Fluent Design Menus in Hololens - unity3d

I'm currently designing a Hololens application and I'm pretty new to everything. The menu right now seems a little "old-school" for my taste. I'd like to create a user-friendly menu that could be pinned in place or move around as the user wishes.
I've been checking out fluent designs and found the DesignLab toolkit (https://unitylist.com/p/19/MR-Design-Labs-Unity) but its from 2017. Is there anything new I could use to make my menus?

You can use the ButtonHolographic from the HoloToolkit Example. These are flat designed uwp buttons. Take a look at the example scenes from the holotoolkit-example.

Check out the PressableButton.prefab in MRTK. This aligns pretty exactly with the system style and fluent design. There's documentation here:
https://microsoft.github.io/MixedRealityToolkit-Unity/Documentation/README_Button.html
It's relatively easy to use the same materials and shaders to create a background panel for text or other things that aren't buttons.
Keep an eye out for how the shader reacts when MRTK's simulated hand approaches it. There's a lot of cool reactive fluent elements there.

Related

How to implement Material Speed Dial on Flutter?

Is there any native Flutter library for achieving Material Design Speed Dial?
I found only this FAB documentation, but it doesn't say anything about creating a menu out of it, though Material Design FAB documentation says at the top that FAB is supported in Flutter (it doesn't say how much it supports. Only that it supports, which would lead me to understand that it supports everything in the page).
Should I instead develop mine or look for third party libraries?
Nevermind. I'm creating my own Speed Dial. For now, it is part of a very simple project, but once I test it more and add animations, I'll share a final link.
It still don't have animations, because I'm using Visibility for showing or hiding the buttons, and it was tested only in Scaffold's FAB, placed on bottom right of screen, so no link for now, sorry. Less than an alpha right now (and I still need to study how one shares an API for adding to dependency).
I hope I'll be able to create a simple and light enough implementation. Easy to use and easy to understand if anybody wishes to take a look into the code later on. I've seen some implementations, but they are very complex and create (in my view) unnecessary extra widgets.
Some implementations I found:
https://flutterawesome.com/flutter-plugin-to-implement-a-material-design-speed-dial/
https://flutterawesome.com/flutter-floating-action-button-with-speed-dial/

How to embed an SDL_Surface into GTK+

I am writing a game using SDL, but would like to use GTK+ for controls. I therefore need to embed an SDL_Surface into GTK+. How should I do this?
Edit
The game would be a tile-based transport simulator (like OpenTTD), but instead of using SDL to display the game UI (screenshot), I would use GTK+.
(I find OpenTTD's SDL-based GUI quite clumsy because it doesn't integrate with the OS and therefore doesn't support things like copy-paste, control with the arrow and tab keys, etc.)
Not knowing much about what you're currently trying to do I suspect that SDL and GTK+ may be overlapping quite a bit, so I'm not sure how useful would it be to use both at the same time.
When writing a game the purpose of any toolkit is usually to simply talk to the windowing system and to manage inputs as all the drawing is done using GL.
If you also plan to use GTK+ for controls I'd recommend to just use GTK+ and not mix the two.
With GTK+ the best way to use GL is to use the GtkGLArea widget which gives you a canvas where to draw using standard GL calls.
If instead you don't plan to use GL but you just want to draw in software, the right widget for that purpose would be GtkDrawingArea.
By joining the #gnome-games IRC channel on the irc.gnome.org server you may find people more knownledgeable that can guide you better than me. :)

PyQt: Drag'n'Drop based Scrabble UI

I've written a simple Scrabble game with a simple Bot and Human part which can interact using consolebased I/O. Although there is already a Qt based overview of the current situation in the game: A simple custom QWidget which simply paints everything. No interaction or anything fancy yet.
(source: b52 at reaktor42.de)
My problem is that I would like to remove the consolebased interaction and switch to a new Drag'n'Drop based approach, but I'm not that familiar with PyQt and GUI development in general.
Therefor my question is, what would be a good way to go? Creating custom Layouts for Board and Rack and custom Letter Widget which would be dragable?
Thanks in advance
Oli
That looks pretty good! If you need to actually move things around on the screen using the mouse, I think the Graphics View Framework would be a better way to go than widgets.

iPad SDK for 2D graphics and gui elements?

Im looking for some sort of SDK or library on top of iOS, which might help me produce iPad/IPHONE games.
The sort of functionality Im looking for is..
GUI elements, skinnable buttons, lists, dialog boxes etc
Any routines to help with tile based games
Functions to paint and move sprites
Any vector libs to help with rotation, skew etc
Im confident I could write all this from scratch, but Im guessing theres some libraries already out there. Im not afraid of getting my hands dirty in code, so please dont slate me for asking for prebuilt stuff :)
Thanks
The defacto answer is cocos2d. Open source, MIT licensed, sprite library (including tiling map support baked in).
As for UI - Cocos has some helper utilities for dealing with UI elements, however its not very hard to skin UIKit (though the more customization you do the more drawing code you end up with).
most of the bits are already available in UIKit, but http://www.cocos2d-iphone.org/ is a framework worth looking at for game dev.
Two notes about cocos-2d:
- cocos has its own implementation of UI control called MenuItem. It can be used to easily emulate the behaviors of Buttons. There is also a simple layout algorithm to dispose this items in columns, rows, grids. There are also other controls that allow you to display text on the screen (labels). No text editors though, AFAIK.
- cocos can be easily integrated with the rest of UIKit, so it is simple to show standard "message boxes", some UIKit elements on top or behind it. I was able to use the cocos view as the child view of a UIImagePicker, for example.

visio stencil for Handdrawing web Mockup

Can any one suggest me a hand drawn/sketch formatted Visio stencil? i.e. One that looks like a hand drawn sketch. I have seen some Web UI wire frame done using some hand drawn tool which looks very much impressive when we can present the UI sketch to the Client rather than real hand drawn sketch.
It's will be really helpful if someone can suggest a tool rather than suggesting pencil and paper is the tool which I am using right now.
Thanks
You have pretty complete list here:
http://c2.com/cgi/wiki?GuiPrototypingTools
Try GUUUI Web Prototyping Tools. It contains stencils for sketch and minimalist shapes.