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Uno.Resizetizer.GettingStarted |
Uno.Resizetizer is a set of MSBuild tasks to manage the assets of an app. Using this package, it is not needed to care about generating and maintaining different image sizes/scaling and creating a splash screen plumbing. It is only needed to provide an svg
file and the tool will take care of the rest.
Starting Uno Platform 4.8, the solution template includes Uno.Resizetizer by default. If you want to use it with an application created from an earlier version of Uno Platform, you can follow the steps below.
Tip
To create an app, make sure to visit our getting started tutorials.
Uno.Resizeter is delivered through NuGet. In order to install it you can either download it using your IDE (this will be shown in the next steps) or added directly on your .csproj
as shown in the NuGet page.
- Open your favorite IDE, in this case, it will be Visual Studio, after that open the Manage NuGet packages window
- Search for
Uno.Resizetizer
and install it over your projects
Note
Uno.Resizetizer is compatible with projects running .NET 6 and later.
Uno.Resizetizer can handle:
- Images used in the application
- The App icon
- The splash screen
The next sections will show how to use it for each use case.
UnoImage
is the build action used for images that will be part of the app.
- In the App Class library, create a folder called
Assets
(if doesn't exist) and then create a folder calledImages
. We now need to add assets to this folder.
Tip
Those folder names are examples. It is possible to create folders with any name and how many levels are needed.
Make sure that the build assets are configured to be UnoImage
. In the csproj
, to make all files inside the Assets\Images
folder to be automatically configured to be UnoImage
, add the following:
<ItemGroup>
<UnoImage Include="Assets\Images\*" />
</ItemGroup>
UnoImage
assets can now be used just like any regular image. For example:
<Image Width="300"
Height="300"
Source="Assets\Images\myImage.png" />
Tip
Make sure to add the .png
at the end of the file name
UnoIcon
is the build action for the app icon. There should only be one per application. The UnoIcon
accepts two assets, one that represents the Foreground
and another that represents the Background
. During the generation phase, those files will be merged into one .png
image.
- Create an
Icons
folder inside the Base project, and add the files related to the app icon there. - Now open the
base.props
file, inside theMyApp.Base
folder project and add the following block:
<ItemGroup>
<UnoIcon Include="$(MSBuildThisFileDirectory)Icons\iconapp.svg"
ForegroundFile="$(MSBuildThisFileDirectory)Icons\appconfig.svg"
Color="#FF0000"/>
</ItemGroup>
- Create an
Icons
folder inside the Shared project, and add the files related to the app icon there. - In each of your project heads (iOS, Android, WebAssembly, ...) add the following block:
<ItemGroup>
<UnoIcon Include="..\MyApp.Shared\Icons\iconapp.svg"
ForegroundFile="..\MyApp.Shared\Icons\appconfig.svg"
Color="#FF0000"/>
</ItemGroup>
Next, some adjustments are needed on Android
, Windows
, WebAssembly
, mac-catalyst
, and iOS
. Let's start with Android
.
- Open the
Main.Android.cs
file (or the file that has theAndroid.App.ApplicationAttribute
), and change theIcon
property, in that attribute, to be the name of the file used in theInclude
property ofUnoIcon
, in our case will be:
[global::Android.App.ApplicationAttribute(
Label = "@string/ApplicationName",
Icon = "@mipmap/iconapp",
//...
)]
Tip
Feel free to remove the old assets related to the app icon on the Android
project
Now let's jump to the Windows platform.
- Open the
Package.appxmanifest
file and look for theApplication
tag - And remove everything that's related to the application icon. It should look like this:
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="$targetentrypoint$">
<uap:VisualElements
DisplayName="Resizetizer.Extensions.Sample"
Description="Resizetizer.Extensions.Sample">
<uap:SplashScreen Image="Resizetizer.Extensions.Sample/Assets/SplashScreen.png" />
<uap:DefaultTile/>
</uap:VisualElements>
</Application>
</Applications>
Now let's jump to the WebAssembly platform.
Note
You will only need to configure this platform if you want to deploy it as a PWA.
- Open the
manifest.webmanifest
file and look for theicons
tag and remove all the values inside it. You should be seeing an empty array like this:
{
"background_color": "#ffffff",
"description": "UnoResApp1",
"display": "standalone",
"icons": [ ],
}
Now let's jump to Apple platforms.
- For
mac-catalyst
andiOS
, open theinfo.plist
file, find theXSAppIconAsset
key, and change its value toAssets.xcassets/iconapp.appiconset
.
Note
If your app icon has another name than iconapp
use it instead.
Tip
Feel free to delete the old assets related to the app icon in the project.
UnoSplashScreen
is the build action for the splash screen. There should only be one per application. The UnoSplashScreen
has two more properties that you can use to adjust your asset, which are:
-
BaseSize
: It's the size that will be used to perform the scaling of the image. The default value is the size of the asset. So if you feel that your SplashScreen doesn't look right you can tweak this value. -
Color
: It's the background color that will be used to fill the empty space on the final SplashScreen asset. The default value is#FFFFFF
(transparent).
- Create a
SplashScreen
folder inside the Base project, and add the file related to the splash screen there. - Now open the
base.props
file, inside theMyApp.Base
folder project and add the following block
<UnoSplashScreen
Include="$(MSBuildThisFileDirectory)SplashScreen\splash_screen.svg"
BaseSize="128,128"
Color="#512BD4" />
- Create a
SplashScreen
folder inside the Shared project, and add the file related to the splash screen there. - In each of your project heads (iOS, Android, WebAssembly, ...) add the following block:
<UnoSplashScreen
Include="..\MyApp.Shared\SplashScreen\splash_screen.svg"
BaseSize="128,128"
Color="#512BD4" />
Next, some adjustments are needed on Android
, Windows
, and iOS
. Let's start with Android
.
- Open the
Style.xml
file, look for theTheme
that is been used by the application and add the following line:
<style name="AppTheme" parent="Theme.AppCompat.Light">
<!-- Other properties -->
<!-- This property is used for the splash screen -->
<item name="android:windowSplashScreenBackground">@color/uno_splash_color</item>
<item name="android:windowBackground">@drawable/uno_splash_image</item>
<item name="android:windowSplashScreenAnimatedIcon">@drawable/uno_splash_image</item>
<!-- Image at the footer -->
<item name="android:windowSplashScreenBrandingImage">@drawable/uno_splash_image</item>
</style>
Note
The uno_splash_image
and uno_splash_color
are generated by the build process.
Now let's jump to Windows platform.
- Open the
Package.appxmanifest
file and look for theApplication
node, inside it, look for theuap:SplashScreen
node. Delete theImage
property and its value, theApplication
tag should be like this:
<Applications>
<Application Id="App"
Executable="$targetnametoken$.exe"
EntryPoint="$targetentrypoint$">
<uap:VisualElements
DisplayName="Resizetizer.Extensions.Sample"
Description="Resizetizer.Extensions.Sample">
<uap:SplashScreen />
<uap:DefaultTile />
</uap:VisualElements>
</Application>
</Applications>
Now let's jump to iOS platform.
- Open the
info.plist
file and look for theUILaunchStoryboardName
key, delete it and its value.
Tip
Feel free to delete the LaunchScreen.storyboard
file.
Note
Feel free to delete old assets related to the splash screen.
A sample app is available here as an example for all the previous steps detailed above.