Unity3d - Multiple Selection Toggle Group UGUI - user-interface

I'm making a GUI for a program and I want the user to be able to pick from two of 7 choices. Is there a built in way to do this or do I need to do it from scratch myself? I read the documentation for Toggle and Toggle group and didn't see anything in there but I might be missing something either there or in another GUI element.
Edited to add: Unity3d 4.6.2

If you have not figured it out yet...
I have not tried this myself, but I imagine you could write a script for the toggles in place of using toggle group. I would try messing around with something along the lines of..
public void MyToggles()
{
if (ToggleOptions > 2)
{
//code to uncheck the last checked item
}
}
public void ToggleOptions()
{
//code here to group together your toggles
}
That's how I would approach this problem. As I said before I haven't needed this functionality so I cant say for certain how you would do that off the top of my head, but I hope that helps!

Related

why does win.focus() not bring the window to the front?

In code:
function focusOnMainWindow(): void {
win.focus();
}
In practice:
I want my electron application to appear above other programs. But only the yellow glow from him works! Why?
win.focus() isn't necessarily designed to bring the window to the front (see this github issue).
If you want the window to be brought to the front, you'll have to get more creative. The function I have in my app is fairly complex to handle all sorts of edge cases, but maybe something like this will get you started:
// maybe you want to handle this case, maybe not
if (win.isMinimized())
win.restore();
win.setAlwaysOnTop(true);
app.focus();
win.setAlwaysOnTop(false);
The idea is adapted from here. Note in their case, they're doing:
win.setAlwaysOnTop(true);
win.show();
win.setAlwaysOnTop(false);
app.focus();

Detect controller input in VRTK

I'm kind of new to this so sorry if I'm writing in the wrong place - let me know and I'll move / delete this comment.
I'm currently having issues detecting controller input while using VRTK.
For example, when I have a collision between two objects, I want to be able to detect what buttons are being pressed on the controllers but can't seem to work out how I can do this.
Also, I have implemented the Interact Use functionality but I'm struggling to work out how to make two buttons do different actions.
For example:
once I grab an object with the simple pointer I want one button to
bring the object closer and another to move it away, but I've only
managed to implement one or the other.
Any suggestions? I've looked everywhere in the docs, examples and Google and can't seem to find anything. Any help would be MUCH appreciated! Pulling my hair out here!
You could utilise the Grabbedmethod on the InteractableObject: https://vrtoolkit.readme.io/docs/vrtk_interactableobject#section-grabbed-1
Or you could use the ControllerGrabInteractableObject event on The InteractGrab script: https://vrtoolkit.readme.io/docs/vrtk_interactgrab#section-class-events
Or you could have an Update routine and check the grabbed status on the controller doing GetGrabbedObject() != null (which checks to see if the controller has an object grabbed if it's null then one isn't grabbed).
Then you can use the ControllerEvents button bools to do something on a button press. So a script with this in that sits on the controller script alias gameobject next to the interact grab script:
void Update() {
if (GetComponent<VRTK_InteractGrab>().GetGrabbedObject != null) {
var controllerEvents = GetComponent<VRTK_ControllerEvents>();
if (controllerEvents.IsButtonPressed(VRTK_ControllerEvents.ButtonAlias.Trigger_Press) {
//Do something on trigger press
}
if (controllerEvents.IsButtonPressed(VRTK_ControllerEvents.ButtonAlias.Grip_Press) {
//Do something on grip press
}
}
}

deal with Unity 5 UI in augmented reality app

I'm trying to make an augmented reality application with vuforia and unity.
whenever it recognize the image target, it must tell a story by showing text , and it should enable the user to press next and back to go on reading the different parts of this story, I'm totally new to unity and don't know how to handle with UI throughout scripting, I need some help on how to accomplish the part of "going forward and backward on showing the story by hitting Next and Back buttons", and all these parts of story should be related to the same image target in the same scene.
I appreciate it if you help me with an example code.
You should create some script that attach on trackable object, maybe something like this.
public class DataBook {
string[] dataBook;
string idText;
bool isActive;
}
Then you must create another script to set that trackable object is active or not, this link can help you to get that.
https://developer.vuforia.com/forum/faq/unity-how-do-i-get-list-active-trackables
Then after you get the active trackable object, you can set the dialog from the book by create another controller script for button, example
public void Next() {
DataBook[] books = FindObjectsOfType<DataBook>(); // if the object more than one, it will be more easy if it only the one
foreach (var book in books)
{
if (book.isActive) {
book.idText += 1;
textUI.text = book.dataBook[idText]; //textUI assign to object text on canvas
}
}
}
you can learn about unity UI Button on this :
https://unity3d.com/learn/tutorials/modules/beginner/ui/ui-button
Good luck

wxWidgets event focus textcontrol

I have another wxWidgets question regarding events and focus.
I have already looked at the tutorials and this old question here but I am still running into problems C++ Event (Focus) Handling
Basically I have a dialog with two wxTextCtrl elements and a Button.
What I would like to achieve is, that when I click on button it needs to tell me which of the two elements previously had the focus.
In the constructor of my Dialog I created all the elements and then connected them to the eventhandler like this: Ttop->Connect(TOP,wxEVT_KILL_FOCUS,(wxObjectEventFunction)&UI_ADDENTRY::hasfocus);
Tbottom->Connect(BOTTOM,wxEVT_KILL_FOCUS,(wxObjectEventFunction)&UI_ADDENTRY::hasfocus);
then there is the eventhandler that safes the id into focus
void UI_ADDENTRY::hasfocus(wxFocusEvent& event){
focus= event.GetId();
event.Skip();}
however when i try to access focus in the Button function it always tells me: 0 instead of TOP or BOTTOM / the ids that I gave the textcontrols
void UI_ADDENTRY::OnRecord(wxCommandEvent &event){
wxString tmp;
tmp << this->focus;
wxMessageBox(tmp);}
What am I doing wrong? is there another way of finding out which of the two textbox has been in focus last?
Thank you
The most fool proof way is to catch EVT_SET_FOCUS in your text controls and remember the last one that received it. This is not more difficult than what you are doing but should work without problems.
FWIW EVT_KILL_FOCUS can't, unfortunately, be consistently implemented on all platforms, in particular GTK+ doesn't give any information about the window focus is being lost to.
In think u mean event.GetWindow().GetId(). Though I'm not sure how ur casting from int to string.

GTK: How to make labels as buttons (sort of list)

In GTK+ I would like to have a vertical list of labels, that a user can scroll. A user can click on any label and it will go to it's own callback function.
Right now I'm using a vertical area of buttons, but I really do not like having buttons. To give a good example, what I am trying to achieve would be considered very similar to a ListView in Android:
Is it possible to achieve this? I have tried replacing my buttons with labels but the signals stopped working (which would make sense). The GtkList is depecrated, and I am not sure what I am supposed to use instead?
I think you can use GtkTreeView with GtkListStore ( GtkTreeSelection for selection in GtkTreeView ). For scrolling of course you will make use of GtkScrolledWindow. Using GtkTreeView can be a little intimidating for a beginner but there are quite a few tutorial available online like this one. Also, if you can install gtk-demo application (part of gtk2.0-examples package on Ubuntu) which demonstrates using Gtk widgets along with code, it will be quite helpful for you.
Hope this helps!
What you could do as well (if you really want to use labels) is to just put each of them into a GTKEventBox, and then set the event mask to receive mouse clicks.
EDIT:
Example:
GtkWidget* gtk_clickable_label_new(const gchar *str)
{
GtkWidget *eventbox, *label;
label = gtk_label_new(str);
gtk_widget_show(label);
eventbox = gtk_event_box_new();
gtk_widget_add_events(eventbox, GDK_BUTTON_PRESS_MASK);
gtk_container_add(GTK_CONTAINER(eventbox), label);
return eventbox;
}
Have you tried putting your labels in a GtkVBox in a GtkScrolledWindow?
I think what you want is a bunch of GtkButtons that have no hieght/depth.
To do this use gtk_button_set_relief and choose the GTKReliefStyle of GTK_RELIEF_NONE.
That's how I put buttons in GtkTreeViewColumn headers, it looks nice.
Try it!

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