I want to take an image from my project and add it to the "About MyApp" window.
This seemed as simple as adding the image to the credits.rtf file; once I dragged and dropped the image from the project to the credits.rtf file, it inserted the image into the file and I put it where I wanted it, but as soon as I ran the application, there was just a space where I had put the image.
Is there any way to show an image in the About MyApp menu (other than the application icon) without creating a custom NSView and changing the target of the About NSMenuItem?
I created a new Xcode project, selected it's 'Credits.rtf' file and pasted in an image, built and ran it and the image auto-magicly showed up in my "About…" dialog.
Note: it changed the file extension to '.rtfd' and I got the following dialog (sheet):
Related
In my xcode 11.5, I am not able to see Launch Image Source from path Target->General->App icons and Launch Images-> Launch image source
I have referred following link but it does not help me.
Link
I have added below 2 lines of code into my info.plist file to provide larger screen support.
<key>UILaunchStoryboardName</key>
<string>LaunchScreen</string>
I have multiple targets in my application. So, each target has different splash screen. How can I achieve it?
You can create multiple Launch Screen Target.storyboards and you can add respective Launch Screen storyboard to respective target under File Inspector. Also you can create multiple Assets.xcassets for each target under different folder and add images specific
to each target. And add Assets.xcassets to respective target under File Inspector.
Hello I made a spritesheet in photoshop. The process to make the spritesheet was fairly easy. The issue is when importing to Unity I get a white background and I don't know how to remove the white background from my spreadsheet in unity. I have taken the following steps to resolve this issue
First unchecked the background in photoshop.
Second I tried to remove background from each individual image in photoshop.
But no luck can someone help.
You can select the asset and change its type to Sprites, instead of Default (in the Inspector); if you've already done that, how about trying .png files?
In one of the updates to Unity of last year, they removed the option to use the image transparancy as alpha when using .psd files. The option was a checkbox in the import setting of the image, which is no longer shown.
You can however use an import preset with a preset that still has this option set.
What you can do is:
Create a preset when in the texture-importer panel. How to make a preset? What is the texture-import panel?
Open the file which was created (e.g. myimporter.preset). You could use a file explorer in your project and search for the name
Then set these values to 1:
propertyPath: m_PSDRemoveMatte
propertyPath: m_PSDShowRemoveMatteOption
Apply this preset to all your psd files inside unity.
Now, importing a .psd file should work fine with transparancies.
Note: Unity's intent was for users to import .png files when dealing with transparancies. But I found it annoying to manually re-import all my .png files when i made changes to the .psd file.
Please, help me and tell me what am I missing.
My goal is to display simple PDF file (stored locally for example) in the WebView control. Can I bind path of the file to the Source property of the WebView? Or what is the correct way to show PDF in UWP?
P.S. and if the only option is to do like here - how must I add pdf.js to my project??
My goal is to display simple PDF file (stored locally for example) in the WebView control.
If you want to display pdf in WebView control, then the methods in Display a Local PDF File in a WebView is most like the only way to solve your problem.
You can follow the steps in the xamarin official document, and here are some additional tips we need to pay attention to:
After downloading pdfjs, for UWP app, you need to copy the entire folder into the Assets folder, make sure that the folder is named "pdfjs", otherwise you will need to modify the code to change the path.
Your .pdf file should be stored into the Content folder under the Assets folder, it means you will need to create a new folder named "Content" under Assets and copy your .pdf file into this folder. Otherwise, you will also need to modify the code to change the path.
After copying your .pdf file into the "Content" folder, don't forget to change the Build Action of this file to Content like this:
Or what is the correct way to show PDF in UWP?
In uwp app, you can use Image to show PDF file, you can refer to the official PDF document sample. But I don't know if PDF can be displayed as Image in Android and IOS apps, since you're developing a cross-platform project, I think it's better to use the built-in method to solve such problem.
If a demo for xamarin UWP is needed, you can leave a comment, I will upload my demo later.
I have a "Resources/en.lproj/Localized.strings" file, with some key/value pairs in the format:
"key"="value";
I select this file and in File Inspector in the Utilities Pane I choose to add a new localization (es) pressing the '+' button in the Localization tab.
This action should create a new file "Resources/es.lproj/Localized.strings", but instead the original "Resources/en.lproj/Localized.strings" now displays a small triangle at the left ( as if it were a folder ) and holds inside two files Localized.strings (English) and Localized.strings (Spanish). No es.lproj directory created.
I have never read of this behavior even in references to this using XCode4.
What I'm missing?
Updated info:
I have checked the app bundle installed in my iPhone Simulator and the folders are created there, with the corresponding files.
I don't know if this is the default way but is confusing to me since reading the documentation this is not what I understand.
Your could try this : Quit XCode, relaunch your project. Remove all localizations from your project properties (keeping the files when asked), add them back, remove es localization on your file, then add it back.
I am making a custom file type, and I would like to have my application set the icon for the file without changing th icons of other files of the same type. Here is basically what I want users to go through to set the icon.
Open the application
Push a button (opens an NSOpenPanel)
Select an icon
Save the file
An alternative is to use my very simple, built in image editor. How can I accomplish this?
A good example is an image file. If you save an image from Photoshop, the file's icon is a miniature version of the image you saved. I want it to look and act just like that, if possible. Any ideas?
Edit: The file is supposed to save NSData. It is not actually an image file, but it includes the icon image.
Just use the setIcon:forFile:options: method of NSWorkspace, which will do exactly what you want.