Mapbox Share Style - Make Public button not working? - mapbox

I'm trying to transfer a style between Mapbox accounts, following Approach 1 on this Mapbox documentation:
https://docs.mapbox.com/help/troubleshooting/transfer-styles-between-accounts/
However, when I click the Make Public button, and confirm that I want to Make Public, nothing happens. The modal window closes but the style is not public. If I try again, the same Make Public button appears, I click it, nothing happens.
According to the video that accompanies Approach 1, the Make Public button should turn into an Allow Copying link after I've confirmed.
Am I missing something, or is there a bug in Mapbox Studio? Is anyone else experiencing the same?

Related

How do you automatically focus on an inputfield when opening/activating the UI in Unity3d?

I am making a game where you must open or activate the UI with the space bar. Now, this works perfectly fine, but it is pretty annoying that every time you open the UI you must click on the inputfield to write in it. Is there any way around this? So is there a way to open or activate the UI without having to click on the field to be able to write in it?
I looked for YouTube videos and tried to find similar problems in other forums, but wasn't able to find a script, nor was I able to find some Unity settings to do so.
You could use e.g.
private class SelectOnEnable : MonoBehaviour
{
private void OnEnable()
{
EventSystem.current.SetSelectedGameObject(null);
EventSystem.current.SetSelectedGameObject(gameObject);
}
}
and attach it to whatever object that should become the selected one everytime it is enabled. See EventSystem.SetSelectedGameObject
Can't test it right now but it might still require the User to hit Enter in order to also actually set the Input field into edit mode. The upper line only sets it as selected UI element (similar to using TAB in a browser).
Otherwise I think you would go through
yourInputField.DeactivateInputField()
yourInputField.ActivateInputField();
to directly set it active. See InputField.ActivateInputField. Might have to do both in combination - again can't test right now ;)
Thank you very much, derHugo! Everything works like a charm now! You saved me a lot of time. Referring to your last comment, I used both of them, and it seems to work very well for me. Here is the code I used:
`private void OnEnable()
{
EventSystem.current.SetSelectedGameObject(gameObject);
GameManager.GetComponent().inputFieldInMainUi.ActivateInputField();
EventSystem.current.SetSelectedGameObject(null);
GameManager.GetComponent<InputFieldComparision>().inputFieldInMainUi.DeactivateInputField();
}`

Add to Accessibility

Alright, my app uses features which require Accessibility, and so I have to bring up the System preferences menu so the user can add our app.
First, I check if Accessibility is enabled. I can do that easily, but I'm having trouble bringing up the systems pane with the Application added to the side panel.
First, I tried using a dictionary along with AXIsProcessTrusted, but to no avail; no dialog showed.
Second, I tried using a trick:
let event = CGEvent(keyboardEventSource: nil, virtualKey: 0, keyDown: true)
event.post(.cghidEventTap)
If our app is not added to Accessibility, then a dialog will pop up, and everything that goes along with it.
Now the important part is that when you press Deny on the dialog, it will still add our app to the Accessibility, but it will NOT be checked.
The issue is that when you do the trick again, and the app is added to Accessibility but is NOT checked, then nothing will happen. No indicators, nothing. That means you don't know if it showed up or not.
Now the third thing i tried is using
NSWorkspace.shared.open(URL(string: "x-apple.systempreferences:com.apple.preference.security?Privacy_Accessibility")!)
, which brings up the Accessibility menu.
However, it does not add our app to the side panel.
I've also tried using https://stackoverflow.com/a/18121292/14834900, however, all that does is just bring up the menu, like #3.
Recap
The first method does not work.
The second method brings up the dialog only when our app is not present in Accessibility, but gives no indicator of whether it brought the dialog up or not, which is required because if it did not bring up the dialog, then I would just use method #3, else, I would just continue.
The third method works but does not add our app to the side panel, so the user has to do it himself.
Is there anyway to make the third method add our app to Accessibility, but with it not checked, just like method #2?
The biggest issue I'm facing right now is how to add our app to the Accessbility side panel programmatically, just like the Trick #2
Thanks, I really appreciate it if anybody can lend a hand.

How can I use mnemonics on JavaFX 8 Alerts

I would like to be able to add accelerator keys for the buttons that are provided as a part of the Alert Dialog Controls included with JavaFX.
I am unsure if this is possible using the standard alert types ERROR, INFORMATION, CONFIRMATION, WARNING?
I created my own login window - which doesn't use an Alert structure and it works as follows:
When the stage opens up.
Then when the user hits the "ALT" key:
I would like the ability to "Hot Key" the buttons on the Alerts in the system. However, I am unsure if I can use the standard alerts, or if I need to create my own, and if so, how should I do that.
I really would like to use the Dialogs natively, if at all possible.
Thanks.
As far as I understood your question, I think it isn't possible without some extra code.
Looking at the code of OpenJFX the labels of the buttons are localized and fixed.
You might just want to create some buttons on your own by using the apropiate constructor which takes some buttons where you can override the existing ones.
EDIT: after rethinking everything, I tried to recreate your problem. You can see that project on GitHub..
This is the special code:
public void showCustomizedAlertWindow() {
Alert a = new Alert(AlertType.CONFIRMATION, "some content text", ButtonType.OK, ButtonType.CANCEL, ButtonType.FINISH);
((Button) a.getDialogPane().lookupButton(ButtonType.FINISH)).setText("_finished");
a.show();
}
But be aware, you are removing localization-support of that buttons.

Property additionalActions of NSUserNotification seems not working?

To understand NSUserNotification better, I wrote a little test app playing with this class.
So far so good, except that no matter how hard I tried to feed the additionalActions property with array of NSUserNotificationAction objects, it never showed any difference but only one action button and a close one.
My expectation for this property is that the notification would show a pull-down menu containing the additional buttons I offer as it does in the Mac App Store update notifications.
Am I missing something? Or are you having the same problem, since it is a bug awaiting Apple to tackle?
Can you please try to click and hold down the action button in your notification? Does it show a drop-down menu of additionalActions?
Update
As it turns out, you can show the little chevron next to the action button by setting a true value for the private _alwaysShowAlternateActionMenu key on the notification. In Swift 3, it would look like this:
notification.setValue(true, forKey: "_alwaysShowAlternateActionMenu")
However, as I mentioned this is a private API and I strongly advise against using it if you want to distribute your App through the Mac App Store.
It is probably a bug. Setting up additionalActions will create the list, but not the little arrow icon. Holding down on actionButton will show the menu with the number of actions you set.
Besides setting additionalActions will cause several other problems. I will save this for another question.
Refer to another question.
show NSUserNotification additionalActions on click
P.S. I am using El Capitan APIs

avoid chrome popup extension to close

Is there a function that allow me to select text when the extension
stays open. Normally when I Use the extension popup and I Click outside the
extension the extension close. Is there a wat to avoid this.
Thank you so much
Unfortunately there is currently no way to keep the popup open once you focus out of it. This is by design.
If you would like to always show something while interacting with the page, perhaps the experimental Info bars or even Desktop Notifications would work?
Hope that helped!
The only way to keep it open is to right click over the extension icon (button) and select "Inspect popup" the extension popup then show up and remain open but of course the debugger window show and this not a fix obviously still it will maybe inspire a hack... if someone is skilled enough and share the solution with all of us.
I encountered the same problem and I've thought of a possible solution (though not tested it):
Use your background.html to store the content of the popup action and upon loading the popup, you fetch the content via the default messaging for chrome extensions.
When doing all kinds of other stuff, like XHR's or something, I think you should do that in background.html too, so the requests won't abort if you close and you can do something with the result. Then when a user re-opens the popup, he'll see the result of his previous action instead of the default screen.
Anyone tried something like did already?
As far as I know you can't persist a pop up menu but my workaround has been using a content script to append a menu on page load. After the menu is appended you can toggle the menu via messaging between the background script and the content script.
If you want to encapsulate the menu from the page it's deployed on you could wrap your menu in an iframe. This could add complexity to your project since you would have to deal with cross origin issues and permissions.
There is an alternative hack for this. You can make use of chrome local storage to store the metadata as needed. Upon restart you can read that metadata and render the desired content. You will also probably clear that metadata after you have completed performing the operations based on that.