture(int tab,string texture) Thanks. Note: Even better, add a flag to represent the close tab icon on the right side as shown in the screenshot. void closeTabIconEnabled(int enabled)
  11. Gui screen position

    hi, I want to know if it's possible to have the screen position of an widget. I try getPosition but if i don't set before the position i 0x0 I try with the parent of parent of parent position but doesn't work two. An example : WidgetHBox hbox; WidgetVBox vbox; WidgetSprite sprite; WidgetButton button; WidgetButton button2; /* */ int init() { Gui gui = engine.getGui(); hbox = new WidgetHBox(gui); vbox = new WidgetVBox(gui); sprite = new WidgetSprite(gui,""); sprite.setWidth(200); sprite.setHeight(200); button = new WidgetButton(gui,"B1"); button2 = new WidgetButton(gui,"B2"); gui.addChild(hbox,GUI_ALIGN_CENTER); hbox.addChild(sprite,GUI_ALIGN_BACKGROUND); hbox.addChild(vbox,GUI_ALIGN_OVERLAP); vbox.addChild(button,GUI_ALIGN_OVERLAP|GUI_ALIGN_LEFT); vbox.addChild(button2,GUI_ALIGN_OVERLAP|GUI_ALIGN_RIGHT); return 1; } /* */ int shutdown() { log.message("SHUTDOWN\n"); return 1; } /* */ int update() { counter++; if (counter == 1){ hbox.arrange(); log.message("hbox : %d x %d\n",hbox.getPositionX(),hbox.getPositionY()); log.message("sprite : %d x %d\n",sprite.getPositionX(),sprite.getPositionY()); log.message("vbox : %d x %d\n",vbox.getPositionX(),vbox.getPositionY()); log.message("Button : %d x %d\n",button.getPositionX(),button.getPositionY()); log.message("Button2 : %d x %d\n",button2.getPositionX(),button2.getPositionY()); } return 1; } if someone have an idea.
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