How to disable cursor pointer in Desktop Duplication API - directx

I am working with this solution DXGI desktop duplication sample its fine for capturing single monitor but when I do extended monitor (below image : enable extended monitor) the mouse cursor is embedded with captured image. This issue is coming only during in extend enable.
actually AcquireNextFrame API will return image buffer(DesktopResource) and FrameInfo, DesktopResource don't have cursor image we draw cursor by programmatically using FrameInfo(cursor coordinates) but here I disabled draw mouse pointer but even though am getting cursor pointer on image.
How can I disable cursor on image during in extend.

Related

draw line over my screen to indicate mouse movement

I'm working with opencv and I want to do the following procedure:
Every second I check the difference between the current position of the mouse and the position it was 1 second ago.
Then I want to draw a line in my screen, from the position 1 second ago and the current position. This line should stay on the screen for 1 second until the difference is evaluated again, so the line should be renderer in the new position.
I've already done all the logics, position calculations and everything. What I want to know is how to draw a line in my screen. I wish to use my PC normally while I can see those lines, that means clicking with the mouse, keyboard events and opening windows should not stop the lines from being renderer on my screen.
How can I do that?
That isn't trivial.
You need some GUI toolkit that can show a window with the following properties:
full-screen
no window decoration (title bar...)
always-on-top
"intangible", i.e. allowing mouse and keyboard events to pass through to whatever other windows are underneath it
a working alpha channel (per-pixel transparency)
That's the general idea. Pick a popular GUI toolkit, then google around. You'll likely find ways to do each and all of those points.
I don't think OpenCV does this. Its GUI facilities are a convenience, not flexible to this degree.

How to get a control that is underneath another control?

I am trying to create a basic map editor for fun which consists of a scrollbox and paintbox (to draw the grid).
In the OnMouseDown event for the paintbox I create images at runtime and add them inside the scrollbox, the grid paintbox is painted above the images ( because if the grid was at the back it just would not look good ).
Here is a sample screen:
My question would solve two of my problems in one.
I need to be able to drag and drop (to move) the images around at runtime.
I also need to be able to get the X and Y position of the image to display as information.
Here is where my problem lies, to solve the problems above I first need to get the Image under the mouse cursor. But because I paint my grid (paintbox) above the images, the cursor will only ever 'see' the paintbox grid, and not the underlying images.
I did experiment with copying the paintbox grid to a TImage but it came out all wrong and I was getting out of memory errors. The size of the maps could be quite large and so putting the grid onto a bitmap is not ideal due the memory and limitations etc.
The grid must go on the top, otherwise it would look something like this:
Which hides the grid, and I don't want that to happen.
So, how can I see past the paintbox and get to the images underneath, using FindVCLWindow or something similar?
Set the Enabled property of the PaintBox to False. That will let the mouse messages go through.
Further:
In the OnMouseDown event for the PaintBox I create images at runtime and add them inside the scrollbox
Change that to the OnMouseDown event on the ScrollBox. Adjust the coordinates by ScrollBox.[Horz/Vert]Scrollbar.Position.

iOs draw an intereactive map

I need to draw an interactive map for an iOs application. For example it can be the map of the US showing the states. It will need to show all the states in different colors ( I'll get this from a delegate colorForStateNo: ) It will need to allow the user to select a state by touching it, when the color will change, and a "stick out" effect should be shown, maybe even a symbol animated to appear over the selected state. Also the color of some states will need to change depending on external events. This color change will mean an animation like a circle starting in the middle of the state and progressing towards the edges changing the color from the current one to the one inside the circle.
Can this be done ,easily in core-graphics? Or is it only possible with Open GL ES? What is the easiest way to do this? I have worked with core graphics and it doesn't seem to handle animation very well, I just redraw the entire screen when something needed to move... Also how could I use an external image to draw the map? Setting up a lot of drawLineToPoint seems like , a lot of work to draw only one state let alone the whole map ...
You could create the map using vector graphics and then have that converted to OpenGL calls.
Displaying SVG in OpenGL without intermediate raster
EDIT: The link applies to C++, but you may be able to find a similar solution.

xcode custom overlay capture

I am working on OCR recognition App and I want to give the user the option to manually select the area (during the camera selection) on which to perform the OCR. Now, the issue I face is that I provide a rectangle on the camera screen by simply overriding the - (void)drawRect:(CGRect)rect method, However, despite there being a rectangle ,the camera tries to focus on the entire captured area rather than just within rectangle specified.
In other word, I do not want the entire picture to be send for processing but rather only the part of the captured image inside the rectangle. I have managed to provide a rectangle, However with no functionality. I do not want the entire screen area to be focused, but only the area under the rectangle.
I hope this makes sense since i have tried my best to explain it.
Thanks and let me know
Stream the camera's image to a UIScrollView using an AVCaptureOutput then allow the user to pinch/pull/pan the camera into the proper place... now use UIGraphics Image Context to take a "screen-shot" of this area and send that UIImage.CGImage in for processing.

Display secondary underlying image on a Imagelist?

I have a Image list assigned to a listview to display transparent images.
There is a slight issue with this regarding some transparent images that are added, and that is they are sometimes hard to see/find in the listview.
See this example image:
You will notice that the images (noticeably the mouse) is barely viewable, infact if a empty image was added you would not even see it, the number captions come to the rescue here to show there is something actually there.
But I would like to make the images visually easier to see. I thought maybe having another image underneath the transparent images would work - of course though it could not affect the actual image.
So with that in mind, I made a bitmap of a chessboard grid:
I feel this would be the most suitable way of representing transparent areas of the images just like Paint.NET etc does.
To further illustrate this example I have modified the original image to show how it would look, if we had the chessboard bitmap as the underlay image:
Having the chessboard there would indicate there is a list item there in the first place, and the bitmap of the chessboard grid could be darker or an altogether different kind of image. As I said earlier if there was no image you would see nothing at all, so better to show an empty chess grid or other bitmap than nothing.
So, how can I display a second image underneath the original images using a imagelist to give a result similar to the example above? The underneath image could be anything - just another loaded bitmap for example.
If you store the chessboard as the first image (with index 0) and make the overlay image from the current image in the OnGetImageIndex event handler, it will do what you want to. However I'm not sure how efficient is to make the overlay image every time the event is fired.
procedure TForm1.ListView1GetImageIndex(Sender: TObject; Item: TListItem);
begin
// make the overlay (with overlay index 1) from the
// image with index Item.Index + 1
ImageList1.Overlay(Item.Index + 1, 1);
// use the first image from the list as a background
Item.ImageIndex := 0;
// and assign just created overlay index for overlay
Item.OverlayIndex := 1;
end;
I seems that what you need is a TImageList with extra capabilities.
As a starting point, I suggests you to consider TImageListEx described in the book Inside Delphi 2006
Excerpt:
The TImageListEx component is a TImageList descendant that can use the
images from another image list to generate disabled images, which can
be used on toolbars and other user interface elements.
The TImageListEx component is a TImageList descendant that can use the
images from another image list to generate disabled images, which can
be used on toolbars and other user interface elements.
There are several benefits of the TImageListEx component:
It eliminates the need for creating disabled glyphs.
It eliminates the need for adding the disabled glyphs to an additional TImageList component at design time.
It can drastically reduce the size of the .dfm file and of the entire application, especially in large applications that use a lot of
glyphs.
It's extremely fast, taking only milliseconds to disable all images in an image list, even when there are number of images.
It's extremely lightweight. (If you add it to an application that already uses the standard TImageList component, it won't increase the
size of the executable at all, and if you add it to an application
that doesn't use the standard TImageList component, the overhead is
only 2 KB.)
It's far from your requirements but yet detailed enough to show how to extend TImageList.

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