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Copy file name to clipboardExpand all lines: README.md
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@@ -13,6 +13,7 @@ This unofficial plugin adds a number of [LibGDX](https://libgdx.badlogicgames.co
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-__[Atlas file support](#atlas-file-support)__
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-__[Bitmap Font file support](#bitmap-font-file-support)__
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-__[Skin resources and Atlas region names in Java and Kotlin code](#skin-resources-and-atlas-region-names-in-java-and-kotlin-code)__
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-__[@GDXTag and short names in Skins](#gdxtag-and-short-names-in-skins)__
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<!-- /toc -->
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# Installation
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* Missing OpenGL declaration in AndroidManifest.xml \[1]
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* Invalid property keys for I18NBundle.get() and I18NBundle.format()
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* Missing WRITE_EXTERNAL_STORAGE permission in AndroidManifest.xml when using external files
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* Using outdated versions of LibGDX and related libraries \[1]\[2]
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* Using outdated versions of LibGDX and related libraries \[1]
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* Declaring a combination of minSdkVersion, maxSdkVersion, targetSdkVersion and <support-screens> which excludes the App from being listed as "Designed for Tablets" in the Google Play Store \[1]
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\[1]: These inspections assume the project uses a fairly standard setup, like those created by `gdx-setup` and [`gdx-setup`](https://github.com/czyzby/gdx-setup).
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* With *Shift* pressed, hover over a Drawable/Texture name to view a preview of the Drawable
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* Use *Code* -> *Generate* or *Alt-Ins* (*Cmd-N*) to create a new color using a color pick dialog
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* QuickFixes to create missing resources and convert colors between hex and floats
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* Several inspections to highlight problems and possible issues
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\[1]: Usages of the resource in Java/Kotlin code are not automatically renamed, expect when using the `@GDXAssets`
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annotation (see below)
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## Skin resources and Atlas region names in Java and Kotlin code
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To get code completion, Go to Definition, Find Usages, Rename Refactoring, Diagnostics and Image previews (with *Shift* pressed, hover over a Drawable name to get a preview) for:
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To get code completion, Go to Definition, Find Usages, Rename Refactoring, Diagnostics and Image previews for:
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* Skin resource names
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* Region names from Atlas files in Skin.get*() and TextureAtlas.get*()
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* Property keys in I18NBundle.get() and I18NBundle.format()
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