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  1. 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.
  2. [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?
  3. 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?
  4. 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); } };
  5. 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!
  6. 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.
  7. 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.
  8. [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
  9. [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
  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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