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Topics - malo88

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NGUI 3 Support / GUI looses focus if another appears behind it
« on: February 22, 2018, 05:13:36 AM »
Hi, I have a problem with how NGUI manages the hovering of the buttons right now. I'm developing a console title, so I need the hovering and focus on buttons for a dialogue or a gui which needs interaction. I'll explain the problem with an example occurring frequently: a dialogue appears in front of everything, cause it's a dialogue message that needs main focus over every else gui active at the moment, and it takes the focus on the OK button (which have a keynavigation component with startselected true). Now, under this dialogue, another window appears because the game is still running behind the dialogue. This window has an interactive gui, with buttons with keynavigations, and immediately takes away the focus from the main dialogue, even if its layer is lower! So, is there a way to say like: this gui gets activated but has a layer on the panel lower than the current active one and so I'll maintain the focus on the current one? Of course I can implement something myself but it feels weird that a gui framework does not take this into account...

Hi, I don't understand what I'm doing wrong but apparently UIKeyNavigation is not working correctly. Every time I'm using the controller (xbox pad or whatever) and a dialog pops up, the button OK in that dialog has no focus and the user is stuck on that dialog. Basically the dialog Ok button has an UIKeyNavigation with StartsSelected set to true and the Explicit flag. I tried also to put it with Explicit and set also all the left,right,down,up so that no one is null, but still it has no focus. (NOTE: everything is set by Inspector, not by code). I'm setting it to explicit because under the dialog there are the others gui components which become not selectable with a darkener panel over them but you could navigate on them because they are still active in the gui, so if I don't set Explicit the user will be able to navigate on them when the dialog is up.
Thanks for the help guys!

NGUI 3 Support / Widget depth inherit from the children
« on: July 11, 2017, 09:08:59 AM »
Hi, I have this situation at the moment: a UISprite which must hide some widgets behind it, so it's like when you can click on a widget it goes in front of the Sprite and if it is not clickable it goes behind. The widgets and this sprite are under the same panel, so what I'm trying to do is: when a widget should be visible (clickable) I take the depth of the sprite, which for instance is 100, and put the widget depth to 101. When a widget must be hidden, i decrease its depth so that is behind the sprite. The problem is that the widgets contain child elements, like labels and other sprites, and changing the depth of the widget does not change the depth of the children, which remains hidden under the panel! Now, since I wanted to avoid taking all the components of the children of a widget and modify their depth every time (a bit expensive and error prone), is there a way to make the depth of the widget parent inherit from the children? NOTE also that in my situation I cannot afford having multiple panels (since one panel is one draw call and I have really a lot of widgets here).
Many thanks

Hello, I did a quick search on the forum but I didn't see an answer for my question so pardon me if it was already asked.
In our game we support the Xbox (One and 360) pad. It seems that the two triggers buttons (RT and LT) are not recognised by NGUI at all. What I mean is that, for example, when I press any other button and I am on a Mouse scheme, it changes to Controller scheme accordingly. Unfortunately it doesn't if I press the triggers. I checked in UICamera.cs in method ProcessOthers() where it does a for loop checking for all the pressed buttons and when I press the triggers it doesn't receive any input.
So, am I missing something? Is there a way to map those buttons to NGUI so that it changes the scheme as it does with the other buttons?

NGUI 3 Support / UILabel bouncing when text updated
« on: May 15, 2017, 04:18:58 AM »
I have a problem when updating the text of UILabels. I currently have 10 labels placed sequentially one after another (anchored right to each other) horizontally. The "Overflow" value is set to "Resize Freely" and that is the source of the problem, since that when is deactivated everything works. The problem is that when the text of the labels gets updated, the result is a sort of unwanted bouncing (or shaking, if you want) animation. It seems that the rectangle of the label containing the text is continuously resizing for a bit, and that causes this bad visual effect. Any solution for this, please?

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