Has anyone here been able to integrate a TabView based application with Unity3d? I have been working on a solution, but I'm beginning to believe that it may not be possible to do. The concept basically is to have the Unity3d OpenGLES view paused upon the start of the app, and have one of the tabs contain a button that un-pauses the OpenGLES view, and hides the TabView controller. Am I crazy for wanting to do this? Any help or suggestions would be greatly appreciated
there is a plugin called NativeToolkit by Prime31, its free... I havent tried it, but the description says that it does exactly what you want, I tried the gamecenter plugin they offer and its amazing how easy it is to integrate, it seriously works "out of the box"
oh yeah and the NativeToolkit plugin is free too :) give it a try
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I’m a relatively new app developer working on a couple of individual projects. I’ve dumped at least one hundred hours into coding using Swift in Xcode, and, as embarrassing as it may be to admit, it seems I can’t fully grasp or find information pertaining to how popular apps such as Facebook, Instagram, YouTube, or Tinder implement non-linear view navigation via a menu bar at the bottom of the screen.
I’ve seen one particular app tutorial series that exemplifies how to go about making this menu bar style possible using a collection view of horizontally-placed views each equivalent to the size of the screen. I understand this gets rid of the issue of loading new views on top of existing old ones that sit in the background (my primary worry, outside of unnecessarily reloading information), but is this the typical method of implementing non-linear menu navigation in an app? I suppose a more pressing question at this point is “How can I go about making something like this using SwiftUI?”
If anyone can offer information, explanations, and/or sources, they would all be much appreciated. Thank you for your time!
So, upon receiving TylerTheCompiler’s comment on my post, I started researching the UITabView. It appears that this is used for creating exactly what I was trying to explain in the initial post. I subsequently searched for a way to implement this in SwiftUI and found the “tabbed view.” The tabbed view seems very easy to implement and is exactly what I’ve been looking for. I still wonder if popular applications have been utilizing the UITabBar rather than something else more practical that I am still unaware of. If you happen to know, please comment on this post — I would love to know, myself. As always, thank you for your time, everyone!
I'm using the JUCE framework to make my first few iOS apps, mostly just proofs of concepts for my Github account for job recruiters.
I've got my first app compiled and working on iOS, but I'm having tons of issues with the GUI.
I can't seem to find the right resolutions to fill the screen. I'm testing with an iPhone 7 Plus, and I figured I could just type in the resolution of that screen to the Projucer, but it doesn't work correctly.
Then I realize I'd probably just want one that fills the screen automatically, but dont know which function calls to use or where its located in the Projucer (haven't found it yet).
Also, I'm entirely new to GUI developing as of December, so I'm still learning all of this. I would greatly appreciate keeping it simple. Thank you to anyone who is able to help.
Try this in MainComponent.cpp
Rectangle<int> area = Desktop::getInstance().getDisplays().getMainDisplay().totalArea;
centreWithSize (area.getWidth(), area.getHeight());
I'm developing an iOS app and I was wondering how to implement a design element. I've looked but there isn't a answer that I was completely looking for. Any help would be great. :)
If you don't want to build it from the scratch, then maybe you can take a look at this- https://github.com/HighBay/PageMenu
In my XNA project I have a Game class but I wish to add a Menu screen which will be shown upon application launch. Does anyone know how I can add this? I can't seem to find anything in the project which will do this...
Any help will be highly appreciated.
Nothing comes with XNA by default for game screens.
However, there is an official XNA sample which covers this topic and has useful code to tackle multiple game screens.
I've seen a few apps on the iPad recently adding a bit of design to the pop overs.
Does anyone have any pointers on how you would go about changing the pop overs design without writing your own?
I'm hoping to achieve something like the pop overs in iBook or Calcbot.
Cheers
I don't believe there is any way to really customize the UIPopoverController. You can write your own pretty easily though.