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Thank you!!! It worked.
Thanks for all the help.To get the app through, I had to use the "Requires Full Screen" option and disabled Landscape until I can get this problem resolved.PLEASE feel free to keep giving me suggestions and ideas. I want to be able to use Landscape eventually.Dan Uff
Thanks for the help. But it doesn't seem to work, I get a:Use of unresolved identifier 'view'I also read somewhere that the watch doesn't allow an image to flip (unless it was another viewController, which wouldnt work in this case), and that the UIView (or view) wouldn't be recgonized (which is hard to believe, I know).Thanks for the info anyway. I'm still looking!Dan
Thanks. I'll give it a try.Dan
Thanks for the reply.When a user taps the button, the coin will "flip" and randomly choose which side it wants....i.e. Heads or Tails.
I'm not worried about the flipping animation yet, I just want the following:1. User taps the 'Flip Coin' button.2. The device selects which side it wants (heads or tails).3. Device shows the correct side of the coin. <--- This is the problem.The coins are two seperate images. I cannot get the device to show the correct image when it's done flipping the coin.The word 'coin' is just a label for the button. No value assigned to it.
When a user first goes into the app, they are presented with the TwoCoins image (kind of like an introduction).Then, when they tap on the button, that image woud be replaced by the coin and by showing what ever answer the device comes up with, heads or tails.To give you a better idea, here's the finished product on the app store (I am converting that to SwiftUI).id1498335106Thanks again for ALL your help!Dan
Thank you. I'll try it and let you know.Dan
Never mind....You cannot have a space between the .alert and the bracket.
Hi,Try this resource for all SwiftUI questions:http://www.hackingwithswift.com/This is a fantastic resource for Swift and SwiftUI questions, and I think you'll fiind the answer on there.Dan
Thanks for the info. It didnt work. This is the only thing holding the app back from being released.I did try adjusting the NSRect in the AppDelegate:// Create the window and set the content view.
window = NSWindow(
contentRect: NSRect(x: 0, y: 0, width: 230, height: 400),
styleMask: [.titled, .closable, .miniaturizable, .resizable, .fullSizeContentView],
backing: .buffered, defer: false)
window.center()
window.setFrameAutosaveName("Main Window")
window.contentView = NSHostingView(rootView: contentView)
window.makeKeyAndOrderFront(nil)
}The Width and Height, but that doesnt seem to do anything. Also, where does one get information for the X and Y coordinates? Can't find information about that either.
HI again,I expect that th window would show the correct size and auto adjust for the app (again, I am VERY new at developing for Mac) Like it used to be way back when.I wish I could show you (via a screen shot) what I am trying to accomplish. Basically, the app's window is almost closed. A user would have to manually resize the window in order to see the entire app. The app would appeear as a rectangle with one label (showing the name of the app), and and two text fields on the side of the label (via a HStack) for the user to input two integers, kind of like what you see with some random number generator apps for Mac. So, it would be like:name of app. Field one. Field two. But, it first appears as:name of Field.... Field....Thus having to manually resize the window. Thanks,Dan
Thanks for the info.
Thank you!