I see that there is no CPACK_xxx variable for changing the wizard image(s) in NSIS (like CPACK_PACKAGE_ICON).
So I copied the NSIS.template.in and modified it. I could do something like:
!define MUI_WELCOMEFINISHPAGE_BITMAP "C:\work\project\img\wizardInstall.bmp"
!define MUI_UNWELCOMEFINISHPAGE_BITMAP "C:\work\project\img\wizardUninstall.bmp"
and it will work. However, the source code goes in a repository where many developers colaborate, and it's not really good idea to keep absolute paths there.
I tried to find some way to get my source path, and somehow create the image path from that one, but to no avail.
So, if someone knows how can i set the wizard images in NSIS, or pass the source dir (and create the path from it) to my template file, please let me know.
Since you are already customizing the NSIS.template.in file, and it is a template presumably configured with the CONFIGURE_FILE() command, why not put the following in to your NSIS.template.in:
!define MUI_WELCOMEFINISHPAGE_BITMAP "#MY_CPACK_MUI_WELCOMEFINISHPAGE_BITMAP#"
!define MUI_UNWELCOMEFINISHPAGE_BITMAP "#MY_CPACK_MUI_UNWELCOMEFINISHPAGE_BITMAP#"
Then, in your CMakeLists.txt file where you set your other CPACK variables, add something like:
SET(MY_CPACK_MUI_WELCOMEFINISHPAGE_BITMAP
"${CMAKE_SOURCE_DIR)/path/to/wizardInstall.bmp")
SET(MY_CPACK_MUI_UNWELCOMEFINISHPAGE_BITMAP
"${CMAKE_SOURCE_DIR)/path/to/wizardUninstall.bmp")
You do not need to compile whole NSIS to use/change these images.
They are present on every machine which has NSIS installed in ${NSISDIR}\Contrib\Graphics\Wizard\win.bmp
Use !define MUI_WELCOMEFINISHPAGE_BITMAP bmp_file in your .nsi script to change them.
Related
I'm working in jupyter notebook on Windows with matplotlib basemaps and I want to use geotiler with the basemaps. I'm writing a program and as part of it, it will generate a map and plot data points on it. However, the maps that my code generates often are over a small part of the world and have no defining features. My solution was to import the geotiler library and display it over the map with an alpha so the maps generated would be identifiable. However, when I use the geotiler.Map() function, I get a message saying that the configuration file does not exist.
The code and the error message
How do I locate the .config folder on Windows, if it exists, and where should I create it if it doesn't? I already tried my user folder but that didn't seem to work. Thanks in advance.
Figured it out.
The read_config() method in the source code tries to get the HOME environment variable, which for Windows is blank, and appends the path for the config to that. Importing os and manually setting the HOME variable to wherever you placed your .config folder seems to do the trick. You can do this with os.environ['HOME'] = 'C:\Users\YourName'.
Live templates -> edit variable.
I can specify groovy file in variable settings: groovyScript("C:/test.groovy")
Where is "home" directory to store my script? i Want something like that:
groovyScript("test.groovy")
For easy export config to another PC.
groovyScript's argument can be either the script text itself or a filename. In the latter case the filename is relative to idea or idea/bin directory. It's probably better to use absolute paths.
In recent IDEA builds you can share live templates by copying them to clipboard (Ctrl+C, see https://youtrack.jetbrains.com/issue/IDEA-141077)
I've a project that has a subproject (an XPC worker). Here I need to import one header from the main(parent) project. How do I do this?
I tried by setting(Sub project's) Header Search Path, User Header Search Path with values like $(SRCROOT) & $(SRCROOT)/../Interface.h. Also tried by changing the settings Recursive and Non-Recursive.
The way to solve these issues is to look at the actual compiler line when building the target to see what folders are being specified in the -I options and work from there. You need to go to the Build Log, find a file being compiled and then expand the command using the dropdown button thing on the right of the line.
The structure for all projects is fairly unique, so it's almost impossible to provide a one-size-fits-all fix for this.
I tried to change the name of my xcode project, (which uses the cocos2d framework), but for some reason my main files folder (the one that contains all the .h and .mm files) wouldn't change the name. so then i manually clicked under "MyProj TARGETS -> Build Settings" and manually changed the fields:
Info.plist File
Header Search Paths
User Header Search Paths
Prefix Header
to be using "MyProj/" instead of "PrevName/" (the previous name i had named the project) but now i'm getting these two strange warnings:
Warning: Multiple build commands for output file /Users/me/Library/Developer/Xcode/DerivedData/MyProj-fzlkaghtvjzkgkenbpejhzwvxsft/Build/Products/Debug-iphonesimulator/MyProj.app/CMakeLists.txt
Warning: The Copy Bundle Resources build phase contains this target's Info.plist file 'MyProj/Resources/Info.plist'.
you'll see that this is also mentioned under: http://www.cocos2d-iphone.org/forum/topic/33245 but no one has answered this part
and i tried to look under Xcode warning: "Multiple build commands for output file" to see under "Build Phases -> Copy Bundle Resource"... and indeed, there were 2 CMakeLists.txt files. one is:
MyProj/libs/Box2D
and the other is:
MyProj/libs/kazmath/src
which one do i need? or do i need both, since i think xcode used to be compiling with both??
i should mention that my project seems to be running okay right now if i leave the warnings in. but i don't like warnings that i don't understand, and i know that i could just swap my source/assets to a new project to get rid of the warning, but i'd like to know for future reference how to properly rename everything in a xcode project.
Thanks
Oh wow... I had no idea the traffic on stackoverflow is so low these days...(or at least for xcode & iOS dev) sighs
Anyways, I think I figured out a fix.
I read apple developer guilde for the second Warning
For the first Warning, I looked at another file that I had created, and I compared my project's settings to the other project's settings. (such a simple solution, duh, why didn't I think of this >_<) and it turns out, under Copy Bundle Resources, you're only supposed to have:
Your .png files and other resources used in code (but NOT your plist file, for the very reason given in the link above)
iTunesArtwork
ChangeLog
Actually, i'm not sure if you even need #2 or #3. I'll give an upvote to whoever experiments with it. So.... the solution is to simply remove all those other CMakeLists and cmakes and all that junk, including plist :)
I am having serious trouble opening, actually finding, any kind of Video Files with IntelliJ.
The files are in a folder called "data" in my Project Directory. In the Project Structure Settings I made sure the Folder is recognized as Source. Then I even declared my *.mov & *.mp4 files as new Filetypes.
But still when I am trying to load the video like:
mov = new GSMovie(p, "camel.mov"); or even
mov = new GSMovie(p, "data/camel.mov");
It doesn't find it.
I also tried different libarays.
and keep getting:
File camel.mov does not exist. Please check location.
Actually I just found out that it is looking in the IDEA app binary itself.
The JMC-Video for Processing:
Media unavailable: file:/Applications/IntelliJ%20IDEA%2010%20CE.app/bin/data/look321.mp4
It works if I copy my files now there, but this can't be right.
It feels like I am doing something fundamentaly wrong, but I just can't see it.
thanx, for any help.
You should add *.mp4 and *.mov to Settings|Compiler|Resource Patterns
Set the working directory to the project root in the Run/Debug configuration.