In my vs code extension, I try to integrate a rotating (oct)icon in the status bar. Like the git integration of vs code itself when it is synchronizing. But in fact, I have no how to achieve that goal.
A simplified example of a cheap try:"
window.createStatusBarItem(StatusBarAlignment.Left, 0).text = `$(globe spin) `;
"
As the Icons in Labels documentation says, you can apply a spinning animation to any icon by appending ~spin to the icon name:
$(globe~spin)
Documentation says you can set spinning animation only to
sync
loading
gear
icons.
Related
I am developing an application in Flutter (with a webview) and when dark mode is activated on the device, the webview changes the colors of the web (text and background) to make it dark , creating a horrible result.
I have tried to set the entire app in light mode (themeMode: ThemeMode.light) but it doesn’t work.
i also set colour is white in my website its looks normal in Chrome. Do you know how it could be solved?
Thank you?
Add the below dependency to your gradle build:
implementation 'androidx.webkit:webkit:1.3.0'
And add the below code snippet to your webview initialization:
if(WebViewFeature.isFeatureSupported(WebViewFeature.FORCE_DARK)) {
WebSettingsCompat.setForceDark(myWebView.getSettings(), WebSettingsCompat.FORCE_DARK_ON);
}
Can check the Credits here
I have seen that there wont be any way of providing Tap jacking for flutter apps but I came across this
saying,
It is possible to globally disable all touches when obscured by setting this property on the root view in your MainActivity (Kotlin code Sample):
val view = findViewById<View>(android.R.id.content).rootView
view.filterTouchesWhenObscured = true
Any suggestions how to convert the above code in dart Language for Flutter App
There's no solution for this yet by the flutter community.
It's still an open issue on flutter's gh https://github.com/flutter/flutter/issues/40422
Hey everyone so I read that unity doesn't really support mobile browsers for WebGL games. im using 2020.1.4.And sure enough, the game gets a bit distorted by not being scaled properly. it's like the camera is bigger so it shows on the screen that blue color. I tried some things, setting width and height to auto or removing config.devicePixelRatio = 1; as suggested by a friend but nope! still looks horrible! And if that wasn't enough the keyboard doesn't show up when clicking on form fields. i tried this one
https://github.com/eforerog/keyboardMobileWebGLUnity
which displayed an error when pressed on and this one
https://github.com/dantasulisses/WebMobileInputFix which just didn't even compile!
Any ideas, please?
I did my research and tried every plugin I could find. I used Unity 2020.3.28f1 and tested both on Android-phone and iPhone.Here is my report.
These plugins don't work:
https://unitylist.com/p/f58/Unity-webgl-inputfield
https://github.com/eforerog/keyboardMobileWebGLUnity
https://github.com/dantasulisses/WebMobileInputFix
This plugin works, but you should use different settings for IOS and Android on same input field game object. If you use "prompt", it works for IOS only, and "overlay" works for Android only. Look for documentation in page:
https://github.com/unity3d-jp/WebGLNativeInputField
And this plugin works best at the moment. Yes, it is a bit ugly though, but it works.
https://github.com/kou-yeung/WebGLInput
And there is a fix for Unity 2021 for it:
https://github.com/kou-yeung/WebGLInput/releases/tag/1.0
There's a keyboard that overlays, when using it you just need to tap the notification to access it and then click the "back" button to hide it https://play.google.com/store/apps/details?id=com.fishstix.gameboard
I made this project that simply recreates a keyboard using buttons in unity.
I implemented it in a WebGL build successfully.
https://github.com/thetimeste/WebGL-Build-Keyboard-Unity.git
I would recommend using the native js window.prompt() fields as of writing. They have great cross-platform support, allow for extra features like special characters, emojis, copy and paste etc. and are pretty easy to set up. Once (or honestly if ever) Unity adds their own reliable implementation you can easily remove this lightweight implementation.
Create a .jslib file that has a function opening a window.prompt(description, currentText)
Return the result at the end of that function back to a unity object with a recipient script
Make a derivation from Unity's event system overwriting the OnApplicationFocus(bool focus) function (leaving it empty), to fix a sneaky Chrome Android bug.
That's it. The result should look something like in this demo: https://pop.demo.neoludic.games
If you want to save some development time on a feature that really should just be native in Unity, you can also check out my plugin based on the method above. https://neoludic-games.itch.io/pop-input
I also need to enable mobile virtual keyboard for running webgl on mobile device.
I've tried the code from your mentioned url. It gives you some idea on how to do
it, but the code are totally buggy and unusable. Now I am trying to implement it
by myself.
Doing some testing with Template10 I noticed that with say Hamburger Template that the windows system header/menu/whatever its called at the very top of my Windows Mobile 10 screen goes white and none of the icons (time, battery level, wifi signal etc) are visible when the light theme is used but they appear if I use the black theme.
If I use the Minimal Template then the system menu isn't visible with either the dark or light themes, its just a white band at the top.
Any idea on how to fix this? I'm running a 950XL if that matters.
That is a function of the theming and you need to account for it with the application being "mobile". The so called "System Menu" is the StatusBar
I added this to the OnInitializeAsync in the App.xaml.cs file
if (ApiInformation.IsApiContractPresent("Windows.Phone.PhoneContract", 1, 0))
{
var statusBar = StatusBar.GetForCurrentView();
statusBar.BackgroundOpacity = 1;
}
and that seems to fix the problem. Not sure how portable this is as I'm just targeting Windows Phone for this app so I haven't tried testing other platforms.
This is critical part of my run-time created menu:
GtkWidget *menu, *menu_item;
menu = gtk_menu_new();
menu_item = gtk_image_menu_item_new_with_label("Uredi...");
//approach1 - icon don't work
//gtk_image_menu_item_set_image(GTK_IMAGE_MENU_ITEM(menu_item), gtk_image_new_from_stock(GTK_STOCK_EDIT, GTK_ICON_SIZE_MENU));
//approach2 - icon also don't work
gtk_image_menu_item_set_image(GTK_IMAGE_MENU_ITEM(menu_item), GTK_WIDGET(gtk_image_new_from_stock(GTK_STOCK_EDIT, GTK_ICON_SIZE_MENU)));
gtk_menu_shell_append(GTK_MENU_SHELL(menu), menu_item);
g_signal_connect(G_OBJECT(menu_item), "button-release-event", G_CALLBACK(menu_RELEASE), (gpointer)"");
gtk_menu_attach_to_widget(GTK_MENU(menu), button, NULL);
gtk_widget_show_all(menu);
Menu works OK but this is only one "imagemenuitem" on which I see label but don't see image.
What can be wrong here?
Gtk2, Ubuntu 11.10
I'm not 100% sure, but I believe icons in menus and buttons are no longer enabled by default. You need to turn them on to make them show up.
gconftool-2 --type bool --set /desktop/gnome/interface/menus_have_icons true
Or using dconf:
dconf write /org/gnome/desktop/interface/menus-have-icons true
Hey pretty old question so probably not much use. But I was having a very similar problem with a menu not showing images (in my case it was popup menu triggered by a button).
The way I solved it was calling the
gtk_image_menu_item_set_always_show_image(menu_item,TRUE);
This solved my problem, now my images always show :D woot :) As passing in 1 (true) means it will always show.
Ref:
http://developer.gnome.org/gtk3/3.0/GtkImageMenuItem.html