Can anyone point me to the aosp source for the overview / preview activity in 5.0? It performs several functions that I need in a current project (capture screens for several recent activities and display them as opengl textures). The need is to get screen captures for activities / programs other than my own. I'm trying to create somthing similiar to the overview display, but with different visual display.
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I'd like to create a test application for my Unreal Engine based game to create screenshots. I'd like to place many (possibly thousands) of cameras throughout the maps and then have my test application enumerate them all and take a screen capture at each camera location.
I came across Taking Screenshots, but wanted to first check to see if this isn't already built into UE4 in the editor, or some tool. I'm also aware of the Screenshot Comparison Tool, but that doesn't seem to be what I need because I don't really want to use UE4 to do the image matching, but instead just want a directory full of images that I can do with what I want.
Any suggestions?
This is not directly what you want to do but I found this article very interesting: https://www.unrealengine.com/en-US/blog/capturing-stereoscopic-360-screenshots-videos-movies-unreal-engine-4?sessionInvalidated=true
It explains how people at Ninja Theory Ltd proceeded to produce their 360 video trailer which is, in the end, producing two 360 screenshots per frame.
So what they did was having everything exported in a folder (as a sequence of images) and then did what they wanted with it. (In this case put them all together with ffmpeg to make a video)
They used a plugin, I do not know if it can be tweaked not to make 360 captures but the built-in "take screenshot" from UE4 could work for you.
More specifically to what you need, you could probably store all positions/transform in an array, loop over it when you want to make the screenshot. Each step, you place your Camera at the specific position, make sure it is the current active camera to change the "view" and take a screenshot.
Taking screenshots and setting parameters such as export folder, resolution etc. ... can be called via console commands and console commands can be executed from code or blueprint using the "execute console command" node (there is an example in the article).
I hope it helps.
I think the best bet you have is rendering camera to a texture.
this way you can have multiple inactive camera then iterate through them, activate them, capture their screen view and going to the next one.
for basic tutorial have a look at
https://www.youtube.com/watch?v=a9iho861SlY
I have tried to capture a screen video using this sample code
How to capture screen activity to a movie file using AV Foundation
It's working fine but I am wondering how can I capture a specified window of some individual app (not screen area specified by CGRect).
I'm asking because Google Hangouts can share specified window even if it isn't visible.
So, my questions are:
How can I modify the code above to achieve this?
Is it possible to capture few windows at the same time?
I'm not sure it is possible to capture video of background window using AVFoundation, unless you make your own concrete subclass of AVCaptureInput. But taking screenshot of background window can be implemented using CGWindowListCreateImage() function from Core Graphics framework. Apple's SonOfGrab sample code may be helpful.
I'm new to OS X programming, but what I'm looking to do is find the dimensions and positions of a specific window ( of a specific process) , then ultimately create a frame capture over that to simulate a screen recording of a specific application programmatically.
How does one find a specific window (Swift) , more specifically what API would I need. It appears the apple docs are a complete mess and I see several apis that touch on this functionality.
Any guidance or sample would be helpful here.
I have this setup in an iPhone app:
There is always a MKMapView on screen & a additional UI layer on top. The upper UI layer is managed by a simple state system. Each state is a UIViewController and has a .nib attached to it containing the layout.
I'm very new to Android development. What is the best way to build this on Android?
So far I see two options:
1. Have a single Activity & insert/remove layouts as the states change.
2. Have multiple Activities and have a layout for each. Is there then a way to keep a single MapView around beneath, without having one per activity?
Thanks.
In general, it is easier to have multiple activities, each with their own layout.
Before you get to far, make sure you read through the basic Android documentation and UI guidelines. Android has some UI paradigms that are a little bit different from the iPhone, so you generally don't want to just copy over exactly what you have.
Looking for some catalog/gallery(not UICatalog, just images), where I can see preview of each UI element in iPhone SDK, along with corresponding class name(eg datetime picker, calendar, the black switch bar on bottom). This will give me rough idea on which UI elements I can use in my app and go read about corresponding class.
I would highly recommend reading the iPhone Human Interface Guidelines Document. It's produced by Apple, and has a ton of great advice on how to craft interfaces as well as descriptions and guides for the standard UI elements.
You can also check out the UIKit Framework Reference, and the wiki at CocoaDev. If you need images, teehan+lax have a great PSD template for mockups