How do I customize cursor in MRTK? - unity3d

I'm struggling to find documentation on cursor customization in MRTK. Consider a plain simple scenario - I want custom cursor when I focus on certain object in the scene.

If you look into this official sample -- EyeTracking, the visual effects of the “cursor” when a user is looking at an object is simply switching the state of the background object (enable/disable). You may refer to the sample to customize the visual effects.

EyeTracking sample is not of much help, MRTK in fact does not provide available tools to customize cursor visuals. I see two options available:
Implement custom BaseCursor similarly to how e.g. AnimatedCursor is implemented and create your own context info class similarly to how CursorContextInfo is done. This is how MRTK modifies cursor when focusing on resize and scale handles.
Modify available pointer prefab, add your custom visuals into it and add a custom singleton script there. Use available focus on/off events on your content objects to modify cursor via singleton methods.

Related

How to make window centered in GTK4?

In GTK3 there was a property on the Gtk.Window class called window-position. By setting this property to Gtk.WindowPosition.CENTER it was possible to tell the window to render in the center of the screen.
In GTK4 this property has been removed. How to achieve the same behavior in GTK4, i.e. how to make the main window of my application to be rendered in the center of the screen?
I checked the migration guide but I couldn't find the solution.
There is no replacement API, since it can't possibly work cross-platform, so it is broken API by definition. As such, it was removed.
For example: this is impossible to implement when running on top of a Wayland session, since the protocol doesn't allow getting/setting global coordinates. If you still want to have something similar working, you'll have to call the specific platform API (for example, X11) for those platforms that you want to support.

Drag & drop in custom tree view [duplicate]

I have successfully populated a TreeView via creating a TreeDataProvider and customized the icons and its collapse-able property. Now I want to be able to drag and drop its ViewItem(s) onto a WebView. There are unfortunately no samples for drag and drop. Reading through the TreeView source, ViewItem(s) are created in HeightMap.OnInsertItems() via the TreeView.createViewItem(), from the derived class.
The public TreeView.onInsertItem() would appear to be a great extension point, extending TreeView and onInsertItem() and capturing its ViewItem parameter. This Unfortunately, the creation of the concrete class, ExtHostTreeView, that is ultimately created, is buried in layers of private methods (createExtHostTreeViewer()).
Strangely, the ViewItem has a setter for draggable. However, how would you ever get a reference to the ViewItem to set it? If there is a way to do this please point me at an example. If there is not, I would be glad to fork and implement it. Leaving the existing onInsertItem and perhaps add an array of handlers to be added to with an addOnInsertItemListener() method? Or perhaps use RxJS?
There are so many places this could be used. You could drag template fragments into documents or code, DSL rules into a expert system, configuration file values into parameters or right hand values (generating the code to retrieve the value). Thank you for any assistance.
It seems that drag and drop in custom views is currently not supported. There's a (fairly popular) feature request for it here:
Add drag and drop for contributed tree views (#32592)
As of version 1.66 (March 2022) there is a TreeDragAndDropController which can be used for some drag & drop actions.
In April 2022, their sample focuses on drag & drop within a tree view: https://github.com/microsoft/vscode-extension-samples/blob/main/tree-view-sample/src/testViewDragAndDrop.ts
It is also possible to use the text/url-list type as described in the documentation to allow for dragging files to the editor panel: https://github.com/microsoft/vscode/blob/dc2f5d8dd1790ac4fc6054e11b44e36884caa4be/src/vscode-dts/vscode.d.ts#L9843-L9859
It is not clear to me yet whether it is possible to drag arbitrary data to webviews or to use standard HTML5 drag & drop API in a webview to allow dragging data to a custom tree view.

Adding drag and drop support in a custom TreeView

I have successfully populated a TreeView via creating a TreeDataProvider and customized the icons and its collapse-able property. Now I want to be able to drag and drop its ViewItem(s) onto a WebView. There are unfortunately no samples for drag and drop. Reading through the TreeView source, ViewItem(s) are created in HeightMap.OnInsertItems() via the TreeView.createViewItem(), from the derived class.
The public TreeView.onInsertItem() would appear to be a great extension point, extending TreeView and onInsertItem() and capturing its ViewItem parameter. This Unfortunately, the creation of the concrete class, ExtHostTreeView, that is ultimately created, is buried in layers of private methods (createExtHostTreeViewer()).
Strangely, the ViewItem has a setter for draggable. However, how would you ever get a reference to the ViewItem to set it? If there is a way to do this please point me at an example. If there is not, I would be glad to fork and implement it. Leaving the existing onInsertItem and perhaps add an array of handlers to be added to with an addOnInsertItemListener() method? Or perhaps use RxJS?
There are so many places this could be used. You could drag template fragments into documents or code, DSL rules into a expert system, configuration file values into parameters or right hand values (generating the code to retrieve the value). Thank you for any assistance.
It seems that drag and drop in custom views is currently not supported. There's a (fairly popular) feature request for it here:
Add drag and drop for contributed tree views (#32592)
As of version 1.66 (March 2022) there is a TreeDragAndDropController which can be used for some drag & drop actions.
In April 2022, their sample focuses on drag & drop within a tree view: https://github.com/microsoft/vscode-extension-samples/blob/main/tree-view-sample/src/testViewDragAndDrop.ts
It is also possible to use the text/url-list type as described in the documentation to allow for dragging files to the editor panel: https://github.com/microsoft/vscode/blob/dc2f5d8dd1790ac4fc6054e11b44e36884caa4be/src/vscode-dts/vscode.d.ts#L9843-L9859
It is not clear to me yet whether it is possible to drag arbitrary data to webviews or to use standard HTML5 drag & drop API in a webview to allow dragging data to a custom tree view.

Filtering an object field in Unity Editor Extension

I'm looking to use Unity's ObjectField to have users search for objects of a particular type. I know the constructor allows for a typeOf(objectType), but that does not seem to allow for filtering on custom components.
Essentially, a previous editor script I have sets up objects, and places a unique custom script on each of the components, but I've been unsuccessful in utilizing the ObjectField to search for just those objects. If I change the typeOf in my object field to be my component, it is always empty, despite there being many prefabs with that script attached in my project.
Has anyone had any success with this? Using GameObject finds them, but this finds all game objects. Is there any way to restrict this? Or to keep it only looking at particular folders?
Adding a filter while the field itself stays as type Object is a bit tricky. Here's one way.
Use ShowObjectPicker
Try opening a custom ObjectPicker. To do so you'll have to hide the default object picker and call one with a set searchFilter. It is quite a bit of work.
Setting searchFilter
Use https://docs.unity3d.com/ScriptReference/EditorGUIUtility.ShowObjectPicker.html with a searchFilter that matches the component you add to every object you want to show up in an ObjectPicker. for example "t:objectType".
There's some good information on using ShowObjectPicker at https://answers.unity.com/questions/554012/how-do-i-use-editorguiutilityshowobjectpicker-c.html
Hide default object picker
Here's a post with a way to hide the default object picker Is there any way to hide the "Object picker" of an EditorGUILayout.ObjectField in Unity Isnpector?
Show picker
You'll need to create your own Editor GUI.Button to bring up the ShowObjectPicker with the custom searchFilter.
Assets searchFilter
As a sidenote, to do the same with file assets use a "l:labelName" fileFilter instead of "t:objectType". You can set the label with the Unity Editor UI as shown here:
or with "ref:relative/path/from/assets/to/material/material.mat"

GWT Editors for readonly and edit mode

GWT's Editor framework is really handy and it can not only be used for editing POJOs but also for read-only display.
However I am not entirely sure what the best practice is for doing inline edits.
Let's assume I have a PersonProxy and I have one Presenter-View pair for displaying and editing the PersonProxy. This Presenter-View should by default display the PersonProxy in read-only mode and if the user presses on a edit button it should allow the user to edit the PersonProxy object.
The solution I came up with was to create two Editors (PersonEditEditor and PersonDisplayEditor) that both added via UiBinder to the View. The PersonEditEditor contains
ValueBoxEditorDecorators and the PersonDisplayEditor contains normal Labels.
Initially I display the PersonDisplayEditor and hide PersonEditEditor.
In the View I create two RequestFactoryEditorDriver for each Editor and make it accessable from the Presenter via the View interface. I also define a setState() method in the View interface.
When the Presenter is displayed for the first time I call PersonDisplayDriver.display() and setState(DISPLAYING).
When the user clicks on the Edit button I call PersonEditDriver.edit() and setState(EDITING) from my Presenter.
setState(EDITING) will hide the PersonDisplayEditor and make the PersonEditEditor visible.
I am not sure if this is the best approach. If not what's the recommended approach for doing inline edits? What's the best way to do unit-testing on the Editors?
If you can afford developing 2 distinct views, then go with it, it gives you the most flexibility.
What we did in our app, where we couldn't afford the cost of developing and maintaining two views, was to bake the two states down into our editors, e.g. a custom component that can be either a label or a text box (in most cases, we simply set the text box to read-only and applied some styling to hide the box borders).
To detect which mode we're in, because we use RequestFactoryEditorDriver (like you do), we have our editors implement HasRequestContext: receiving a null value here means the driver's display() method was used, so we're in read-only mode. An alternative would be to use an EditorVisitor along with some HasReadOnly interface (which BTW is exactly what RequestFactoryEditorDriver does to pass the RequestContext down to HasRequestContext editors).
Yes,Presenter-View pair should be. But Here two ways to achieve this feature if you like to go with:
1) Integrate Edit/View code design in one ui.xml i.e.Edit code in EDitHorizonatlPanel and View code in ViewHorizontalPanel.The panel has different id. By using id, show/hide panel with display method. if getView().setState() ==Displaying then show ViewHorizontalPanel and if getView().setState()==Editing then show EditHorizontalPanel.
2) Instead of using labels, Use textboxes only. set Enable property is false when you need it in view mode otherwise true
You have created two Presenter/view but I think if Edit/View function has similar code so no need to rewrite similar code again and again for view purpose.
If a big project has so many Edit/View function and you will create such type of multiple View/Presenter than your project size become so huge unnecessary.
I think that whatever I have suggest that might be not good approach but a way should be find out which help to avoid code replication.