Interface Builder Zoom in Zoom Out [duplicate] - xcode

This question already has answers here:
Cannot zoom in and out of nib in the new Interface Builder
(7 answers)
Closed 9 years ago.
Is there a way to zoom in/zoom out in the Interface Builder within Xcode 4?

The current (very annoying) situation is that you can zoom in storyboards, but there is absolutely no way to zoom in a xib editing window.

XCode 5 still allows zoom in storyboards only. This is their way of telling us we should be using storyboards.
Its just never going to be possible to zoom in on a xib file.
Edit: Also possible: you sacrifice resolution but every mac can zoom on any part of the screen by holding Control+Scrolling Up/Down.
Edit 2: Accept it people, you can't zoom on xib files. But you CAN zoom your whole mac display if you prefer to view the same pixels in bigger format

As of now, no. They should be adding one in xcode 4.0.3.

Related

How to add a UIImageView to a storyboard in Xcode 12? [duplicate]

This question already has answers here:
Where did the Object Library go in Xcode 10?
(6 answers)
Closed 1 year ago.
Very basic question: How do I add a UIImageView to a storyboard in Xcode 12? I have an existing project and I want to add images to it. I'm new to Xcode.
I gather I need to use Interface Builder Xcode 12. This tutorial for Xcode 10 shows how to add images to Images.xcassets but assumes I know how to add an UIImageView.
The tutorial shows a library of widgets displayed in the bottom right:
But I don't have that:
At the end, it mentions:
Media Library pop up opened by hitting the keys "command", "shift", and "m" at the same time Add image asset to launch screen Xcode 10
But that key combo does nothing for me.
Turns out there are three solutions:
Command-Shift-L is the new shortcut to open the media library. Seems like this changed in Xcode 11?
The + icon shown in the screenshot.
View > Show Library

Xcode 11 is Showing all Screens Behind current Presented Screen [duplicate]

This question already has answers here:
Presenting modal in iOS 13 fullscreen
(27 answers)
Closed 3 years ago.
After updating my xcode all my screens that have navigation controller look like the below image. It looks like all the screens under the navigationController are showing behind each other for the root navController Also it worked fine on previous Xcode versions.
Any sugggestions?
to get the behaviour I want I had to :
Set my UITabController present to FullScreen as shown in pic below then all navigationControllers screens/v were fullscreen

Drag and Drop window in Xcode [duplicate]

This question already has answers here:
My library pane is missing, how to get it back
(3 answers)
Closed 4 years ago.
I'm trying to drag an UIButton to my View, but the view with the Drag and Drop Function isn't there, where it should be?
I'm a absolutely beginner.
I have the Xcode version 10.1 beta 2
If you are trying to place a button in your View Controller, simply tap the top icon that looks like an old iPhone button and drag in the button:
You can also use keyboard shortcuts:
Use ShiftCommandL to show the Object Library, or use Option with the shortcut to open the Object Library.
In XCode 10 they have been moved, click on the first top rounded button (near the show standard editor) of your picture or use the shortcut ⇧+⌘+L to open the library and ⇧+⌘+M to open the media.

OpenGL View using Cocos2d inside a Mac Desktop Application

I'm just getting started in development for a mac desktop app that will aid me in dealing with rigging a 2-D character in cocos2d.
The layout for what I'm working on is in the image here:
In the big grey rectangle to the right, I'd like to create an active cocos2d scene that I can interact with using the standard mac app GUI on the left. For example, when the user selects a file using the LOAD CHARACTER IMAGE... button, I want the scene to add the image as a CCSprite on the right. I want them to set the anchorPoint by clicking an anchor point button, and then clicking on the sprite, etc...
My Question is: How do I start implementing the scene within the window? How do I add the cocos2d framework to my project?
I'm fairly comfortable working strictly within cocos2d, but I need to get it to interact with a standard desktop GUI.
What steps do I take to get the scene in the window?
******EDIT******
I'm editing this to further clarify my questions that I need answered.
1. How do I add the cocos2d files to a project without using one of the templates?
2. How do I get a cocos2d scene to show up inside the grey rectangle of my .xib? (OpenGLView?)

How to zoom in/out in Xcode 4.1 Interface Builder window to see multiple UIViews

I'm building a xib with multiple views, one oriented for landscape and another for portrait. I'd like to be able to zoom out from the Interface Builder window to see both and then zoom in on one of the views to work on it, rinse, repeat. Can this be done?
This is not possible as far as I know, but Xcode 4.2 allows you to develop your iOS applications using "storyboards", which is similar (and has many other benefits).

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