Jump to content

Search the Community

Showing results for tags 'objectgui'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feeback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • Showcase
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...

Found 9 results

  1. Multiple visible ObjectGui click not received

    Hi, when multiple ObjectGui Objects are visible in my viewport the click event will not be executed anymore or very sporadic when I click on a widget which has a callback function. When only one ObjectGui is visible it works fine. Is this a bug or did I miss something. Thank you for your help. Sebastian
  2. Hello: I create a GUIobject and a GUI with the same ui file. As the figure, GUI works fine. But in ObjectGUI, the content moves with scrollbar. However it goes outside the boundary. How to fix this? Thanks in advance. ---------------------------- Unigine 2.7.2 VS2015 C++ --------------------------- ObjectGuiPtr GUIobject = ObjectGui::create(24.0, 12.0); GUIobject->setScreenSize(520, 260); GUIobject->setBillboard(1); GUIobject->setWorldTransform(rotateX(90.0)); GUIobject->setWorldPosition(pos + Vec3(0.0, 0.0, 12.0)); GUIobject->release(); ui = UserInterface::create(GUIobject->getGui(), ui_path); window = WidgetWindow::cast(ui->getWidget(ui->findWidget("window"))); window->arrange(); GUIobject->getGui()->addChild(window->getWidget(), Gui::ALIGN_TOP); Here is part of ui file. <tab> <text>D</text> <scrollbox name="scrollbox" export="0" space="8" align="expand" border="1" henabled="1" venabled ="1"> <vbox export="0" space="8"> <label name="label_specification"><text rich="1"> <table color="#888888" space="4"><center> <tr> <td>Firstname</td> <td>Lastname</td> <td>Age</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> <tr> <td>Jill</td> <td>Smith</td> <td>50</td> </tr> <tr> <td>Eve</td> <td>Jackson</td> <td>94</td> </tr> </center></table> </text></label> </vbox> </scrollbox> </tab>
  3. ObjectGUI and VR

    Hi, In our project we have to support HTC VIVE. In the scene, there is some tactile panels, first thought was to use ObjectGui, but I have the doubt if ObjectGui can be interacted whith HTC VIVE devices, At the moment I don't have access to these glasses. I want to ask you if anyone have done some test about ObjectGui interaction with HTC VIVE device. Thanks.
  4. Text squeeze

    While working with text using the combination of "ObjectGui" and "WidgetLabel", came across a requirement of squeezing the text if it crosses the "ObjectGui" bounds. Need to know how can the same be achieved using C++ APIs. Thank you.
  5. Hi, I'm trying to implement ObjectGui + WidgetSpriteVideo in C++, following the example in gui_00. So far, nothing shows up. Here's my initialization code: objectGui = ObjectGui::create(20.0f, 15.0f); objectGui->setTransform(Mat4(translate(0.0f, 0.0f, 8.0f) * rotateY(90.0f) * rotateZ(90.0f))); objectGui->setMaterial(lookupId.c_str(), "*"); objectGui->setProperty("surface_base", "*"); objectGui->setMaterialState("mode", 1, 0); GuiPtr gui = objectGui->getGui(); sprite_video = WidgetSpriteVideo::create(gui, "resources/data/sanctuary.ogv"); gui->addChild(sprite_video->getWidget(), Gui::ALIGN_EXPAND); sprite_video->setVideoTime(0.0f); sprite_vide->play(); If I replace my gui pointer with the regular GUI, then it works as expected and I can see the video playing, but it takes up the whole screen. //replace this one line and it works on the whole screen gui GuiPtr gui = Gui::get(); //objectGui->getGui(); So it's like I can't see the ObjectGui I created. Even though I know my camera is at the origin when I start up, and it should be putting that ObjectGui around the origin too. I have flown around, trying different camera angles just in case the ObjectGui was back-facing. It doesn't show up from any angle. Suggestions? Thanks
  6. Hello. I have two ObjectGui on the scene. Both of them have WidgetSprite with callbacks: GUI_ENTER, GUI_LEAVE, GUI_PRESSED and GUI_RELEASED. So the problem: callbacks are firing when they should not. Sometimes when i click on one sprite, i see click on both sprites. Sometimes i just click somewhere in the world and one of sprites become clicked too. It is clearly seen in attached simple demo. I expect sprites to work like independent buttons with 3 states (normal, mouse over, pressed). sprite_callbacks.rar
  7. Hi, I don't know if it's a bug or it's something must be configured in system script, anyway I would appreciate any help to solve this. If you execute gui_07 sample with MOUSE_SOFT defined, the user interface can't gain the focus by left mouse button event. I think is more intuitive, whe left mouse button is pressed over an object gui, pass the focus to user interface instead of priorize the mouse control as it does when MOUSE_SOFT is not defined. Thanks. Edit: I've modified the system.h script to ignore left mouse button in the first frame to give the GUI system a chance to receive the event, in the next frames, if the button is still pressed, the mouse controls events are processed. This is the modified file: system.h
  8. 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
  9. With latest Unigine version (2013-03-26) Reproduction Steps Open sample gui_06. Select an ObjectGui and try to move it using the handler. In my case, it doesn't move the object but the player. I have made the same test with UnigineSDK 2012-12-29 and it works perfectly. Regards, Iván.
  • Create New...