Open TheKeyblader opened 3 years ago
Nice work! If you want to see how this integration was done using Urho.NET, here is the GIT repo:
In his Samples, he has multiple-windows, all draggable, AND the ability to Render Urho Game window inside of it all (as though Avalonia is hosting Urho). It's very much like what you've done here, but more advanced. Also, I have made some fixes to it myself.
We are looking for good excuse to switch to Stride3D, so might join you here, and help finish this Stridalonia plugin.
In the end, I'm aiming for the situation where we have Avalonia as the Modding Toolset, with a Game rendered in center big panel (similar to Stride editor) -- and then inside of the Game Window, have more Avalonia Windows.
Thanks a lot for your interest.
My library or Bridge is aiming to do Stride hosting Avalonia because Today to develop a game you need an editor.
So I think it will be easier to develop a UI if can see it inside the game editor Today this objective is not possible because of some bug of the editor (basically Avalonia can't find native libs)
To do the invert (Avalonia hosting Stride). Stride needs to have a good workflow for code only projects. That was not the case when I started this project, but I know @xen2 has done some development.
I will more explain the implementation and decision of Stridelonia on #6
Thanks for your response here. I'll be watching for your next response on #6.
This issue is to discuss how to define an additional window in stride. Actually, we can only define the main view in Avalonia App that will be always displayed in Stride I thought of several possibilities
Stride side
EntityComponent
An EntityComponent with parameters:
API
Creating a Window object using Avalonia Api can be enough in a custom ScriptComponent but we will have no preview in game studio
Avalonia side
I think Avalonia API will be enough But we can add an extension method to help set 3D position and rotation.
feel free to any suggestion