I need to capture image from Windows Mobile PDA after specified interval..
Kindly tell me any code... I tried so many forums but didn't found any working solution:s
It's not a tested solution, but I believe this should do the trick.
In your main program
Create a timer thread.
Launch a camera capture dialog.
Use the FindWindow to find the window handle to the camera capture dialog.
Fake the needed keypress to save the image with PostKeybdMessage(typical will be left soft menu to take picture, then left soft menu to dismiss camera dialog).
Retrieve filename from the camera capture dialog.
I'll advice you to use Windows Mobile Professional to avoid problems with security.
Related
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.
How to do screen record in unity?
I want to record my screen(gameplay) during my running game.
That should be play/stop , replay , save that recording on locally from device, open/load from my device (which is already we recorded).
In my game one camera which can capture native camera, and one 3d model.
I wish to record that both and use my functionality whenever i want.
Thank you in advance.
This is hard to implement, but not impossible. Because every frame or interval you need to capture screen shot of your camera view and store it in the list. You need good, (Smaller interval but not much. Because when it becomes smaller, needs more memory) interval value. If your interval is big raplay can be seen laggy.
While you play game your ram becomes full and os will terminate the app. So you need to fully cover memory optimization. Another solution is assets in Unity Asset store.
EZ Replay Manager can be used. (Keep in mind: I haven't tried it yet.)
Free
Pro
Check out this open-source project: https://github.com/getsocial-im/getsocial-capture.
By default our project records Main Camera's rendered content. C# examples are in the repo.
You can record in 2 modes:
Continuous mode - capture last X frames.
Manual mode - capture frames on your own when needed. For example, record a timelapse of the level.
Once the recording is done, you can generate GIF, get raw bytes and do whatever you want. E.g. let your users share that GIF with friends.
Here's the recording of a game session from the test app. The recorded GIF shows up in the end:
Disclaimer: I worked at GetSocial at the time of writing.
well i know a guy who post a similar project on github. link :- https://github.com/thanh-nguyen-kim/Unity_Android_Screen_Recorder
but there is a limitation and that is this code is only works on android devices(android means only android not even on ios).
but this is very powerful recorder and it is capture whatever appear on screen(so basically it is a screen recorder made with unity) and also it will capture your microphone output.give it a try.
and if you find any other solution then please also tell me. because it will very helpful for me.because i want to record video with in-game audio and also save it into gallery
Unity now has a screen recording tool builtin. It's called Recorder and doesn't require any coding.
In Unity, go to the Window menu, then click on Package Manager
By default, Packages might be set to "In Project". Select "Unity
Registry" instead
Type "Recorder" in the search box
Select the Recorder and click Install in the lower right corner of the window
That's about all you need to get everything set up and hopefully the
options make sense. The main thing to be aware of that setting
"Recording Mode" to "Single" will take a single screenshot (with
F10)
NOTE: This is a copy of my answer from a Unity screenshots question
I'm creating a Unity app for Mac and Windows.
When I build it as standalone and open the app/exe file it gives a screen to select the resolution and some other options.
Is it possible to make it auto detect the current computer's resolution(by writing a script for that) and auto open the window when we double click the exe or app file and open with that resolution correctly without showing that screen to select resolution.
If it's possible please let me know how I can do that.
Thanks
Screen.SetResolution (Screen.currentResolution.width, Screen.currentResolution.height, true);
This sets it to fullscreen and detects your current desktop resolution.
To go back to windowed mode use
Screen.SetResolution (1024, 768, false); //enter res
The problem most people have is resizing the GUI, which is beyond my range of knowledge in Unity3D. Hope that helps you a little.
I am writing an API in C++ Builder that collects information for events on the touchpad of a windows laptop.
This is how I was doing it.
I was creating a window
when the touch pad is touched, I simply paint that information on that window in WM_PAINT event.
But now I dont want to create that window (form), i want to catch all the events, even if user is on desktop screen or on another application's window. If an application that is using my API is running in background i want to be able to get that touch even information in the code. How can I do that??
I hope you are getting my point ... actually i want to do it in a seamless way, otherwise that white form window will irritate the user.
I also want to save these events in a link list and want to return that out of the API is it possible??
I will be very thankful for your time. I really need to work it out in next few hours.
The touchpad is just a mouse like any other. It generates standard mouse events. Use a global WH_MOUSE hook via SetWindowsHookEx() to capture mouse events globally. To replay them, use mouse_event(). Alternatively, use WH_JOURNALRECORD and WH_JOURNALPLAYBACK hooks instead for capture and playback, respectively.
I have compiled the sample PLayCap from the directshow.NET website in C#.
PLayCap - This application creates a preview window for the first video capture device.
Although the program works fine, i need to add buttons to the form. I cannot do that since, the video capture is displayed on the entire form. I want it to be displayed on a picturebox, for instance picturebox1. So that I can move the picturebox1 a little up and put some buttons.
Does anyone know how to do that ?
Many Thanks
You have to set handler of video render filter to picterbox handler.
use picturebox1.handler property