I initialized a new project using
tns create <project_name> --vue
So I've the file ~/App/app.scss
// Import app variables
#import 'app-variables';
// Import the theme’s main ruleset - both index and platform specific.
#import '~nativescript-theme-core/scss/index';
#import '~nativescript-theme-core/scss/platforms/index.android';
// Import common styles
#import 'app-common';
I'd like to try one of the themes, for example 'aqua' or 'brown'.
What must I add and/or changes?
Opening _app-variables.scss I found this at start
#import '~nativescript-theme-core/scss/light';
I changed to
#import '~nativescript-theme-core/scss/brown';
Then commented all the overrides of the variables.
Then in my Home.vue, in the style section, I commented the use of $dark_accent.
In this way I can simply switch theme using the first row of _app-variables.scss
Related
I'm trying to use LestMove to be more precise
the second implementation method where it says:
Option 2:
Copy the following files into your project:
PFMoveApplication.h
PFMoveApplication.m
If your project has ARC enabled, you'll want to disable ARC on the above files. You can do so by adding -fno-objc-arc compiler flag to your PFMoveApplication.m source file. See How can I disable ARC for a single file in a project?
If your application is localized, also copy the 'MoveApplication.string' files into your project.
Link your application against Security.framework.
In your app delegate's "-[applicationWillFinishLaunching:]" method, call the PFMoveToApplicationsFolderIfNecessary function at the very top.
but I'm not able to call the method / Class, could someone help me with this issue? Thanks in advance!
In general, there are a couple of ways to set up an Objective-C class in your AppleScriptObjC project:
Add the file(s) to the project - the Objective-C class name will be
the one used in the #interface/#implementation declarations
Add an outlet property in the AppleScript class/script you are using, e.g. property someProperty : missing value
Instantiate the class programmatically:
set someProperty to current application's ClassName's alloc's init()
or
Connect stuff up with the Interface Builder:
Add an NSObject (blue cube) from the library to your project
Set the class of the object/cube to the class name of the Objective-C file(s) in the Identity Inspector
Connect the AppDelegate IB Outlet to the object/cube in the Connections Inspector
After setting up the outlet property, the Objective-C methods can be used like any other script/class:
someProperty's handler()
That LetsMove project wasn't really set up for AppleScriptObjC, but I was able to tweak it a bit to get it running. I'm not that great at writing Objective-C, but the following worked for me using a new default AppleScript project with Xcode 10 in Mojave (the original file is over 500 lines long, so I'm just highlighting the changes):
Add PFMoveApplication.h and PFMoveApplication.m files to the project (the class name is LetsMove)
Add Security.framework to Link Binary With Libraries in Build Phases
As described in the original project README, add the compiler flag -fno-objc-arc to the Objective-C file in Compile Sources of the Build Phases
-- Now to alter the Objective-C files a bit:
Move the #interface declaration to the .h file and include the redefined method signatures below in it:
The PFMoveToApplicationsFolderIfNecessary and PFMoveIsInProgress methods are redefined as instance methods:
- (void)PFMoveToApplicationsFolderIfNecessary;
- (BOOL)PFMoveIsInProgress;
Redefine the above method signatures in the .m file, and include those methods in the #implementation section - to do this, move the #end to just before the helper methods (after the PFMoveIsInProgress method)
Remove the isMainThread statement at the beginning of the PFMoveToApplicationsFolderIfNecessary method - this is not not needed (AppleScript normally runs on the main thread), and fixes another issue
There is still a little stuff in there from the original app such as NSUserDefaults, so for your own project, give it a look to see if anything else needs changing (dialog text, etc)
And finally, in the AppDelegate.applescipt file, the following was added to applicationWillFinishLaunching:
current application's LetsMove's alloc's init()'s PFMoveToApplicationsFolderIfNecessary()
I'm attempting to change the maximum row width from 1200px to 1560px however I'm having trouble finding anyway to do this. I'm using SASS to compile.
I'm assuming that settings just need to be changed in the settings.scss file however any changes I make seem to have no effect on row width.
I saw a breakpoints variable here
$breakpoints: (
small: 0,
medium: 1200px,
large: 1560px,
xlarge: 1440px,
xxlarge: 1440px,
);
There I changed large: from 1200px to 1560px and changed the other breakpoints as well.
I also changed the $global-width here
$global-width: rem-calc(1560);
None of these seemed to have had any effect. I made sure it was included in my main.scss file.
#import "vendors/foundation/settings";
#import "base/colors";
#import "base/global";
#import "base/typography";
My folder structure is
-_main.scss
-base
-_colors.scss
-_global.scss
-_typography.scss
-vendors
-foundation
-_settings.scss
Also I double checked and the effects of all the other scss files are working just fine. I'm getting no errors.
UPDATE: I also made sure that the settings import happened after my base foundation includes
#import '../bower_components/foundation-sites/scss/util/util';
#import '../bower_components/foundation-sites/scss/foundation.scss';
#include foundation-global-styles;
#include foundation-grid;
All occur before the rest of my imports.
How do you change the max width or rows/breakpoints in SASS in Foundation 6
UPDATE: I also added a test variable
$testcolor: #523432;
and used it elsewhere in base/colors like so
* { border: 1px solid $testcolor;}
And that works just fine.
Turns out it had to do with the order I imported. The _settings.scss file needs to be imported before the base _foundation.scss file.
Specifying $include-html-classes to false and then importing Foundation 5 to your Sass file still generates a bunch of CSS. Looks like some of it is meta stuff for versioning information I suppose, but some of it looks like HTML classes. I thought the whole point of using this variable was to remove HTML classes?
Here's my SCSS file:
#import "../foundation/settings";
$include-html-classes: false;
#import "foundation";
This wasn't a problem in Foundation 4. What are these styles and how can I get rid of 'em?
This looks like it is a bug where new presentational classes have been added above the conditionals. Since you question is how to fix it, here is the process if you don't want to wait until it is fixed officially.
Move your Scss into a different directory or fork the foundation bower repo.
Update your config.rb (line 2) to point to the new files, this is relative to your project directory
# Require any additional compass plugins here.
add_import_path "some_other_directory/foundation/scss"
Then you will need to modify each file that generates presentational classes. Luckily Compass/Sass gives us the exact place to look.
/* line 259, ../bower_components/foundation/scss/foundation/components/_global.scss */
meta.foundation-version {
font-family: "/5.1.0/";
}
On line 296 you will see the conditional line:
#if $include-html-global-classes {
and all of the classes that have been added above it.
You will need to move this line to 260 and it should look like the following.
#include exports("global") {
#if $include-html-global-classes {
meta.foundation-version {
font-family: "/5.1.0/";
}
Since this is Scss you could either leave or correct the indentation to match.
You would need to repeat this for each file that generates CSS with Compass. If you are running compass watch, you can just check or reload your stylesheets/app.css after each correction.
I'm confused by this. Wouldn't all the following imports just override whatever was in this global settings partial anyway?
The comment reads simply // Global Foundation Settings. Looking at older documentation the comment was different and made more sense: // You custom settings file to override Foundation defaults http://foundation.zurb.com/docs/v/3.2.5/sass.php
Shouldn't a global settings file which overrides Foundation's settings be imported last?
To cut a long story short, my project (an iPhone app) was all working fine until I started using a C++ sdk (openfeint). Everything was working fine, including the C+++ Openfeint stuff, until I switched from tesitng on the device to testing in the simulator.
Now it won't compile for anything and I'm getting just under 200 errors. It's all just spiralled out of control and wont compile on any device. As I said, everything was working perfectly, I didn't change a single line of code, I simply switched Active SDK's.
So I'll start at the beginning. The first error is...
Error 1: ISO C++ forbids of declaration 'BrickControlLayer' with no type
Clicking on this error takes me to the header file for another class...
// GameScene.h
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "brickSprite.h"
#import "BrickControlLayer.h"
#import "GameState.h"
#import "ScoreController.h"
#import "FeedbackLayer.h"
#import "TimeBar.h"
#interface GameScene : Layer {
GameState *gameState;
ScoreController *scoreController;
CocosNode *spriteHolder;
brickSprite *targetBrick;
// Heres the line it takes me too <<<<<<<<<<<<<<<<<
BrickControlLayer *controls;
NSInteger difficulty;
NSMutableArray *pointsLookupArray;
BitmapFontAtlas *scoreLabel;
FeedbackLayer *feedback;
NSDate *startTime;
TimeBar *timeProgress;
int rowScanCount, foundRows;
}
// methods here....
#end
I'm new to this, so bear with me. I was confused as I'm clearly stating that *controls is of the type 'BrickControlLayer'. So I'm thinking there's something wrong inside 'BrickControlLayer' itself.
Here's the header...
// BrickControlLayer.h
#import <Foundation/Foundation.h>
#import "cocos2d.h"
#import "brickSprite.h"
#import "HighScores.h"
#interface BrickControlLayer : Layer{
CocosNode *spriteHolder;
CGPoint touchedStartPoint, moveFromPoint;
brickSprite *touchedBrick;
BOOL editorMode;
int movecount;
// Control buttons
AtlasSpriteManager *buttonManager;
AtlasSprite *rotLeft, *rotRight, *newBrick, *deleteBrick, *makeTarget, *save, *run;
BOOL tapToContinue;
}
#property (retain, readwrite) CocosNode *spriteHolder;
#property (retain, readwrite) brickSprite *touchedBrick;
-(void)showEditorControls;
-(void)selectBrickAtLocation:(CGPoint)location;
-(void)hideEditorControls;
-(void)deactivate;
#end
I've been over it and over it. It was all working fine before and I simply can't figure it out. I've been googling it and the only thing that crops up is the term "Forward Declaration", but that doesn't mean anything to me and all the info I've found talks about structs.
I suspect the errors are more of an indication that I'm doing lot's of other things wrong, rather than committing a simple one line typo or something. Can anyone explain in laymans terms what's going on here?
Jason here from OpenFeint. If you'd like to send over a code sample to devsupport at openfeint dot com that demonstrates the problem we'll take a look at it for you. It sounds like you may be including the header file from a .CPP instead of a .MM file.
If all you did was change the iPhone Target SDK, double check that when you setup compiler options you did it for all SDKs and build configurations (release, debug).
The error you're getting sounds like the compiler doesn't recognize that you're in an Objective-C declaration OR it can't find the header declaration for BrickControlLayer. Could be a circular include? (do you use include guards or #pragma once?)
Hope that helps,
- Jason Citron
- Founder & CEO, Aurora Feint
Your error is about BrickController not BrickControlLayer so I don't think that you've posted the line that the compiler is actually complaining about.
Having said that, I think that your fundamental problem is that you are trying to compile files that look to be Objective C with something that, from it's error messages, thinks that it is an ISO C++ compiler.
Have you followed all of the steps listed on the Integrating the OpenFeint SDK page?
Alternatively, you could create one single class that is Objective-C++ that interfaces with OpenFeint. Then all your Objective-C classes can remain the same but make calls to the OpenFeint handler class.
Have you renamed all files that include or import OpenFeint to .mm ? Also have you tried turning off (or on) 'compile for thumb' in your build settings?