Icons, Icons, Everywhere!
Monkey Forums/Monkey Programming/Icons, Icons, Everywhere!
| ||
OK, I found the Android ones. (Took a few attempts to figure out which ones weren't being reset each time!) They're in build/android/res/drawable-Xdpi/ folders. The html5 one obviously uses the build/html5/favicon.ico file. iOS uses the insane sprawling chaotic mass of files that it is. nngh. Is there any reason why the glfw Windows target doesn't appear to have a simple "use this icon" method? That'd be handy. And what of the Mac target? I've yet to even attempt that, if I'm honest, but if it's as awkward as the Windows edition, I'll be shouty!! Anything else I should be aware of, icon wise? |
| ||
its something I always felt should be built into the ide. I use reshacker to insert icons in the GLFW built exe's not an ideal situation I admit but it works. |
| ||
For Android, I think life would be easier if they could just be in config vars: #ANDROID_ICON_HDPI=iconwhatever72.png #ANDROID_ICON_MDPI=iconwhatever48.png #ANDROID_ICON_LDPI=iconwhatever36.png Then these icons, which are in the data folder, get converted to icon.png and put in the appropriate res folders. |
| ||
On iOS I have used xCode to set icons, did you mange to do it using external files? |
| ||
If you generate them with the right filenames, you can do a bulk drag'n'drop, and it should just figure out what you're trying to do. .. sometimes! |
| ||
drag n drop in xCode? Or drag n drop into the source folder? And what are the right filenames? I have always wanted to make a simple App that automatically compiles a build of the game on iOS and sends me a direct build on my iPad using TestFlight. |
| ||
Give Monkey-Wizard a try and it should be easy as:wizard AndroidIcons ../myproject/myproject.build/android (low|medium|high|extra-high) ../path/to/the/icon.pngor for iOS wizard IosIcons ../myproject/myproject.build/ios (0|1) $ICONSwhere $ICONS is a list of icon file paths (space separated). hint: IosLaunchImage is there too ;) |
| ||
michaelcontento that looks like the kind of tool I'd be wanting for ages! So all the listed modules can be one-click installed? (if so omg!) It feels like a really stupid question, but how do I use it? Where do I enter the commands? (is there an exe? cmd promt? mac-promt? using monkey trans? or do I build this using monkey?) Do I need to do this for each target release? Mac for ios? |
| ||
It feels like a really stupid question, but how do I use it? Where do I enter the commands? (is there an exe? cmd promt? mac-promt? using monkey trans? or do I build this using monkey? It's a plain monkey project and must be compiled using trans and the stdcpp target. 1) download the code (I'll now assume it's in /wizard) 2) compile it with monkey /path/to/trans_macos -config=release -target=stdcpp -build /wizard/wizard.monkey3) just run the created executable /wizard/wizard.build/stdcpp/main_macos IosBundleId /myproject/myproject.build/ios com.example.funny.app So all the listed modules can be one-click installed? Yes, all commands listed in the README can be used :) |
| ||
Oh and don't forget to run git submodule update --initas some dependencies are there as git submodule. |
| ||
@michaelcontento love your wizard! thumbs up!!! |