Expression Blend: Why do I not have options for Transitions and Easing? - expression-blend

I am using Expression Blend 4 with .Net 3.5
In the image below, there are options for Transition Effects and the ability to choose Easing effects for your transitions:
My Blend interface does not have these on my WPF application:
However, if I create a new application (such as a WPF Sketchflow app) these options appear just as they do in the first photo.
What determines whether or not these options appear, and how can I get them into my WPF application?

I think you need the WPF toolkit to even get this far with .NET 3.5. (WPF 3.5 lacks the VisualStateManager; the toolkit adds this missing piece.) As to why it doesn't show up, it's because it's not supported in WPF 3.5:
In V3, we added four primary enhancements in this area. The first was
EasingFunctions, which are critical to making property animations have
the right feel. We’ve got all the classics—quadratics, cubics, bounce,
elastic, etc. Plus, you can write your own EasingFunction in C# or VB
and apply it to any animation you wish. This is all supported in
Silverlight 3 and WPF 4.
When you create a new WPF Sketchflow app, it's almost certainly targeting .NET 4.0.

Related

What GUI framework or libs are used in Unreal Engine 4 Feature Demo?

Unreal Engine 4 GUI like this:
https://pcper.com/2012/06/e3-12-unreal-engine-4-what-you-and-we-missed-at-gdc/
Unreal Engine 3 use wxwidgets,but in UE4 it looks like .NET Framework WPF. The GUI in UE4 is fantastic.
P.S. Microsoft Expression Studio 4 has the same style.
it is not wxwidgets and wpf.
it is a new gui framework which is developed by unreal engine 4 team and it named "Slate UI Framework".
this framework used for editor and game twice, so it is a cross platform framework and use hardware accerlation, like unity3D editor.
if you use some software for example Fraps, it will tell you the full screen is one frame buffer.
The Unreal Engine 3, at least later builds of it are slowly replacing wxWidgets with WPF which you can tell by looking at some of the .NET .dll files and also by the look of the Content Browser, color picker etcetera.
It would make sense for the Unreal Engine 4 to continue that trend.
The UE4 Editor utilizes the Slate UI Framework for its widgets.
They can be inspected via the Widget Reflector tool, which allows selecting a widget currently present on the editor screen and then finding and inspecting, among other aspects, its source code, like so:
In UE4, go to Window > Developer Tools > Widget Reflector
In the Widget Reflector window, click Pick Hit-Testable Widgets or Pick Painted Widget
Move the mouse over any widget on the editor window and press ESC to stop
Notice that the widget and its corresponding CPP file will be highlighted in the Widget Reflector
On a default installation of UE4, the base folder containing Slate UI widgets should be:
C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Slate\
For instance, the implementation of the SBox widget can be found at:
C:\Program Files\Epic Games\UE_4.26\Engine\Source\Runtime\Slate\Private\Widgets\Layout\SBox.cpp
Aside from being utilized to build the UE4 Editor itself, the Slate UI Framework can also be utilized in games/content created with it.
This document provides an overview of the framework by its creator.

Should we choose XAML for UI desing in WP7 games?

I am quite new to WP7 although have done lot of 2D games before(for BREW/J2ME).
But since in Windows phone we have the flexibility to create User Interface using XAML(through visual studio designer tools by drag/drop).
Is that really recommended or practical? I am asking because even the sample codes (provided here) doesn't have any XAML.
It really depends on your comfortably. Windows Phone 7 application can be made using the following
Silverlight for WP7 (Use this if your game is not very graphically intense)
XNA for WP7 (use this if you want to create a REAL game)
Silverlight and XNA for WP7 (use this if you would rather have all your menus using the easabilty of XAML, but still have all the gaming features XNA has)
The Microsoft provided GamestateManagementExample (http://create.msdn.com/en-US/education/catalog/sample/game_state_management) provides an easy to use alternative to baking some Silverlight into your XNA game. You can customise various options and add/remove screens really simply. You can make it look much more proffesional than using some "sprite" buttons.

Planning Windows Phone 7 application

What are the steps for in planing and developing a Windows Phone 7 application?
First design interface and write code
Expression blend and then VS 2010
First design layout in Photoshop then expression blend and then VS 2010
Write code first in VS 2010 (to achieve main goal) then design interface
What is the correct method?
I typically use a tool like Balsamiq to mock up my UI design
Once I am happy with the UI design, I design and code the entities to support my app
Once the entities are designed, I create ViewModel objects (I use MVVM).
With the ViewModel done, I create the UI for WP7.
Iterate through 1 to 4.
Once I am happy, I then use Blend to prettify the UI (add animations, states, etc).

Creating a Custom Silverlight Designer in WPF

I need to create a designer for Silverlight in WPF and I’m thinking of a few options
Use a WebBrowser control,
display the content there and
communicate Silverlight using the
JavaScript Bridge. Not sure if this
will be enough for the scenarios I
need to support (see below). This is what KaXaml is doing. SilverlightSpy uses a a more sophisticated WebBrowser control, but I'm not sure how they communicate with Silverlight.
Communicate using Sockets
between the Host and Silverlight.
Host the Silverlight runtime (not in
a browser), but directly using
AgCore.dll. Similar to what sllauncher does for OOB. I imagine
this is what Blend/VS are doing.
Do whatever Blend or VS are doing
which.
I obviously don’t want to go as far as VS and Blend, but I need to support drag and drop of some controls as well as grouping, changing the layout, moving controls in the design surface and obviously updating the Xaml as a result of this actions.
Any ideas, recommendations or pointers on the best way to create a Silverlight Designer in WPF?
SharpDevelop 4 has a WPF based editor for WPF and Silverlight -> http://www.icsharpcode.net/opensource/sd/

XNA and GUI controls (eg. xaml and xna)

Is there a way to get textboxes, labels and other wpf controls in xna that supports margins, etc that flexes for window size?
You might give CeGui a shot.
If your game needs advanced GUI capabilities, CeGui# might just hit the nail on the head for you. Marketese aside, this is a seriously good GUI library with Buttons, ListBoxes, Scrollbars, ProgressBars, Sliders, ComboBoxes and more.
To access the Xna version you'll need to check out the latest copy from the project's SVN and load up CeGui-XNA.sln.
There are other options listed in this thread, but I have no idea how well any of the others work (and it probably isn't a comprehensive list anymore).
The official GUI systems FAQ thread in the XNA Forum:
What GUI systems are there for the XNA framework?
CEGUI# is powerful, but it doesn't support the Xbox 360 (eg. its design doesn't include responding to game pad input) - a major overhaul would be required to refit it to be usable with something else than mouse and keyboard.
Not exactly what you're looking for, but here is an example of getting winforms GUI elements mixed in with XNA 3d content:
http://creators.xna.com/en-US/sample/winforms_series1
Check out SQUID: http://www.ionstar.org/
It's a really clean, fast, and engine independent UI system. I've worked with it extensively and really enjoy using it. The download includes sample code for XNA 3.1, Truevision3D, and SlimDX.
It is possible to embed an XNA game in a WPF form (google: XNA in WPF) if you target only Windows system. You will then have access to all the controls available in XPF for your 2D GUI.
If you also target Xbox 360 or Zune; you must make your own GUI library :(

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