05 – Glue Plugins and MVVM

Introduction The WPF framework can be used with the MVVM (https://en.wikipedia.org/wiki/Model–view–viewmodel) pattern. Glue provides a useful ViewModel class which can be used as the base class for view models in plugins. This tutorial will show you how to use the MVVM pattern to display data. Creating a ViewModel Developers familiar with MVVM can implement view models according[…]

04 – Adding UI to Glue

Introduction Glue plugins can add custom UI to Glue which are hosted in tabs. Tabs can be always visible or in response to events (such as when a file is selected). This tutorial will show how to create a tab that displays information about the selected file. Defining a Control First we will create a[…]

01 – Introduction to Glue Plugins

Introduction The Glue plugin system is a powerful system which allows custom code to be used to control Glue behavior. Plugins can be used to perform almost any type of custom behavior in Glue. Examples of what can be done with plugins include: Adding new tabs with Custom UI. This UI can include text boxes,[…]

Using Farseer in a Glue Project

Introduction This walkthrough shows how to add Farseer to a simple Glue project. We will create a diagonal stack of blocks which will fall and collide against a static surface. This tutorial uses the FlatRedBall desktop engine, which means it uses proper XNA (as opposed to MonoGame). MonoGame projects must use the MonoGame version of[…]

Glue:Reference:Factory:EntitySpawned

Introduction The EntitySpawned delegate allows custom code to react to an entity instance being created. For example a game may want to add an Entity to a custom list when spawned. Code Example The following code assigns a custom EntitySpawned delegate which adds any created ball instance to the CustomBallList: