Just started working with this awesome external but have a couple of questions.
When the control is evoked, is it always the top layer or can I have a background transparent image on top of it so I can frame the control nicely?
Also, my testing seems to read most Barcodes but when it comes down to reading Barcodes on hard drives, the control does not want to decode those.... Too dense of bar code pattern?
I am very impressed thus far with the ease of use of your externals. Makes we want to code more for mobile devices!
an overlaying transparent image is not possible, as far as i know.
but couldnĀ“t you use
command mergZXingControlSetRect pLeft,pTop,pRight,pBottom
to define the rect of that scanner after creation
or
command mergZXingControlCreate pLeft,pTop,pRight,pBottom
to create the scanner control in the specified rect.
Set the rect smaller than the width and the height of the screen.
You could then use an underlying image, which is displayed outside of the scanner rect, to show the frame around scanner control. Did not test it myself, but i would assume that this should work.
Unfortunately the native controls in externals and the ones the engine provides are added as views on top of the LiveCode view. That means you can't intermingle LiveCode controls with them. One thing that some users have done is add a web view with a transparent background and a load a png image. If you create the barcode view first and the web view second then the web view will be on top.
Related
I was able to make a full screen blur with the depth of field post process which I want to use for the background both my pause menus and my in game HUD. The issue is that when I want to use it for my in game UI it needs to only be rendered under the HUD and not the entire screen. Is there any way the I can mask the post process to a UMG widget for simplicity?
The other solution that I thought of was to create a material and mask it off in the material. The problem is that PostProcessInput0 already has the blur applied and I can't use the SceneColor any more, so I don't have a way to get the original texture without the blur. Is there any way to do this?
Cheers.
I have to draw a transparent square, that never disappears from the user's interface, by clicking to other windows the rectangle remains, only the windows/application content has to be shown behind.
I have thought of doing it with OpenGl or Flex or Canvas , but the problem is whenever I click on another window the programmed rectangle disappears .The rectangle has to act as a default image but has to be always at the foreground.
Do I have to mess with the operating system(Linux, Mac or Windows), by creating this image as default?
here is one example
http://i42.tinypic.com/15g3vxh.png
You can do that with Java pretty easy. See this link for code examples. If you got your transparent Image, you can use the setAlwaysOnTop(true); Method on the Object, and you are good to go. The only things that could get in front of that are other Applications that are using that method.
I am designing an iOS App where there is a View controller with an embedded view controller in view at the bottom, and an image at the top. However, I'm having problems with the Image view. Without image view, everything is OK. When I put the image view, the image view doesn't fit in the image correctly. Here is how it looks in the interface builder (set to Scale to Fill):
When I run it in my iPod Touch (iOS 6), This is how it looks:
The image's aspect ratio is different than shown in the Interface Builder. Then, I try setting the image mode to Aspect Fill (which is actually the one I want):
This is exactly what I actually want, but when I run it, the image fills almost the entire screen:
Notice how my friend picker view controller is left behind the image view. The layout of the entire view controller is correct (embedded view controller is located correctly, notice at the point where the image ends in the last screenshot, it starts from J, meaning that it continues to the top behind the image), it's only the image view that is occupying too much space. I've tried different arrangements of the frame rectangle, and tried toggling Auto-layout of iOS 6. Neither did help. Am I missing an obvious point, or is it a bug with the layout system of iOS. (probably the second one, as WYSIWYG fails between Interface Builder and actual app) Are there any workarounds (other than cropping the portion of the image in Photoshop at the exact size that I want)?
Thanks,
Can.
UPDATE: A workaround that I've currently found is to put the image view in another view, and set the parent view's clip subviews property ticked. But the image view itself is still not behaving correctly, and even though this currently solved my problem, it is not a real solution, so any solution answers are welcome.
I have a problem with MFC dialog boxes that are drawn using derived MFC classes for custom drawing of controls.
One of our customers has a real slow PC with a poor graphics card and even normal Windows dialogs paint quite slow. In our case, the problem is far worse. Each individual control (e.g. buttons, group boxes, labels) can be seen to draw seperately.
In most cases I've overridden/implemented the OnPaint() handlers, thinking that drawing on whatever device context I'm provided should be the way to go.
Ideally, what I would like to do is have all controls painted on an off-screen buffer so that when a dialog repaint is required - bang - it just copies the single rendered image to the screen, rather than painting each control to the screen one by one.
Can somebody please advise me how I can achieve this kind of double-buffering?
I've sort of found the solution to my problem.. By setting the dialog extended style to WS_EX_COMPOSITED, the drawing works nicely.. The problem I'm having now concerns a continuous stream of WM_PAINT and WM_ERASEBKGND messages that I keep getting when this style is enabled.
Does anyone know how I can stop the WM_PAINT/WM_ERASEBKGND messages from continously occurring?
I'm creating a custom camera UI using UIImagePickerController cameraOverlayView property. However, I'd like to keep some of the existing UI -- specifically the flash and camera selection buttons at the top.
My thought was that I'd keep showsCameraControls = YES set the cameraOverlayView to my custom UI and then use [picker.view bringSubviewToFront:overlayView] to make sure my controls on the bottom are sitting on top of the default controls.
Alas, this does not work. I've tried moving the overlay to the front of the view hierarchy in various places without luck. Is there any UIImagePickerController hackery that could achive this? It seems a shame not to be able to reuse at least some of the camera controls while still customizing the UI.
Further investigation it appears this is not possible. You either have to use all of the default cameara UI or none of it.