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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

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Allows native google maps to run within Codename One applications

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

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Allows native google maps to run within Codename One applications

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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NameName
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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

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Allows native google maps to run within Codename One applications

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

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109 Commits

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NameName
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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

About

Allows native google maps to run within Codename One applications

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2 stars

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

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Allows native google maps to run within Codename One applications

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Codename One Google Native Maps Support

Allows Codename One developers to embed native Google Maps on iOS/Android or fallback to Codename One MapComponent on other platforms. Check out a brief tutorial on using this project here: https://www.codenameone.com/blog/new-improved-native-google-maps.html

Limitations

  1. The native maps are only supported on Android devices that have the Google Play store (e.g. not on Amazon Kindle) and on iOS devices. All other devices will show the MapComponent by default. Map component will be used on the simulator as well.

  2. Since a native component is used placing overlays is problematic. You will need to use Dialogs and the API's of the MapContainer class to implement this.

Configuration

The configuration portion is the hardest part, Google made it especially painful in the Google typical way. You can follow the instructions from Google to get started for Android, for iOS, and for Javascript. UWP uses https://code.msdn.microsoft.com/windowsapps/Bing-Maps-for-Windows-10-d7ae3e44[BingMaps] instead of Google maps.

You will need to follow their instructions to generate your map keys. Then define the following build arguments within your project:

javascript.googlemaps.key=YOUR_JAVASCRIPT_API_KEY
android.xapplication=<meta-data android:name="com.google.android.maps.v2.API_KEY" android:value="YOUR_ANDROID_API_KEY"/>
ios.afterFinishLaunching=[GMSServices provideAPIKey:@"YOUR_IOS_API_KEY"];

Make sure to replace the values YOUR_ANDROID_API_KEY, YOUR_IOS_API_KEY``, and YOUR_JAVASCRIPT_API_KEY with the values you obtained from the Google Cloud console by following the instructions for Android , for iOS, and for Javascript.

NOTE: You can specify the iOS Google Maps version by setting the var.ios.pods.GoogleMaps.version build hint, using Cocoapods version syntax. The default value is currently ~> 3.8. If you wish to use a newer version (e.g. 3.8), then you'll need to set your ios.pods.platform build hint to a higher version, as newer versions of GoogleMaps have higher iOS version requirements. ~> 2.0 requires iOS 8 or higher. ~> 3.8 requires iOS 9.

For UWP, you'll need to define the windows.bingmaps.token display property inside your app's init() method to your Bing Maps token. See instructons on generating a BingMaps token. E.g.

Display.getInstance().setProperty("windows.bingmaps.token", "xxxxxxxxx");

NOTE: Version 23 and higher require google play services 9.4.0 or higher, this library will automatically cause your app to build against 9.4.0 or higher. If you require compatibility with the older version (8.3.0), you'll need to install GoogleMaps.cn1lib v22 or earlier. You can download v22 here.

This project was migrated from an old project on Google code http://code.google.com/p/codenameone-google-maps

About

Allows native google maps to run within Codename One applications

Resources

Stars

2 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages