I have and android device that can scan QR codes using a laser at the bottom of the device. I have the Ionic2 app running in the device. I am able to get the scanned result string into the input box but the keyboard is now open as the input is focused.
I don't want the keyboard to show up when the input is focused because keyboard will never be used here.
Any idea how to achieve this? I have used the Ionic native keyboard plugin
this.keyboard.hide();
But the above code also causes a blur on the field due to which the input box cannot catch the result of the scan.
I am using this for scanning QR codes
https://ionicframework.com/docs/native/barcode-scanner/
Actually the plugin works fine using the camera. Here is the laser scanner demo
https://www.youtube.com/watch?v=aREIcL7Af64
The laser scanner scans the QR code (Faster than device camera) and sends it an input field (input box or textarea or any editable field). So I want to hide the keyboard but keep the editable area focused!
Related
I am trying to create a barcode scanner with custom positions.
I can make a barcode scanner successfully with ionic 2, but if I click the button the scanner occupies the full screen.
I want to position the barcode scanner at the bottom of my mobile screen only. How can I realize this using the barcode scanner ?
I'm developing a 3D desktop application like this where I duplicate the desktop by creating planes in 3D space using each window's bitmap as texture and then passing mouse and keyboard input to them (background windows) via windows API.
This approach causes several issues and the main one is that some clicked windows generate new popup windows like menus that popup on top of 3D app and steal focus.
Is it possible to properly duplicate a desktop behavior inside another app like this - without losing focus and keeping 3D app on top?
Only workaround for this that I can think of is to have 3D app running on secondary monitor, let user work with regular desktop on primary monitor as usual and 3D app will just duplicate that and use windows hooks for any 3D app specific input.
Apparently IInspectable is right. No reliable way to do this without losing focus.
I try to create an interactive window. I read an image from my pc and show it using opencv.I use cvSetMouseCallback function to get mouse position and events. I write a code that creates a rectangle on the image when a user selects points of edges of rectangle.I want to redraw it, the user click+move. But I can't find how I handle mouse release. Is there an event for this such as EVENT_LBUTTONDOWN?
I try to do this :
I have successfully installed all the extension&support apps from sony and 2-3 example apps for example HelloSensor. I can select the apps to get cards from and see HelloSensor output.
But whenever I press the camera button and go to VR mode in emulator the device begin to show the camera app and not the selected HelloSensor app cards.
Does any one have any comments on that?
Regards
I'm not sure, what do you want to achieve. Pressing camera button starts the built-in camera application. So the behaviour you are describing is expected.
Maybe it is confusing for you, that the camera is not showing on the background, until the camera API is in use. That doesn't mean, that the glasses are not in AR mode. They are AR always, as the eyewear display is transparent.
I need to play animated characters over the screen on Windows. Basically, it will be character video with transparency and only non-transparent parts should be able to accept user input (e.g. mouse clicks), all other events should be passed through to underlying window.
I've made a simple transparent DirectX window with video in it. But I don't know how to make parts of this window "transparent" for user input. So if I clicking on the character, my application should accept this click, if I clicking on the transparent part of the video - click should be handled by the underlying window. How can I make it?
Thanks in advance.
I assume you mean Direct Show rather than DirectX?
You can do it using the Video Mixing Renderer. As with anything directshow its not, necessarily, easy.
First connect the video to the VMR Filter.
Second, for the animating characters all you need to do is build a simple DirectShow push source filter (Its explained really well in the DirectShow samples) that supplies the animation frames.
Third you need to create an IVMRImageCompositor class. You can then use DirectX to composite the images.