https://snag.gy/iuDznR.jpg
What's the name of this widget on the left in xcode? Or something similar?
is it a scrollview ? im trying to create a list of images just like it on my program.
Also, while i'm here I might as well explain the desired functionality. I'd like a user to be able to drag images from the desktop or finder etc into my app and that it adds a thumbnail to the list. also, when clicked on, it should show the image in an imageview. I also need to maintain the lists traits, like the path to every file and their image name.
That UI is not from Xcode, it's from Preview.app.
And the functionality you're describing along the left edge is a NSCollectionView. To do what you're describing, you'd need to create custom (subclassed) NSCollectionViewCells in which you can save the file path (or URL), the image name, a NSImage, ec.
Related
I am making an app icon in flutter. And I have a problem. I want to make my app icon with square shape. But I am just getting the circle shape icon.
How can i change the shape of the icon?
You can't change the shape of app icon by coding.
So, what you can do is that:
Make a circular icon with it's background transparent
Save it and drag & drop that image file here
Generate the icon, it will download a zip file
Extract the android folder from that (other files are not necessary)
Copy all the contents ("mipmap-" folders) from the android folder (it's basically the different icon sizes)
Go to res folder in your project location -> F:\flutter\project_name\android\app\src\main\res
And replace all mipmap- folder with the new one which has your created logo
This may help you
I think it's set up automatically by Google through Adaptive Icons.
So your app Icon will automatically change based on your device theme, setting, etc.
You don't need to worry about that. All you need to do is provide a square app icon.
In your image, you can look at the YouTube icon. It's basically a square, but because it's adaptive (automatically as long as you set it up correctly), it could transform into several different shapes.
You can read more here, or here.
Yes you can do that. But you need to have sdk higher than 26.
https://www.youtube.com/watch?v=hpQenyqxTmw
After you generate your app icons from: https://appicon.co/, simply replace all folders contained in zip for android with the already existing folders in res directory .
Then go to app>src>main>res
Right-click on res and select new> image asset.
Adjust the icon to how you want it to appear.
How can i add text outline in unity over a text UI object?
I want to do it in the designer/editor view. i cant see to find any useful topic and i also cant see how to add it from the designer view.
My project is 2d and i'm using the latest unity version 5.3. I want to achieve similar effect.
Or. Alternatively to Joe's answer. To simply add a outline effect to a normal .ttf font :
Click on the text object from the Hierarchy
Click the Add Component button in the inspector
Type "outline" in the search bar.
Add the outline component.
Note! This explains how to make custom type ("sprite sheet type") in Unity.
Before reading it, check Uri's & Programmer's answer which explains using the handy new "outline" feature in .UI ! It may well be enough!
Unity does not have any fancy type handling at all.
You can drop in "normal" .ttf fonts,
or, you can drop in "image fonts", called custom fonts by Unity, where you literally make each letter on a sprite sheet.
A font sprite sheet looks something like this:
Here's exactly how to do it ...
(1) you have to use GlyphDesigner (or any similar product) to actually make your custom font sheet. Find the product you like for your Mac or PC to do this.
(2) There is a critical trick.
Unity completely forgot to include a type matcher for custom fonts. (They may fix this in Unity 6.) It's one of the stupidest things in Unity. So, fortunately there is a free and perfect script
BitmapFontImporter.cs
https://github.com/BenoitFreslon/BitmapFontImporter
There's a full and long tutorial link at that page.
You have to include that to make custom fonts work. It's just one of those weird things about Unity.
So in short, firstly you have to literally "draw" such custom fonts, letter by letter. In fact you need to use something like GlyphDesigner to do that.
Secondly in Unity you have to use the extremely handy script mentioned above or it won't work. Enjoy!
http://answers.unity3d.com/answers/1105527/view.html
TextMesh Pro from the Asset Store does the job and it can be imported for free.
This gives plenty of possibilities fort texts, including how thick the outline should be.
I am building an iPhone app for a library and I want to give few options to the user to search books by. A user can search a book by title, author, topics, or date of publication.
What I want to know what's the best way to display these search options to the user? In terms of HTML, it would be easy - either use a drop down list or radio buttons. I tried using UIPickerView but honestly, that looks terribly ugly and destroys the aesthetics of the view of my app.
The other option I was thnking was using segmented control, but is it possible to have a vertical segment control in stead of horizontal one? The selection texts can be too long.
Any ideas?
If you want a vertical segmented control, you'll have to make it yourself. Create a textured image with dividers. I would export each section as a PNG separately. Then create a picture of each section with the "pressed down" gradient and export each segment as a separate PNG again.
I would then make a new class. If there is a specific number of objects in your segmented control or this is a one time thing, the class may not even be necessary. If not, then in the class constructor pass an array with the titles of the segments in your segmented control. For the first and last objects, use the pictures you made with rounded corners. For the objects in between, use the standard pictures. Then put the titles on top. When a segment is tapped (perhaps use hidden UIButtons), you can use a delegate method to tell the main search class which one was tapped, and then the class can replace the normal picture of that segment with the pressed down one.
Thanks for the options.
I ended up creating a simple table to show my choices.
User clicks on "search by", which opens up the table with options and then when you select any option, you return back to main view with the chosen search option.
I would like to implement something like MMS app on iPhone, where user will have an option to include an image and text.
The way I did is i created a UIUiew and included a UITextView and UIImageView inside it, and when user selects an image it goes in to the UIImageView and the user can type in the UITextView.
But the problem that I am facing is once you insert a UIImage how do you put a cursor after the image so that user can delete(backspace) the image and that space free's up and it becomes available for the user to type in more text.
Simple answer: You cannot mix text and images in a UITextView. If you want to achieve a behavior like this, you should look into using Core Text to render the text yourself (it supports other elements inside the text via certain callbacks through which you tell the text system how much space it is supposed to reserve for the image.
To make the text editable, you would have to implement the text editing protocols UITextInput and UIKeyInput. Which means you have to basically write your own text editor. It's possible but it's a lot of work.
I would like to arrange UIControls in WPF in a similar way to the applications on the iPhone. They should be positioned on a grid, but a user should be able to drag them somewhere else, after releasing the mouse button (or the finger in case of an iPhone) the selected UIControl should snap back to the next position in the grid. The other UIElements should be rearranged automatically.
Further the user should also be connect two elements with a line or something.
I'm not experienced with WPF. The first question is if there is a container which is suitable for something (System.Windows.Controls.Grid ?) or if I have to extend canvas or somethig else for this.
I would like to know which elements from the WPF framework can be used and which elements I have to write myself.
For people who do not own an iPhone: http://www.youtube.com/watch?v=3omhu2AUWC8
Update
I've looked at AnimatedTilePanel in the BangOTricks examples (see below), this one explains how to create your own Panel and how to let it arrange things there.. However I still need an idea how to implement drag and drop correctly in this example..
Unfortunately, you'll have to write a lot of things yourself, as WPF doesn't automatically do what you're looking for.
For positioning the controls, you can use either UniformGrid or Grid. Assuming it's much like the iPhone video you showed, you can just use the UniformGrid with 4 columns and however many rows you need.
For the dragging animation, layout-wise, you could start by manipulating the RenderTransform property on whatever is being dragged, but you'll have to set a handler to check once you've met whatever threshold necessary to move into the another "cell" -- and at that point, you'll have to changed the order of the items in the tree.
Take a look at AnimatedTilePanel from Kevin's Bag-o-Tricks at:
http://j832.com/bagotricks/
It doesn't do everything you want but it will show you how to write a panel that animates its children when changing size or order.
New input to this old post in 09. Earlier this year (2012) someone has wrote a FluidWrapPanel and open sourced it. I tried it and it works like a charm - just like that on the iPhone menu.
You can also apply to other UI Elements or UserControl.