For a screen sharing collaborative app, it is desirable to give the remote party a mouse cursor also.
Is it possible to leverage NSCursor?
If not, I guess I must create a small accurately positioned top-level window displaying a bitmap (I've asked here if there is some way to retrieve the bitmaps from the system cursors).
Code/link contributions appreciated. If I figure it out first I will (as always) answer my own question.
Related
Greetings everyone,
A friend and I are discussing the possibility of a new project: A translation program that will pop up a translation whenever you hover over any word in any control, even static, non-editable ones. I know there are many browser plugins to do this sort of thing on webpages; we're thinking about how we would do it system-wide (on Windows).
Of course, the key difficulty is figuring out the word the user is hovering over. I'm aware of MSAA and Automation, but as far as I can tell, those things only allow you to get the entire contents of a control, not the specific word the mouse is over.
I stumbled upon this (proprietary) application that does pretty much exactly what we want to do: http://www.gettranslateit.com/
Somehow they are able to get the exact word the user is hovering over in almost any application (It seems to have trouble in a few apps, notably Windows Explorer). It even grabs text out of obviously custom-drawn controls, somehow. At first I thought it must be using OCR. But even when I shrink the font so far down that the text becomes a completely unreadable blob, it can still recognize words perfectly. (And yet, it doesn't recognize anything if I change the font to Wingdings. But maybe that's by design?)
Any ideas as to how it's achieving this seemingly impossible task?
EDIT: It doesn't work with Wingdings, but it does work with some other nonsense fonts, so I've confirmed it can't be OCR.
You could capture the GDI calls that output text to the display, and then figure out which word's bounding box the cursor falls in.
Well, for GDI controls you can get the position and size of the control, and you can usually get the font info. For example, with static text controls you'd use WM_GETFONT. Then once you have that you can get the position of the mouse relative to the position of the control and use one of the font functions, perhaps something like GetTextExtentPoint32 to figure out what is under the cursor. I'm pretty sure the answer lies in that direction...
You can run dumpbin /imports on the other application and see what APIs they are calling.
I recently had a client contact me asking for an update to his project that I used to maintain/develop years ago.
It was done using Macromedia Director (now Adobe Director) and Lingo. Since I haven't developed anything using these technology in such a long time I need some assistance.
The majority of the changes are simple, but what has got me stumped is making the application be able to toggle between full-screen projector and windowed-mode.
This is how it is organised:
I have a stub projector, which is lightweight and ensures a quick start-time.
The stub projector loads the main movie. ("#::Content:Main")
This stub projector is published with in full-screen mode.
Now, I can create a projector that is windowed and one that is full-screen mode by publishing separate executables. However what the client wants is the ability to switch this at runtime - is this even possible?
I have found a few workarounds that kinda work (setting the display-rect and stage-rect to the desktop size) but introduce numerous compatibility issues.
Any advice? Solutions?
I am tempted to say that it isn't possible to switch at runtime and recommend that he publishes either a full-screen or a windowed version.
For future reference: http://www.directorforum.com/showthread.php?p=38795#post38795
Well there are different ways to
define "full screen", but all can be
done at runtime:
1) The projector automatically adjusts
the computer's display resolution to
match the dimensions of the movie and
hides the taskbar/dock. This is
generally what "full screen" means in
modern parlance. You can check out
various Xtras for switching the
resolution on the fly.
2) In Director terms, publishing a
projector 'full screen' just means
that the projector window has no
titlebar, takes up the full dimensions
of the display, hides the
taskbar/dock, and has the movie
content centered on screen framed by a
solid background color. This is a
pretty lame implementation of full
screen since it doesn't make the movie
appear any bigger onscreen. This can
be set at runtime by manipulating the
rects that you mention and using an
Xtra to hide the taskbar. Not sure
what "compatibility issues" you ran
into.
3) Graphically stretch the movie so
that its actual content takes up the
entire screen. The easiest way to do
this is by altering the drawRect. But
this can result in distorted graphics
depending on how much stretching is
occurring, since no antialiasing is
used to smooth the stretched pixels.
I would like to write a program that can mirror a portion of the main display into a new window. Ideally this new window could then be displayed on an external monitor. I have seen this uiltity for a flightsim that does this on a pc (a multifunction display extractor).
CLick here for a screenshot of the program (MFD Extractor)
This would be a live window ie. constantaly updated video display not just a static graphic.
I have looked at screen magnifiers or vnc clients for ideas but I think I need to write something from scratch. I have tried to do some reading on osx programing but where do I start in terms of gaining access to the display? I somehow need to extract the graphics from a particular program. Is it best to go near the final output stage (the individual pixels sent to the display) or somewhere nearer the window management stage.
Any ideas or pointers would be much appreciated. I just need somewhere to start from.
Regards,
There are a few ways to do this:
Quartz Display Services will let you get access to the video memory for a screen.
Quartz Window Services (a.k.a. CGWindow) will let you create an image of everything that lies below a window. If you create a borderless, transparent, empty, high-level window whose frame occupies an entire screen, everything below it will be everything on that screen. (Of course, you could create a smaller window in order to copy a section of the screen.)
There's also a way to do it using OpenGL that I never fully understood. That technique is demonstrated by a couple of code samples, OpenGLScreenSnapshot and OpenGLCaptureToMovie. It's more or less obsoleted by CGWindow, though.
Each of those will get you an image that you can then show or write to a file or something.
To show an image, use NSImageView or IKImageView. If you want to magnify it, IKImageView has a zoomFactor property, but if you want nearest-neighbor scaling (like Pixie, DigitalColor Meter, or xScope), I think you'll need to write a custom view for that (but even that isn't all that hard).
Pardon my frustration. I've asked about this in many places and I seriously don't think that there wouldn't be a way in Windows 7 SDK to accomplish this.
All I want, is to capture part of a 'child window' ( setParent() ) created by a parent. I used to do this with bitblt() but the catch is that the child window can be any type of application, and in my case has OpenGL running in a section of it. If I bitblt() that, then the OGL part comes blank, doesn't get written to the BMP.
DWM, particularly dwmRegisterThumbnail() doesn't allow thumbnail generation of child windows. So please give me a direction.
Thanks.
It's been a while since I did any of this, so my explanation might be a bit vague, but from what I remember, the Windows doesn't "see" the OpenGL rendered inside the window.
What Windows does is create the window at the specified size and then "hands it over" to OpenGL for rendering. This means that you can't get at the pixels as rendered from the Windows side of the code.
When we wanted to capture the 3D we had to re-render the screen to an off screen bitmap which was then saved (or printed).
Obviously a whole screen capture (Print Screen) works because it's reading the final pixels.
I suggest that you:
Forget the Thumbnail part of the task (in terms of capture).
Calculate where your window is.
Capture full screen.
Excise the area you are interested in (using data from step 2).
Rescale to the appropriate thumbnail size.
Sorry, its more work, but it should work, which is better than what you have right now.
This may help:
http://code.google.com/p/telekinesis/source/browse/trunk/Mac/Source/glgrab.c?r=140
http://www.codeproject.com/KB/dialog/screencap.aspx
Also Java's Robot class (http://java.sun.com/javase/6/docs/api/java/awt/Robot.html#createScreenCapture%28java.awt.Rectangle%29)
I don't have access to the source code of any child window that may be open including the one with OpenGL
Many animation effects are simply gratuitous eye candy -- however, there are situations where animations effectively communicate to the user what's going on.
What are some of your favorite uses for animations, and what specific animation type would you use?
E.g.: Animate items downwards when a new item is inserted into a list
I really like Google Chrome's use when a file is being downloaded. It's hard to describe, but, it's a circle that fills like a pie chart as the download progresses, and the circle is overlaid with the icon for the file you're downloading. Very slick.
One example I can think of is the animation used by operating systems when you minimize a window.
Both Microsoft Windows and Apple OS X animate the window going down to the taskbar (or the Dock in OS X) to show the user where the window went. Otherwise novice users that hit minimize by accident might have trouble getting the window back.
I don't use linux, but I'm pretty sure it does the same. I'm not being discriminative =)
From enjoy3d.com
enjoy3d.com http://worldsware.com/images/mouse.gif
Press your mouse button
and move to look around.
There is a very nice paper by Ben Bederson and Angela Boltman in which they evaluate the impact of animation on user’s ability to build a mental map of the information in the space:
Does Animation Help Users Build Mental Maps
of Spatial Information?
I believe that all visual changes should not be swift. Be it status notification, window maximized/minimized, or data deleted/added. I cannot find a reference, but usually it is recommended that all animations should not be around 1-2 seconds, matching human's response time.
My favorite uses of animation is not in a commercial software (though Apple is good at this) but a research paper called Phosphor which I consider one of the great UI ideas that have not yet implemented into major operating systems.
AJAX loading gifs - you've got to have an indicator that you definitely registered an event and you're doing something about it
Progress bars are nice for things that take more than a moment or two, but only when they are accurate. An inaccurate progress bar is worse than none, in my opinion.