GLUe Framework
Free add-on to a standard rendering system of Unity3d, intended for writing user interfaces (UI) under Unity3d. Official page
The purpose
Accelerating the speed of interfaces and minimization of their development time . Facilitating the development of Unity3d programmers, passed with traditional development tools (such as WinForms, Delphi Forms). Generalization and universalization of the spot systems of developing complex user interfaces under Unity3D;
Object-oriented model of Windows and controls.
In many aspects reminds the widespread classes WinForms, so it will be easy to master those who are familiar with them;
Standard controls for the input:
GLULabel - counterpart of the Label from the WinForms;
GLUTextEdit - similar to the TextBox of WinForms;
GLUScrollView - counterpart TScrollView from Delphi Forms;
GLUListBox - counterpart of the ListBox from WinForms;
GLUButton - counterpart Button from WinForms;
GLUComboBox - counterpart of the ComboBox from WinForms;
GLUCalendarCombo - counterpart of the DateTimePicker control of WinForms;
GLUScrollBar - counterpart of the ScrollBar from WinForms;
GLUCheckBox - counterpart of the CheckBox from WinForms;
GLUPopupMenu - counterpart of the ContextMenuStrip from WinForms;
GLUMessageDialog - counterpart of the MessageBox from WinForms;
GLUFileBrowserDialog - dialogue for opening and saving files.
Electronic documents: Support of styles, colors and font attributes;
Supporting paragraphs with different alignment (including justify filling);
Supporting of tables;
Embedded document controls;
Support of HTML format (in development).
Caching graphics.
All interface elements are stored in memory in the form of 3D objects (meshes), which is updated only when you change the properties. Objects with the same materials are grouped to reduce Draw Calls;
Modal windows.
Classical modal windows, blocking the input focus on all the other Windows in the system, while apparently at least one of the modal window; XML support.
Any form can be saved in an XML document and read from there. Storage of metadata (images) in XML; The clarity of the text drawing.
High clarity of the display text. Same as in the native GUI Unity3D; Interface elements can be projected to any texture, without loss of interactivity (In development); Fast and easy installation and setup.
Just “hook” script GLUEngine the Camera in the scene, and setup few materials. Easy scaling forms.
Is achieved by setting the “scale” property of the form.
Wow, its look very cool. If we get this type of support in unity3d then we can make lots of applicaiton like .net or xcode and big thing is its crossplatform.
2Unity Coder: Yes, as far as i know (i’ve tested graphics and controls logic at Mac, IOS Emulator, Android Emulator and some Android devices).
Everything works fast, but there can be some bugs, because it is just started project.
@etiainen : I also tested it on android device its work perfectly, i found only one problem is that soft key board not coming automatically when we move to editable text box. I want to know one thing is that can we apply all things in our project very easily?
is HTML/HTML5 supports is in progress? Can font will support all languages?
Superscript and subscript should be also there.
If there are few more components like .net is there (e.g. Data Grid, picture box and Tree view) is huge advantage for end user.
Touch events for mobile device like panning and zooming.
Most import thing is end user can create any of the widget very easily.
I recently started testing GLUe on mobile devices to build a list of refinements, which have to be implemented for mobile devices. I’d be happy, if anyone help me.
Yes, soft key board did not appear because it is not implemented yet. It will be implemented soon.
I am not familiar with moile devices, so i cannot decide - what wold be better:
1)Write my own skinned and customizable keyoard control which automatically pops up, when you focus TextEdit;
2)Use the built-in
HTML is currently in development, it will be relesed in Pro version.
Yes, that will be implemented in Free version soon.
Saying “end user”, you mean “end programmer” ?
If under term “widget” you mean “Control” or “Visual component” - yes, there are base classes, which you can
inherit in WinForms or Delphi Forms manner.
Even more - each end-user component like TextEdit or ComoBox is not sealed,
so you can inherit directly from it. I planning tutor on writing custom controls.
No, text edits are made by low-level graphics methods - just polygons, textures, meshes.
They are calculated each time you’ve changed the text, not each frame.
What about decorated text support. Is it possible to have formatted text control (like HTML label) on a form?
How is the font import organized? Do you have your own tool for import, or use external?
There are two components, which supports formatted text:
GLUDecoratedLabel (Capable of displaying text with colour, alignment, text style, text size attributes)
GLUDocumentView (Full-scale electron document with tables, paragraph and embedded controls support. HTML IO coming soon)
For now, there my own is run-time script, which takes font, array of sizes and creates a set of textures and XML file, containing UV rects for each letter.
I planning support of raster-vector scaling fonts (which greatly reduces memory usage).
Yes, this feature is anounced. Technically, you can set Render texture as render target for several forms an put it to any surface in EZ-GUI manner even now.
What left to do is to write input coordinates translation code (it will be implemented in Pro version soon alongside with visual editor and HTML documents support).