playMaker

Author Topic: GUI.DragWindow  (Read 3221 times)

Fletch

  • Junior Playmaker
  • **
  • Posts: 66
    • SneakOnTheLot.com
GUI.DragWindow
« on: June 01, 2013, 01:23:47 AM »
Is there a way for playmaker to be able to drag a GUI window the way the GUI.DragWindow command works in code?

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: GUI.DragWindow
« Reply #1 on: June 03, 2013, 05:05:21 AM »
Hi,

 Unfortunatly, GUI Windows are not currently supported as far as I am aware.

bye,

 Jean
« Last Edit: June 07, 2013, 01:03:27 AM by jeanfabre »

Fletch

  • Junior Playmaker
  • **
  • Posts: 66
    • SneakOnTheLot.com
Re: GUI.DragWindow
« Reply #2 on: June 06, 2013, 05:27:36 PM »
Did you mean to say they are NOT currently supported?

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: GUI.DragWindow
« Reply #3 on: June 07, 2013, 01:03:55 AM »
d'oh... corrected

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: GUI.DragWindow
« Reply #4 on: January 06, 2014, 10:58:46 AM »
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: GUI.DragWindow
« Reply #5 on: January 07, 2014, 04:35:28 AM »
Hi,

 GUI Window is unlikely to become part of the supported GUI stuff, because of the way it's designed essentially.

 Typically tho, I created a while ago a very powerful XML based GUI description that works with PlayMaker. I never had a chance to finish it and publish it on the wiki, but it's extremely powerful has it provide a persistant way to define gui and enables powerful data and event binding ( all defined in the xml!! :) )

 If you are interested, I can send you what I have for you to have a look.

 Bye,

 Jean

Lane

  • Administrator
  • Hero Member
  • *****
  • Posts: 2511
  • Mender of the past
    • Cleverous
Re: GUI.DragWindow
« Reply #6 on: January 07, 2014, 07:27:02 AM »
I figured there must have been a good reason, but couldn't quite understand it from looking at gui code examples.

Yeah I'd like to check out the XML stuff if you could post or message it.

:)
Products by Cleverous
|| Vault Core : Database
|| Vault Inventory : Multiplayer Inventory
|| Vault Attributes : Character Stats
|| That Hurt! : Dmg Floaties
|| Quinn : 3D

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: GUI.DragWindow
« Reply #7 on: January 10, 2014, 08:04:50 AM »
Hi,
 
incredible, I haven't touched that project for two years, I update PlayMaker to the latest and it just worked! PlayMaker is n°1!!

 Ok, so this package is REALLY A WORK IN PROGRESS nonetheless, but it will allow you to do very advanced Unity GUI stuff that otherwise would not be possible:

-- persistent GUI
-- Data binding
-- Event binding

and so much more I actually forgot...

The scene if full of tests so it's ugly but be sure you check the xml definition to see what's there and available already.

I also started custom actions like "GuimlCreateLayoutButton" so this is your starting point if you want to create more actions that features Persistant GUI elements. "GuimlCreateLayoutButton" will create a button that will persists even if you leave the state! You'll have then to manually delete it.

I stopped working on this because it's such a beast and Unity kept telling us they would revamp their GUI system, but it seems they don't so maybe I should find time this year to finish it, and it still holds tremendous raw power for artists and developers to create rich GUI very easily.

 Bye,

 Jean