Version 0.3.9.7 had been released. It has two major improvements:
Added guide describing how to perform the complete restyling of the UI: https://github.com/rds1983/Myra/wiki/Loading-Custom-UI-Stylesheet
Corresponding sample(CustomUIStylesheetSample) had been added to the distribution. It uses default UI stylesheet from the famous LibGDX framework. The new sample’s screenshot is attached to this post.
New version 0.4.0.0 is ready.
Added SpinButton, HorizontalProgressBar and VerticalProgressBar widgets. Their usage is demonstrated at GridSample and CustomUIStylesheetSample.
Also added ImageButton widget. Which is just a simplified version of the Button widget(which can have both image and text).
As the UI part seems pretty complete functionality-wise I’ve started to add completely new feature to Myra: 3d engine. The end goal of that project is to make it simplistic, easy to use and sufficient for indie low-poly games.
To make the work simplier, I’ve added MultiCompileEffect feature. It allows to specify values for #defines of Effect at the run-time. It is done by compiling possible variants(which are specified by special JSON file) and packaging it into the one content resource. More detailed documentation for that feature is here: https://github.com/rds1983/Myra/wiki/MultiCompileEffect
With MultiCompileEffect I’ve done first two shaders: DefaultEffect and TerrainEffect. Which are demonstrated on the new samples: Primitives3DSample(screenshot is attached) and TerrainSample. You can move there using WASD keys. Pressing right button and moving the mouse will make the camera rotate.
Would not it be better to place the 3D engine in its own library/dll ?
If I use Myra for my UI, I don’t need Myra’s 3D engine alongside mine, even if I don’t use it.
ps: did you make your own OOBB ? From my memories, MG uses AABB.
Some minor changes to the UI: Tree widget could be navigated with Up/Down keys. And Return key could be used to expand/collapse nodes. ScrollPane widget could be vertically scrolled using the mouse wheel. Both changes had been implemented to make the UI Editor more convinient to use. It can be turned off by setting CanFocus of either Tree or ScrollPane to false.
Switched to MonoGame 3.6. Though it should work with 3.5 as well.
Myra 0.4.5.76 had been released.
The major change is Myra got it’s own system of the asset management. It is fundamentally different from MonoGame Content Pipeline. The difference is Myra’s asset management doesnt have any sort of pipeline, but loads raw assets. I’ve wrapped up some docs on it: https://github.com/rds1983/Myra/wiki/Asset-Management
Though it is far from being complete.
The new system could be used to load custom UI stylesheet using just one line of code:
var stylesheet = _assetManager.Load<Stylesheet>("uiskin.json");
Only two days passed since the last announcement. And now there’s new version. The major change is that Myra moved on top of MonoGame.Extended.
FNA version of Myra had been dropped.
Please keep your software tool going. So far it is the only one I have found that works “right out of the box”. It is something all Monogame developers need since so few of the UIs developed so far have proven to be useful.
I tried EmptyKeys and you would think that the developer would offer some basic documentation on how to use his software but I couldn’t find any. The assumption is that you can go through the source-code examples but in the latest version, the sample component I needed doesn’t work…
Thanks for the kind words, Steve.
Yeah, I was surprised when found out that there were almost no MonoGame UI frameworks focused on ease of integration.
Probably when a developer wants to make his library easily integratable, he thinks that he’ll have to make a version for every MonoGame backend. And so he rejects that idea. It seems that it is widely unknown that one can develop a single library for all versions of MonoGame at once using MonoGame bait-and-switch PCL(personally I figured that out analyzing how MonoGame.Extended was made).
Thank you for such a quick response on the Monogame forums.
I have been very slowly been developing a strategic war game with Monogame, though I have been away from it for a few months due to other work. It took me a while to get one of the most difficult aspects done, which was the implementation of a tiled hexagonal map (If anyone wants to know I accomplished this, let me know and I will provide you with the source code.). Now that I am back on this project, I needed a UI to provide me with information in real time. This is why I was so excited to see your new software presented on the Monogame forums.
Just a question…
I just finished setting up a test for your “Hello World” sample. Everything compiled cleanly but when the application gets to the following line of code in the “LoadContent” event, “_font = DefaultAssets.Font;”, it threw the following error…
An unhandled exception of type ‘System.MissingMethodException’ occurred in Myra.dll
I noticed that the “default.fnt” file was not in the installed directory where the Myra assemblies are, However, could this issue be because because you updated your binaries very recently?
It is quite old.
I’d recommend getting the top one here: https://github.com/rds1983/Myra/releases
Which is 0.4.6.82
After installing it, you would need to reference MonoGame.Extended.dll(which is also part of distribution) as well as Myra.dll.