I just installed your framework successfully to my cocos2d-v3 game project. My game has short runs and I want the player to be able to share he’s single runs.
So I call startRecording when my run starts.
[[[Everyplay sharedInstance] capture] startRecording];
And stopRecording when it ends.
[[[Everyplay sharedInstance] capture] stopRecording];
But when I call stopRecording it automatically opens the video modal and I don’t want that. I want to show a replay button and when player presses the button I will call playLastRecording-method. Am I doing something wrong or why stopRecording-method opens the modal automatically?
Maybe you have copied the everyplayRecordingStopped example implementation from the Everyplay integration guide without reading the code?
https://developers.everyplay.com/documentation/Everyplay-integration-to-Cocos2d-game.md
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I'd like to simulate click on "Choose" button for automatic testing purpose, but unfortunately I have no idea how to achieve that. Operation system is Ubuntu 16.04. I'd be grateful for code example.
Call your button-handler from wherever you want to test it from.
I'm writing a plugin for a big x64 application in C++. I want the plugin to open a dialog and show a web view of my site.
I'm been able to use WKWebView in macOS and it works well. On Windows I'm evaluating CEF https://bitbucket.org/chromiumembedded/cef (please let me know of any alternative, ideally I would like it to be Webkit-based).
Let's say the application framework that is hosting my plugin has already created a window for my plugin and has it's own message loop, so I can only receive events in a sort of WindowProc. I can also get the HWND of the window.
My implementation is inspired by cefsimple example, because cefclient is way too complicated. I've implemented the subprocess architecture with the external executable and everything works fine until it's rendering the client area of the window. Then I have problems with closing the window (it crashes) and resizing the window interactively (the window frame is resized but the web view in the client area does not resize).
I've tried all possible combinations, but I've run out of ideas. Namely:
If I use CefRunMessageLoop() the web view is rendered correctly but the main application does not process the UI events like close window button. Resize does not work.
If I call CefDoMessageLoopWork() myself once in a while (from WindowProc) the web view is rendered correctly and it processes the close button, but it crashes. Resize does not work.
If I use settings.multi_threaded_message_loop = true the web view is rendered correctly and I can close the window without crash. The destructor of the window calls CefShutdown(). But if I try to reopen the window it crashes! Are CefInitialize and CefShutdown allowed to be called only once?
And resizing still does not work. I don't understand why in the cefsimple example resizing works and in my window it does not work.
Besides message processing issues, probably I'm not closing the browser correctly, any advice? Why is so complicated? WKWebView is so straighforward!
There is no error message, no stack trace, no source code, no OS/CEF version - I doubt this question can be answered.
I can only tell you how to close browser cleanly: call CefShutdown at the right time (see cefclient/cefsimple examples) and do not keep any references to CEF objects when calling shutdown.
I am working on a project in which I put my data (I.E. Game world, mobs) into text files, which are read in when I run the game. This works perfectly fine. The game saves the data when I hit a key that exits the game loop, basically saving and then closing the game. However, I habitually hit the X on the top right of the console, and this obviously causes the game to close without saving. My question is, is there any way to run a function when somebody hits the close button on the console, and then close the program? I am working on Windows XP, C++, Console Program.
Closing a c++ console app with the "x" in the top corner throws an
CTRL_CLOSE_EVENT which you could catch and process if you set a
control handler using the SetConsoleCtrlHandler function. In there
you could override the close functionality and perform whatever you
wished to do, and then optionally still perform the default behavior.
What happens when you close a c++ console application
I have a stack of images on which I want to perform some operations. After processing each image, my program should pop up a dialog to prompt the user if they want to proceed with the next image or to abort. Before that, they should have an opportunity to do some manual changes either on the images or on the parameters. Anyway, they must have access to the windows of the applications, while the execution of the method that called the dialog should be blocked until the dialog is closed.
I tried to solve this with a QMessageBox, but if I open it via exec(), it blocks the entire application, and if I use show(), the execution of the program goes on without waiting for user's reaction.
Is there a convenient way to block the calling method or function with a dialog but permit the user to interact with other windows?
Thanks in advance for any hint.
You should split your method that you want to block into two parts. In the end of first part you need to show your dialog without blocking and connect "Next" button (for example) of the dialog to the slot that must contains second part of your old method. This slot will be executed only when user presses the button.
It's the right way to do it in Qt. You need posibly to change your code logic to implement this.
Also, do you really need the second dialog? You can place "Next" button to your main widget. You can also create another modal dialog that will contain some settings and "Next" button.
I have a Flash player (flash9.ocx) embedded in an ATL window and have coded functionality into the swf to respond to the return/enter key being pressed.
Works fine from the standalone swf player but as soon as its played from within my embedded player it doesn't execute. It's as if my window is getting in the way somehow?
Is there any way to pass the keypress through to the player?
FYI, there isn't anything to weird in place on the form.
Thanks!
I'm not VC++ developer, but I use Flash a lot.
Though not sure, it seems that the embedded player doesn't have the focus. Make sure you've got this part covered on the Flash side of things:
the stage exists ( you movie is properly initialized)
you set the KeyboardEvent listener to the stage.
You could use the FocusManager to make sure you've got the focus.
I don't know if you can pass the focus from you app to the SWF OLE through some tabIndex or something.
If still this doesn't work you can try using the External Interface to add callbacks from your app to flash player ( basically call and actionscript function from your app ).
This was achieved through fscommand before, but External Interface seems to be the thing to use now.
Good luck!
I don't use flash a lot but i'm a C++ programmer. =)
Let's see if I can help you.
I believe that your application is catching all the events before your flash movie. I don't know if there is a better way to do this but you could listen for any keyboard event on your form and use the SetVariable of your ActiveX component to set a variable inside Flash. Then, in the Flash Movie you could set a watch for any changes on this variable and trigger your Enter event.
Hope this helps.