As a follow on to the hide activity questions here, I started looking through the Andoid documentation for more information on styles and themes and found it is possible to apply different themes for different API levels.
With this I can get my transparent activity on API levels that support it properly.
What I'd like to know is, is it safe to play with the styles within the Basic4Android environment, or will it comeback to bite me later on?
The xml has to be stored in res/values or res/values-v(API level) which are deleted on compile unless made read-only. I just wanted to check if this was to stop these being changed for a reason, other than keeping the app tidy?.
Edit:
I assume some things that it is possible to put in these files would overwrite or be overwritten by settings in the Designer.
Steve
I don't see any problem with using styles. Make sure to set your xml files to be read-only.
The designer doesn't change anything except of creating the bal files.
Related
I have one project that I have to sell to another clients, so I wanna found a way to unify the code to, when I release some updates, I have to manipulate only one code (and, of course, keeping the specificities from each one)
I found an article HERE which the guy creates a new folder named 'config' and set some variables there to be used in the parent project. I tried this but find out that would be very tough to do because the first app was developed specifically by one client, and with it I would need so much time to make all the aspects dynamic... Another problem is firebase, in first app I used firebase but in the second i won't. How to make it possible?
And in this article they say about 'flavours' that can be used to do something similar.
Someone knows about this approaches or there is another to reach my goal? With flavours I will have less re-factor than with config?
I appreciate any help
A third way to do this with no client specific app configuration is to make an api call to get back your client specific theme, and then set the flutter theme based on this.
If you need web support see below:
First update your assets in index.html that aren't white labeled, leaving stubs in their place that we'll fill in later. i.e.
Next show a nice loading indicator while flutter loads. To do this, just put the html for it in the body element of the index.html file.
Finally update the webpage title and favicon using javascript inside Flutter. I used package
universal_html: 2.0.8
https://pub.dev/packages/universal_html
then you can update the favicon
import 'package:universal_html/html.dart';
var favicon = document.getElementById('favicon');
favicon?.setAttribute('href','insertLinkToYourImage');
Updating the title can be accomplished in various normal ways like just setting the title attribute of a MaterialApp widget.
I have a scalaFX app that currently has its views created programmatically. I am wondering if I can use the Emmet tool to create FXML (particularly ScalaFXML) because I want to recreate my views in ScalaFXML to separate my views from my controllers more effectively. I have searched the internet and cannot find out if this is possible. So far I have only used Emmet for HTML. Thanks in advance for the help!
I have been looking around for something for PrimeFaces; I had trouble finding anything. I guess maybe it's because people who are using it are actually writing "normal" HTML with JS frameworks.
The good news is, it's completely (and easily!) customizable: just find the installation directory, and edit the "snippets.json" file, or create a new one called (for example) snippets-scalaFX.json. Mine on a Windows 10 machine, installed as a plugin for NPP, was C:\Program Files (x86)\Notepad++\plugins\EmmetNPP\emmet\snippets.json.
It's pretty obvious once you get in there, but inside the "snippets" object just add some more fields for yourself. For example, to make a PrimeFaces commandButton tag I added:
"pc": "p:commandButton"
You can use $0 or ${<placeholder text>} to define tabstops for expanded snippets, and | to define the caret starting point.
Full docs on editing snippets are here.
I'm missing the function to enable captioned images in TinyMCE/Plone5. It was possible to enable that in the control panel with Plone4 (https://plone.org/documentation/manual/plone-4-user-manual/using-tinymce-as-visual-editor/images).
Now I'm using the new Plone5rc3 with TinyMCE 1.4.3, but the properties of TinyMCE in the control panel don't have the needed checkbox.
Does anybody know how to get that?
Thanks a lot!
So here's an answer in parts: you need several things for the captions to work:
Your <img> tags need to have the class captioned. I still need to find a good way to do that. The image picker will remove all other classes everytime you open it, so I guess a good way would be to change the classes that are added by the inline/left/right selection, but I've not easily found where those are defined.
You need the output filter, but fortunately, that is still there. However, the filter wants to see an IImageCaptioningEnabler, which is essentially a flag to turn the captioning mechanism on, and the old editors used to have that and currently, nothing in standard Plone does provide such a beast. If you're comfortable with add-on development, the class you want is
from plone.outputfilters.filters.resolveuid_and_caption import IImageCaptioningEnabler
from zope.interface import implements
class CaptioningAlwaysEnabled(object):
implements(IImageCaptioningEnabler)
available = True
with corresponding configure.zcml stanza
<utility factory=".resolveuid_and_caption.CaptioningAlwaysEnabled"
name="plone5-captions-always-enabled"
zcml:condition="have plone-5" />
(you can tell I patched buildout-cache/plone.outputfilters-2.1-py2.7.egg/plone/outputfilters/filters/configure.zcml and resolveuid_and_caption.py to include that, but of course, you shouldn't do that.)
If you're not comfortable with add-on development, you could, bizarrely enough, see if another editor provides that global switch, you don't need to have it set as your editor or the default editor. (Products.kupu would, but it doesn't install in 5.0. collective.ckeditor might, I can't try that right now due to missing dependencies.)
So, summary: no, you can't easily turn it on; you can turn it on with a bit of hacking; and if you file it as a feature request, it's the kind of thing that takes about fifteen minutes to fix for somebody who knows their way around the code.
I have been fighting a losing battle against loading fonts from an embedded file for use with DirectWrite. I am writing a simple puzzle game that has a C#/XAML interface but also uses SurfaceImageSource to add some DirectX content.
I have written a WinRT component that handles all of the DirectX code, and it works quite nicely. Some of my DirectX content is text drawn using the DirectWrite API. I can draw all the text I like so long as I'm loading an installed font from the system using IDWriteFactory::GetSystemFontCollection(), etc. But, I cannot seem to find a way to load a custom font from an embedded file.
From what I can tell Metro apps are not allowed to load files from the filesystem in the same way as a traditional app. So, the IDWriteFactory::CreateFontFileReference() method that takes a normal file path is worthless to me, right? I need to load my file from an ms-appx URL.
So, I wrote a custom font loader in my WinRT component that implements the IDWriteFontCollectionLoader interface (which is a ton of work if you've never done it before btw) that loads the font from an ms-appx URL using the new StorageFile API. Now, I can load my IDWriteFontFile and I can get a IDWriteFontFace, but if I try to call any of the truly useful methods on the font face it returns E_UNEXPECTED. I can get the number of glyphs and the glyph indices, but if I try to call something like GetGlyphRunOutline() or GetDesignGlyphMetrics(), it fails with E_UNEXPECTED. Using the same drawing code that generates an ID2D1PathGeometry using GetGlyphRunOutline() works great as long as I install the font file and get the IDWriteFontFace through the series of calls starting with IDWriteFactory::GetSystemFontCollection(). I am working with a normal true type font.
So, how do I load a custom font from an embedded file into DirectWrite in a Metro app? I'm probably just missing something easy, because I am certain that other people will want to be able to load custom fonts in this way.
I have a sample project (or could prepare one easily) for anyone who can help me identify my problem.
I have loaded the two IDWriteFontFace objects side by side, and I tried to figure out what is different between the one that works and the one that breaks. What I need to see in order to find out why it is failing is opaque to me hidden behind inside the IDWriteFontFace interface. HELP PLEASE!
Question also posted here: Building Metro style games with DirectX Forum
Well, the answer is... don't write a IDWriteFontCollectionLoader! You can use IDWriteFactory::CreateFontFileReference() with the StorageFile API. I was under the impression from all of the Microsoft Conference talks I had attended that in Metro you would be unable to access the native file system directly; the way forward would be to use the StorageFile API which references resources, etc. using ms-appx URLs. I understood that this was done for concurrency and to allow the OS to insulate itself from Metro apps that would be downloaded from the store by creating a file system sandbox. I think that is accurate. But, I feel like I was led to believe that we would never be able to get native file system paths. That is NOT true. IStorageFile provides a way. Just use IStorageFile.Path. I never looked at it because I just assumed the Path property would hold the ms-appx URL that I used to create the object. Microsoft probably provided this for exactly the purpose in my problem above: calling legacy COM interfaces that require a native path.
I haven't done any testing to determine whether the WinRT framework actually sandboxes you if you try to access a native file system path outside your own app package. I'm betting that it does...
I know I've seen this in the past, but I can't seem to find it now.
Basically I want to create a page that I can host on a dasBlog instance that contains the layout from my theme, but the content of the page I control.
Ideally the content is a user control or ASPX that I write. Anybody know how I can accomplish this?
The easist way to do this is to "hijack" the FormatPage functionality.
First add the following to your web.config in the newtelligence.DasBlog.UrlMapper section:
<add matchExpression="(?<basedir>.*?)/Static\.aspx\?=(?<value>.+)" mapTo="{basedir}/FormatPage.aspx?path=content/static/{value}.format.html" />
Now you can create a directory in your content directory called static. From there, you can create html files and the file name will map to the url like this:
http://BASEURL/Static.aspx?=FILENAME
will map to a file called:
/content/static/FILENAME.format.html
You can place anything in that file that you would normally place in itemTemplate.blogtemplate, except it obviously won't have any post data. But you can essentially use this to put other macros, and still have it use the hometemplate.blogtemplate to keep the rest of your theme wrapped around the page.
I did something similar setting up a handler to stream video files from the blog on my home server. I ended up ditching it because it killed my bandwidth whenever someone would view a video, but I did have it up and working for a while.
To get it to work I had to check dasBlog out from source control and open it in visual studio. I had VS2008 and it was built using VS2005, so it took some work to get everything to build. Once I could get the unaltered solution to build I added a new class library project to hold my code. This is to make sure my code stays separate across dasBlog updates.
I don't have access to the code here at work so I can't tell you exact names right now, but if you want your pages to be able to use the themes then they need to inherit from a class in the newtelligence.dasBlog.Web namespace, and I believe also implement an interface. A good place to look is in FormatPage and FormatControl.