I am trying to extend the search paths that qtwebkit uses to search for plugins. Basically I'm creating a plugin that is designed using the QTBrowserPlugin class and I am trying to make my browser which is programmeed using QTwebKit to search for the plugin in a folder specified by me as I don't want the plugin to be stored in the Mozilla Firefox plugins directory or the standard plugins directories.
Is this possible, and can I make my browser only look in the directory that I've specified, skipping all the standard directories. Since the browser will only be used to view locaL html pages.
There does not seem to be a public method in QtWebKit for doing this.
If you're willing to build QtWebKit from source, you can add a method to QWebPage that calls PluginDatabase::setPluginDirectories() and PluginDatabase::refresh().
I believe you can set the environment variable QTWEBKIT_PLUGIN_PATH for this purpose.
Related
I'm developing a new Hugo site and in this case I thought to create also a template so.I can use for future site.
Well in the template there are tons of vendor files and library because depending of the pages that the site will implement these library will be used. The problem is on the deploy. For example I use Line icons library that has a lot of .png files. (For example 200 files).
Well in the template I put all the files but could happen that in the site that implement this template I use only five icons. Is there a way that look around the final HTML and the usage of the icons and delete in the public folder the not necessary files?
Not directly.
You would need to add an utility script to your template, in order for any user implementing said template to be able to call this script on demand.
That script should then be able to:
analyze the HTML files generated in public_html
cleanup the icons accordingly
I need help. I'm trying to create a multiplatform mobile application. One of the functionalities is a local file browser that will allow user to select a directory and create a list of file in this directory. I've already spent couple of hours on that issue and I can not find any solution for that.
I've checked http://ngcordova.com/docs/plugins/file/
But if I understand it correctly it is used when I already have a file, it not allows user to pick the directory.
I don't need anything fancy, it should as simple as possible
The Cordova FileSystem plugin (and ngCordova's wrapper) provide the ability the read directories from the file system. They do not provide any UI, so you would use the plugin to ask for a list of directories and then render it as you see fit. (A UL, a table, whatever.) To "browse" you could use a click handler on the list of directories such that when clicked, you then get the files/subdirectories of that folder. Again, the FS plugin adds support for doing that.
I made a custom html file for my Unity web project. Though after building my project, it opens the default pre-made one. Is there a way to make Unity open my own html file instead of the default one?
You're looking for the Web Player Templates manual page.
In your Assets folder, create a folder named WebPlayerTemplates, and put your template in there. You'll need an HTML file. To help make this slightly easier, Unity will look in that HTML for certain tokens that it can replace with data from the project.
For example, one such tag is %UNITY_WEB_PATH%, which will be replaced with the path to your built project file.
Some tags include:
UNITY_WEB_NAME Name of the webplayer.
UNITY_WIDTH UNITY_HEIGHT Onscreen width and height of the player in
pixels.
UNITY_WEB_PATH Local path to the webplayer file.
UNITY_UNITYOBJECT_URL In the usual case where the page will download
UnityObject2.js from the Unity’s website (ie, the Offline Deployment
option is disabled), this tag will provide the download URL.
UNITY_UNITYOBJECT_DEPENDENCIES The UnityObject2.js have dependencies
and this tag will be replaced with the needed dependencies for it to
work properly.
In every deployment I've seen, the WebPlayer plugin is is launched via JavaScript, by instantiating a UnityObject2 and calling its initPlugin method:
var u = new UnityObject2();
u.initPlugin(jQuery("#unityPlayer")[0], "Example.unity3d");
The above assumes that you have a div with id #unityPlayer, and that Example.unity3d is a valid path to your Unity build file.
In practice, though, I recommend working from Unity's generated HTML files; they include some failsafes for cases where the WebPlayer plugin isn't installed or fails to load. The manual page linked above also has HTML source examples which include some of those special tags.
UnityObject2 does have some advanced features, which are also documented in the manual. If your game needs to communicate with the outer web page, that is also possible.
If an webapp I am running did a GET on a javascript file but I wanted to intercept that GET and provide a different javascript file could I do that?
What would be the easiest method?
To give a frame of a reference I am writing a meteor application and the server database got torched. My only hope seems to be to take a cached version of the application.js and inject it because I believe mostly everything can be rebuilt from that.
You can edit the existing JavaScript code.
Not sure how to replace the JavaScript file.
Press F12 it bring the developer tools at bottom of your page .
Go to resource and select your JavaScript file
It will open inside editor(right side) there you can modify your script.
I'm using NetBeans 7.2.1 for my developments with CodeIgniter/Bonfire.
In my controllers i'm loading my for the view needed JavaScripts via
Assets::add_js($this->load->view('admin/index_js', $data, true), 'inline');
to preparse some php variables in the JavaScript (like dynamic url's).
This forces me to save these JavaScript files witht he extension ".php" so that i can load it via
$this->load->view
All these JavaScript files are using the filename syntac
*_js.php
Since i load it via view and Assets with "inline" parameter i can't put the
<script>
</script>
tags in the script so NetBeans is not recognizing it as JavaScript and i have no syntax highlightning and no formatting options.
Any idea how i can get it that NetBeans can recognize it as JavaScript?
Thanks a lot.
Okay... got it...
One of my collegues made a change to the assets library to "erase" the script tags from assets::js inline included files:
http://forums.cibonfire.com/discussion/1134/assetsjs-inline_js-change-to-load-js-via-view#Item_1