xcassets | Generate xcassets resources for your iOS application | iOS library
kandi X-RAY | xcassets Summary
kandi X-RAY | xcassets Summary
Generate xcassets resources for your iOS application. THIS PACKAGE IS WORK IN PROGRESS, for everything you can write me an email .
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QUESTION
I am attempting to customize the default LaunchScreen.storyboard of my Flutter app. I simply have a red background on the default View
, and I added an Image View
as a child of it. This Image View
is centered on the screen and renders an image that I have added to "Assets.xcassets" with all 3 sizes. Below is a preview of what my Xcode displays:
However, this storyboard renders differently on devices than it appears in Xcode. For example, it appears slightly off-centered on iPhone 12, and it is scaled up too high for iPhone 6s and is way off-centered. See below for screenshots:
As you can see, the storyboard renders differently on the two devices. How can I make the storyboard appear the same on both devices as it does in Xcode? Any help is appreciated. If I used any incorrect terminology or need to provide additional details, please let me know as I have minimal experience using Xcode.
...ANSWER
Answered 2021-Jun-02 at 09:07From the storyboard screenshot attached, it looks like there are no constraints added to the UIImageView
.
You should add top
, leading
, bottom
& trailing
constraints to superview with 0 spacing to achieve what you want.
UPDATE
Above is applicable to the case when you have a small size image like 100x100 or similar that can easily fit on all screen sizes. In the comments, we see that image is way too big and we want to keep it in center while occupying 50% of screen width.
Remove the leading
and trailing
constraints, select the imageView and it's superview - add equal widths constraint with a multiplier of 0.5, this will make sure that imageView will always occupy 50% of the superview's width.
Also add horizontally center constraint on the imageView. Make sure imageView Content Mode is set to Aspect Fit.
QUESTION
My app is using AccentColor defined in Assets.xcassets. I set AccentColor to yellow, however ActionSheets are still using default blue color. Color of button changes after button is touched, but resets to blue after sheet is closed and opened again.
Minimal reproduction ...ANSWER
Answered 2021-Jun-01 at 03:27It looks like a bug (mainly because some actions sheets are rendered with correct color and some are not). I can't find the reason for that, just some sheets are rendered correctly.
Until it's fixed, there is one trick that fixed my problem. It's not perfect, as it's overwrites default tintColor
of UIAlertController
, but it works. It's as simple as using one line of code in SceneDelegate:
QUESTION
I'm new in Flutter/Dart/Git and I am stuck in one place since few weeks. I have already made some simple projects using Flutter/Android Studio on few other machines and this problem doesn't exist. It just works fine. I want to use this software on my main computer without using the remote desktop... My OS is Windows 10.
Everytime I hit any flutter command I receive the same error:
...ANSWER
Answered 2021-May-12 at 07:53You downloaded flutter using the zip link instead of git clone. At least that I suppose with that message
Try go to the folder:
QUESTION
My CodenameOne app needs that some buttons have special icons. ScaleImageButton is the component that is suitable. The icons to be used are from the material icons repository, but some are modified, so the CN font is not suitable.
I created the icon images with the Flamingo tool that converts svg to java classes. It is cumbersome but it can be useful and practical, but at present time the resulting Java classes are not working on iOS.
It works on the CN simulator and Android although the button size is not exact: if state-changes reflect on some icon-changes, the layout would be rearranging and uneven.
On iOS, in addition to that, the drawing is huge or tiny in its viewport, depending of the button size that is assigned to the Flamingo image.
...ANSWER
Answered 2021-May-13 at 02:50The "right way" to do this is to add the images to the res file as that's the most portable way. You can do that via the theme or by including the images in your CSS, both options are discussed in the developer guide.
You can also create a separate resource file for each icon set and you can give any name you want to the icons within.
We don't support hierarchy for assets in Codename One. There's a special case for HTML which uses TAR to workaround platform differences but overall we don't allow that to avoid different behaviors between platforms.
QUESTION
I have an Xcode project with two targets. I want to share assets between the two targets so as to avoid duplicate files.
What I've tried:
- Create SharedAssets.xcassets
- Add SharedAssets.xcassets to both targets (when you create the .xcassets folder, you can select which targets to add it to)
- Add a
.wav
file to SharedAssets.xcassets - Reference the
.wav
file in code
Result:
The .wav
file can't be found by either target.
Question:
Why are both targets unable to find the .wav
file? How do I share assets between two targets?
Thank you!
Edit:
I'm using a SpriteKit SKAction
to load the file from inside an SKScene
:
ANSWER
Answered 2021-Apr-19 at 09:21Instead of putting the .wav
file in SharedAssets.xcassets, I kept it where it was in the bundle and simply added it to the second target under "Target Membership".
Doing this for each .wav
file solved the problem.
QUESTION
ANSWER
Answered 2021-Apr-08 at 07:05The assets are stored and referenced using Contents.json files. They contain the image info stored like this.
QUESTION
I can successfully build an iOS app with
...ANSWER
Answered 2021-Apr-02 at 19:43delete macos
and then run flutter create .
inside your project root, it will generate missing targets without touching existing ones
QUESTION
I keep getting a MessagingRemoteException
when trying to build my iOS project. I think I have corrupted my Assets folder but I am not sure how to fix it.
Full Error:
...ANSWER
Answered 2021-Mar-30 at 12:16This was caused by a bug in Visual Studio 16.10.0 Preview 1.0
I went back to 16.9.2, and everything worked immediately.
QUESTION
I am trying to save images on a macOS Catalyst app using the below code. It was adopted from SwiftUI Catalyst App in macOS computer - Which path should I use to save an image in my Mac local disk?
However I get the error "The file "abstract-1.jpg" doesn't exist."
I have the image abstract-1 in my Assets.xcassets folder, so I'm not sure why it's not seeing it for this save operation? I've also tried just using item.name
without appending the .jpg but it produces the same error. Any ideas? Thanks!
ANSWER
Answered 2021-Mar-22 at 18:02Turns out I needed to do two things:
- NOT use something like
~/Pictures
in my pathURL. This needed to be explicitly declared like@State private var pathURL = "/Users/jimbob/Desktop/"
- Change App Sandbox to NO in appname.entitlements
Now to try and get either the user's home directory path, or get a 'save location' dialogue to pop up.
QUESTION
I'm desperately trying to have my tab bar colors respect the current color scheme. When the app is launched, the Colors are correct. But if I toggle dark and light mode, the colors don't switch back to the correct ones. The light mode colors are always applied. The code is available below the images (simplified for the demo).
Colors are specified in the Assets.xcassets
catalog (Any / Light / Dark).
ANSWER
Answered 2021-Mar-18 at 20:40By having the tab item tint color as a SwiftUI modifier and simplifying the initialization of the UIKIt configuration for the tab bar, the issue should be fixed. Tested on Xcode 12.4 with iOS 14 as a minimum target.
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