storyboard | A narrative engine for interactive storytelling
kandi X-RAY | storyboard Summary
kandi X-RAY | storyboard Summary
Storyboard is a general-purpose engine for multilinear/nonlinear storytelling. It's written in TypeScript, and intended to be embedded within another game or application. Right now, it's pre-alpha. Stay tuned for more. If you're interested in progress, you should check out where I livestream dev work on this at least once a week. Storyboard consists of two parts: a domain-specific language for authors to write stories (that superficially looks a bit like Ink) and a runtime narrative engine designed to be embedded within a larger game project.
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Trending Discussions on storyboard
QUESTION
ANSWER
Answered 2021-Sep-30 at 06:06If you want to stick to using a Plain button, try entering a thin space (U+2009) character as the title, which won't consume much space and solves the issue. (Thanks to @El Tomato for suggesting white space characters)
Here it is for easier copy-pasting:
QUESTION
I have an iOS app, since upgrading to Xcode 13, I have noticed some peculiar changes to Tab and Navigation bars. In Xcode 13, there's now this black area on the tab and nav bars and on launching the app, the tab bar is now black as well as the navigation bar. Weird enough, if the view has a scroll or tableview, if I scroll up, the bottom tab bar regains its white color and if I scroll down, the navigation bar regains its white color.
N:B: I already forced light theme from iOS 13 and above:
...ANSWER
Answered 2021-Sep-22 at 12:40first of all the problem is cause by unchecking translucent I fixed it by choosing navigation bar appearance from attributes inspector scroll edge it will fix it see this screen shot please
QUESTION
I'm pretty new to Swift, currently writing an AR game. Seems like my issue is very basic, but I can't figure it out.
I added a button to an AR Scene through the storyboard and linked it to an IBAction function (which works correctly when the button is clicked). I gave the button an image and deleted the Title. See how the button shows up in the storyboard: button in Xcode storyboard without Title
But when I run the app, the button image shows up with a default label (saying "Button") as shown in this image: button in iPhone screenshot WITH label next to the button image
I can't figure out why this label is there and how to remove it. Should I add the button programmatically instead of adding it through the storyboard? Should the button be treated differently because it's an AR app?
I was able to remove the label by adding the same UIButton as an IBOutlet and adding the following line in viewWillAppear:
...ANSWER
Answered 2021-Nov-23 at 21:07When Interface Builder isn't playing nice, I often open the Storyboard file in a text editor (I use Sublime Text) and edit it manually.
I had a similar issue - I had a button with an image, I had deleted the default "Button" title text in IB, which looked fine in Xcode, but when I ran it, the word "Button" was still there. So I found this line using Sublime Text and deleted it there:
QUESTION
I've got a project made by modules and each module is a cocoapods library that loads each section of the App.
This application was made 1 and a half years ago and it has been maintained and it's been working without problems but now i just had to do an small change (the first change that i did to this app using Xcode 13) and the problem is that when i compile in my iPhone, iPad, or any simulator, everything works perfectly, but when i send the app to TestFlight, the colors and the images contained inside the modules (cocoapods libraries) doesn't appear. The views and the languages are working but not the colors and the images (that colors and the images of each module are inside an xcassets included in the module itself).
This is the podspec of my modules:
...ANSWER
Answered 2022-Jan-18 at 22:30The name of the pod and resource bundle being the same causes issue. Try putting a unique name for the resource bundle
QUESTION
I'm building an iOS app using a Storyboard. The root view controller is a Home View Controller. I'm creating the login/logout process, and it's mostly working fine, but I've got a few issues. I need to know the BEST way to set all this up. When I tap on login and logout the app works fine but when I tap on Sign up Nothing works I have created a navigation controller too. I'm just not sure what the best method is at this point.
I'm Giving you My Details
This Is MY Switcher Class For Managing View
...ANSWER
Answered 2022-Jan-13 at 15:46The issue is the your rootViewController does not have a UINavigationViewController set up, for neither of the Viewcontrollers. what you need to do is instead of instantiating like this:
QUESTION
An app which was running successfully on iOS 9-15 now crashes on launch on iOS 9-12 when building with Xcode 13.1 (on M1 Pro) that I just upgraded to.
It crashes on unarchive of the main storyboard due to use of UITabBarAppearance which only exists on iOS 13+ (see trace below). My storyboard entry point is a Tab Bar Controller.
I have not edited my storyboard file since this was working on iOS 9-15 with previous Xcode versions and the crash occurs before any of my code runs.
In the hope it was a simulator-only issue (I have no old-iOS devices) I uploaded to the store but the app crashes on launch on real devices too on iOS12 and below. https://apps.apple.com/nz/app/campermate-australia-nz/id1586561660
Minimum OS target is 9.0. We could drop support for iOS 9-11 but we still have plenty of iPhone 6 and 5 users (who are limited to iOS 12).
How can I fix this?
...ANSWER
Answered 2021-Dec-14 at 23:02At the bottom of the stack trace it says:
*** Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: 'Could not instantiate class named UITabBarAppearance because no class named UITabBarAppearance was found; the class needs to be defined in source code or linked in from a library (ensure the class is part of the correct target)' terminating with uncaught exception of type NSException
UITabBarAppearance
was introduced in iOS 13, so it won't work with older iOS versions. Check your code for any occurrences of UITabBarAppearance
and either remove them or wrap in an if #available
. It could also be a problem with the storyboard using UITabBarAppearance
internally.
QUESTION
After starting Xcode 13.0, I get plenty of Position and size are ambiguous for ...
and Width and horizontal position are ambiguous ...
layout warnings on an app, which didn't show up on previous Xcode version some days ago (I didn't change anything after Xcode upgrade). Mentioned objects show properly on device and simulator. Checking in detail, it reveals that all constraints seem to be correctly set.
Above example is pretty straight forward. I don't really see what the reason for the warning could possibly be.
Even more weird ... when I change the name of a label somewhere at the top of the tableview, most of the warnings (not all) just disappear. This label is in a cell which is totally unrelated to the objects generating the warnings. After restarting Xcode, the warnings are back again.
Also Update Frames
doesn't solve the issue.
Is this an Xcode bug or do I miss something?
--- UPDATE 1 (20.10.2021) ---
I noticed that the
Main.storyboard
showsambiguous="YES"
for concerned objects. Manual delete (while Xcode 13.0 is closed) doesn't help.ambiguous="YES"
is back upon next Xcode start.I noticed that all warnings refer to constraints of objects, located after tableview cell 16 downwards (spread across 4 sections). This can't be a coincidence.
Are there any limits in the number of allowed cells inside a tableview and/or section?
--- UPDATE 2 (21.10.2021) ---
Some more details. After lots of testing and reading still no solution.
The entire issue is about a tableview controller, having 7 sections with a variable number of cells (2, 2, 1, 12, 1, 3, 2). The warnings show only after cell #11 in section #4, hence cell #16 counted from the top (disregarding section boundaries).
Xcode shows many incoherences in terms of change/impact relationship as shown below.
There is a setting to disable warnings (TARGETS > Build Settings > IBSC_WARNINGS), but this doesn't change anything to the number of warnings shown. Manually (depreciated) delete of
ambiguous="YES"
inMain.storyboard
file doesn't help. I don't see anything bad in giving that a try (after a backup ofMain.storyboard
). The question probably boils down to why Xcode adds the ambiguous tag toMain.storyboard
at a first place.The project shows a yellow warning symbol top right corner of tab bar, as well as 10 warnings right of the target/device bar (very top of Xcode window). Clicking on that one opens the Issue navigator showing the 10 warnings. The storyboard shows however a red error symbol right of concerned tableview controller. Inside this list, only errors and no warnings (so now, errors or warnings?). The number is 16 errors, while the number of warnings in the top bar of Xcode shows 10 warnings. Trying to
Add missing constraints
doesn't do anything. My manually added constraints are apparently correct. See trivial example of OP (Reset settings). Lots of contradictory information across Xcode window.Changing the Document label (Identity inspector) of a switch belonging to a cell issuing a warning (e.g. cell #16), the total number of warnings goes down to 0! This label is only used by Xcode storyboard interface and doesn't show up on app UI. So why does it have an impact to constraint warnings? Non-related change solves a problem?
If the warning count is 0 due (3.) above, restarting Xcode brings all back to previous state = 10 warnings. Why 0 warnings after a settting change, then again 10 warnings after restart?
As said before, the mess starts in cell #16. However this one is a copy/paste from cell #15, which doesn't generate any warnings.
View Debugging (Frames, Alignment rectangles) shows the interface correctly - on device and simulator.
When the app runs, the layout is actually displayed exactly as designed. These warnings don't seem to have any impact on actual operation. Also they didn't show prior Xcode 13.0.
There are quite some issues regarding layout ambiguities online, but rarely any solution. Most of the time, the author resigns by just accepting the nuisance. My intention is understand why these occur and to to fix potential hidden issues (if any).
...ANSWER
Answered 2021-Dec-30 at 23:13I noticed the same bug on my app. It's happening in Static cells in TableView Controller, and ambiguous layout warning appears only for those cells that can be reached after scrolling down.
Steps I took to remove layout warnings:
- Select the view controller that shows autolayout warnings
- Inspectors > Size > Simulated Size > Freeform (see image below)
- Change height so that all cells are displayed
Now all those warnings are gone!
Xcode version: 13.2 (13C90)
QUESTION
I compiled my app with Xcode 13 and iOS 15, and I noticed the UIDatePicker
is getting right aligned.
You can see that my storyboard is properly setup with constraints:
This UI element was working fine, even if I download the App Store version of my app on a device running iOS 15, it renders correctly. It's only compiling it with Xcode 13 that messes is up.
Is anyone else encountering that issue?
...ANSWER
Answered 2021-Oct-05 at 15:23The old behavior of the compact Date Picker (UIDatePicker) was aligned to left (with Xcode 12 + iOS 14), but now with Xcode 13 is aligned to right.
I ran into the same problem when using Xcode 13 and found a solution here.
QUESTION
This is a weird bug I'm getting using Xcode 13 and iOS 15.1.1. I've developed a simple app and when I run the app on iOS 15.1.1 (iPhone 13 Pro), before the app launches a white screen (black in case dark mode is ON), is shown, for couple of minutes.
Does anyone know a work around this? This completely disrupts the development process and breaks the flow while testing the app. Build time is within a minute and you have to wait extra time for the white screen to go away.
I've tried the following solutions but it didn't work
- Removing iOS DeviceSupport and restarting Xcode
rm -r ~/Library/Developer/Xcode/iOS\ DeviceSupport
Edit 1: This is happening only when run button from Xcode is pressed and after it once launches from Xcode and then I close the app and start again from phone it works normal
Deleting DerivedData too did not work
Some code to give reference:
AppDelegate.swift
...ANSWER
Answered 2021-Dec-17 at 06:06The issue finally resolved. I updated my Xcode to 13.2 and it fixed it. Not sure what was causing it. But it's fixed with the new Xcode update
QUESTION
I have implemented the Lottie animation splash screen on android with the new Intent, is there a way to do the same in iOS.
I know LaunchScreen.storyboard is unable to do this, but is there a way to generate a new UIViewController show it on screen with Lottie animation, and while the animation is playing in I will prepare Xamarin App in background task, and when animation ends call LoadApplication(app).
Or is there any other way to start playing Lottie animation first when you launch your app on iOS ?
Setting Lottie animation as the main page in Xamarin Forms is not an option, waiting on Xamarin Forms to start the app will take a few seconds and during that time I wanna show animation, not after.
...ANSWER
Answered 2021-Dec-11 at 23:08iOS Launch screen can't animate. If startup time is an issue, and you want to show some animation, would need to write some "native code" (Xamarin.IOS is fine) that does an animation, while you have a background task do Xamarin Forms Init and load App ResourceDictionary. Details TBD, if someone demonstrates that they actually have a serious iOS load-time problem with Xamarin Forms.
OP (Original Poster) tested the time on iPhone, and concluded that it was fast enough to not be worth doing an animation to make that time more interesting. (On typical Android devices the startup time was longer.)
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install storyboard
Clone this repo: git clone git@github.com:lazerwalker/storyboard.git
Run yarn install to install dependencies
Run yarn run build to compile the library. It'll output a dist/bundle.js file. If you use TypeScript, dist/types will contain type definitions.
Looking to hack on Storyboard yourself?. Webpack is used to compile Storyboard. You can run it via yarn run build. You can also manually run webpack (./node_modules/.bin/webpack, or a globally-installed version) with whatever other args you'd like, to e.g. enable watch mode. (Better dev support is coming!). The tests folder contains a fair number of BDD-style tests. yarn test runs 'em.
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