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EmptyKeys and Xenko 1.9
Last Post 04 Dec 2016 11:23 PM by Filip Dušek. 6 Replies.
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AvengerDrUser is Offline
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28 Nov 2016 12:47 PM
    Hi,
    I have just updated my project to Xenko 1.9. It looks like the EmptyKeys library is crashing in the "FontLoad" method due to something related to ContentManager (I think it changed name in the latest version). Is there an update planned? Thanks!
    Filip DušekUser is Offline
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    28 Nov 2016 01:49 PM
    Hi, Yes, I got update ready. Testing it at this moment. I will update Xenko NuGet in few mins.
    Filip DušekUser is Offline
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    28 Nov 2016 02:54 PM
    Done, let me know if you have any problem
    AvengerDrUser is Offline
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    02 Dec 2016 10:16 AM
    Hi, many thanks. It seems to work okay!

    I have a question for you: I have noticed that neither StreamGeometry nor GeometryGroup objects are supported. That is unfortunately very problematic as all my icons and several other assets I have are drawn using vector art in Illustrator or Blend. Previously I was using a UI library I wrote using Direct2D, but I decided to switch to yours as all my time was going towards maintaining it instead of the game. I was wondering if you had any short to medium term plans to support Path Data Syntax.

    While it would be very useful to my particular situation, I think it would be a great feature to include in your UI library. It would open the door to a lot of possibilities. If you want, I can share with you the way I implemented it in Direct2D. I basically wrote a parser which interpreted Path Data syntax and various wrappers for the native Direct2D objects (in C#).
    Filip DušekUser is Offline
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    02 Dec 2016 06:44 PM
    Yes it would and I still have that in my backlog on Trello. It's all about merging shapes, that's what I don't have implemented. Tho I could skip that part and implement just simple way.

    Did you implement merging of vertex buffers for GeometryGroup/StreamGeometry?
    AvengerDrUser is Offline
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    02 Dec 2016 07:51 PM
    No, it was just a wrapper around the Direct2D commands. Basically I wrote code that let me interpret the actual Data string you would use in a XAML Path object. I had XML files representing icons and other assets as Path objects. Then my code would read the path syntax and calculate a list of commands to use when creating a GeometrySink object.

    From what I understand of the way you implemented your UI library I guess the Direct2D wrapper strategy will not be useful for you (unless you want to go that route, if so let me know as I have some more recent Xenko-proof code). But the parser might be.

    This class here: https://github.com/AvengerDr/Odyssey/blob/4af8b8ead35d911f07a7eb3ef6aac86e3448909b/Source/Odyssey.Renderer2D/UserInterface/Style/VectorArtParser.cs
    will create a list of "VectorCommands" based on the path syntax.
    This https://github.com/AvengerDr/Odyssey/blob/master/Source/Odyssey.Renderer2D/Graphics/Drawing/FigureParser.cs
    executes the commands by calling the related methods in the GeometrySink.

    If that code can be useful, you are free to use it if you want.
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    04 Dec 2016 11:23 PM
    Thanks, could be useful.
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