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Dave

Member Since 22 Mar 2004
Offline Last Active Jun 17 2013 08:27 AM
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Topics I've Started

C# Custom Popup for DropDown.

11 December 2012 - 07:56 AM

Afternoon,

I've googled and googled and found no solid answers on how to do this.

I basically want to provide a my own drop down selector control for the DropDown control. Failing that being possible i'll happily write my own usercontrol for this, that however led me on a complicated path for how to do your own popup functionality at all in .net with C#. The use-case is a dropdown that allows you to select an image from a pallette of images rather than just a list of file/image names. I also want to be able to filter the contents of the dropdown listview/image pallette differently to the standard way that the C# DropDown does it.

I have found the .net Popup class, it works but you're unable to assign a UserControl to the child field and so i won't be able to popup my more complicated palette view.

I have also seen solutions where a ToolStripDropDown was used, but that didn't allow me filter the contents of the view by typing in the textbox above it.

The solution i have at the moment is to fake it with a separate form but i get all sorts of issues to do with managing when it should be shown and hidden based on the focus states of the control that spawned it etc. Also, if i spawn it and then move the main application window it then ofcourse gets left behind.


Has anyone here managed this?

Thanks,

IMGUI

28 November 2012 - 05:35 PM

I post here because the forums at Molly Rocket seem more dead than tank tops.

I'm looking into this for a second time and i really can't decide whether:

a) Everything i want to do with it is possible.
b) It's actually any more simple than a well written RMGUI.


To those of you here that have written a decent IMGUI, or have atleast attempted one, i'd like to know how you:

a) Implemented modal dialogs.
b) Implemented draggable windows.
c) How did you identify a control between frames? I don't think the user passing an ID in to each Do*() method is an acceptable solution.
d) Do you have a designer for it or is it all hand coded? In most cases not having a designer is not acceptable.
e) Did you notice any performance issues when doing multiple passes over the UI code. It has been suggested that to solve the modal problem you need to do an examination pass before the input pass in order to detect ahead of time that something is modal.
f) Did you find any performance issues with alot of widgets?
g) How did you persist state between frames?

It also appears that the Unity 3D Editor is written entirely in an IMGUI and it's certainly pretty complex and this is encouraging however im not sure i believe it to be true yet as running fraps gives a framerate only for the game window. Not sure why the rest of the Unity Editor ui doesnt have a framerate if it is indeed immediate.

IMGUI or RMGUI guys, i don't see the answer yet, what's your take?

Quick Unity and Blender Question

23 November 2012 - 05:59 PM

Does anybody know what tech their editor GUIs are using? Google results seem to indicate that both are IMGUI solutions, however given how complex they are i'm wondering if this is actually the case. Does anyone know if this is true?

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