Capture Key Press screen shot using ADB HTC EVO - android

I wanted to put together a few screen shots for an app to use in a "walkthrough". I have finally got the Android Debug bridge to work and can bring up the screen capture feature.
What i am wondering is this.
Is it possible to capture a screen press in the screen shot? For example in the picture below you can see the screen option " Home Button Launch " is highlighted, I would like to accomplish this same thing, as I press the buttons, ex : Menu>WallPaper> and so on.

two options:
if you spin the mouse wheel, it will cycle through the views (including button views) so you can make it appear as if it were pressed
Or just temporarily change the image of the button you want to appear as depressed to be your depressed image.

In the sample picture you linked I think that the person is not actually capturing a "screen press" they just used the scroll ball / d pad to navigate to that item in the list (which puts it into "selected" mode which with the default selector item as the background generally makes it look some shade of orange on most(but not all) devices. Then they took the screen shot while that item was selected. To do this you need a device with a scroll ball or d/pad that will let you navigate around the screen like that (the newer tablets don't have this ability that i've found, everything is touchscreen only, If you are using one of these devices you'll have to edit your code a little bit to call .getFocus() for each view you want to be highlighted one at a time.) Then just highlight a view and save the screen shot and repeat for every view you wish to have a screen shot of.
Edit: I am pretty sure the evo doesn't have any sort of scrolling device (track ball or d-pad etc).
if you spin the mouse wheel, it will cycle through the views (including button views) so you can make it appear as if it were pressed
Doesn't work for me on Moto Xoom, do you do it after you press the screen capture button while the picture is displayed in the window inside of eclipse? This would make this process much quicker and easier if I could get it to work, thanks for the info.
Unless you can get that mouse wheel to work I think the easiest way to do it is override one of the hardware buttons temporarily (back, or volume up/down would work I think) to cycle focus through all of the views in your layout. that way you don't have to call getFocus() one by one and recompile and run it for every different view you want a highlighted pic of. Then just use that button to cycle through the views and save a pic of each.

Related

Android Bug - display area blocked - old UI fragments shining through current UI

I don't know if this is the right place to ask for a solution.
I have a weird bug on Samsung S9 Android 8.0:
The area for the 3 Buttons (Menu, Home, Back) is blocked for some apps, so their UI ends on the top border of this area although I set these buttons to not fixed so that I have to swipe up to see them. One of these apps is Instagram.
Also, there is the problem that the outline of some UI is shining through the current UI of each app, no matter which app is currently running. This UI is always the same. I removed all UI elements from an app I'm working on so that I have a completely white screen. Then I made a video because on screenshots the UI fragments are not visible:
https://der-magere-student.com/public/media/WIN_20210115_02_29_04_Pro.mp4
On the bottom you can see:
In more or less black: the android menu buttons (BUT NOT THE REAL ONES, the real ones are hidden until I swipe up)
In more or less white: 4 of the five toolbar button of Instagram (home (house icon), the magnifying glass, the Plus (inside the android home button), and the heart) The fifth is not visible
On the top you can see:
The right side of the WhatsApp toolbar: From right to left. The more icon, the call icon, and the video call icon
horizontally centered with a bit offset from the top display border you maybe can see a little bar. I don't know where this comes from
There is a lot more but it's not visible on the video and also not identifiable for me. But I can see something.
Does anyone know where this bug comes from? Is it known? How to fix it?
You're looking at OLED screen burn-in. It's not a software problem; it's actually wear on the screen that happens slowly over time.
The UI you're seeing at the bottom of the screen is Android's navigation buttons, which are particularly notorious for getting burned into the screen (see, for instance, this image from this article), because they're always in about the same spot. Newer versions of Android take measures to reduce the burn-in from them, but there's only so much that it's possible to do.
Try opening something that shows a white screen with the navigation buttons hidden: you'll see the same thing.

Why does my UI Button works in editor but not in android after being built?

I have an annoying problem with my project on Unity2D. I have created a shop GUI, with buttons to purchase hats.
However, 4 out of the 6 hats buttons are working for some reason in the android build. Whereas for some reason all of them work in editor mode...
They all are in the same Canvas.
For some reason, I moved the button a little bit up, next to the seagull and they seem to be working when I do that. But I want them to work on my shop GUI like the other buttons :X
I don't have anything transparent blocking the buttons by the way (And if I did, it would not work in editor mode as well, right?)
I already tried to
- Move from OnClick() to Event Trigger Pointer Down (no success)
- Change Drag Thresold in the event manager.
- Check Force Active in event manager.
- Redoing the buttons that are not working from scratch...
I'm really clueless, and I need your help!
Some screenshots :
The Canvas containing my buttons
Green are working buttons, red are not working, and orange is selected (work in editor) see bottom right corner
[2
for some reasons try placing your button as the lowest index siblings in the hierarchy so that no other UI element overlaps them.
Secondly try using reference resolution as 1080 X 1920 with match factor as 0.5

Corona/Lua/Android: Why does the input field for a textField maximize and cover half the screen on my Nexus 5?

I'm trying to make a textField that accepts input. My problem is, that when a user taps a textField, the input field is maximized so that it covers half the background image (the keyboard covering the other half).
The picture below shows what the background image looks like before the user taps one of the five textFields (the grey bars).
The image below and to the left shows what currently happens when I tap a textField: the input field is enlarged and completely covers the background image. What I WANT to happen, however, is what I've tried to show below and to the right: the textField is focused and the user can start writing while the background is still visible.
The app works fine on my Samsung Galaxy tablet, but for some reason I have this issue on my Nexus 5 phone only. The phone has plenty of other apps where the example to the right is what happens, so I at least know that it's possible. How do you do it?
(Was unable to find a tag for the Nexus 5)
This is a common problem. See http://forums.coronalabs.com/topic/36320-keyboard-covers-my-textfield-when-placed-on-botton-of-the-screen/ for some ideas. Some devs create their own virtual kb, see eg https://developer.coronalabs.com/category/tags/keyboard for some libs to help with this.
This is the ExtractEditText UI; you just need to add a flag to disable it. On your EditText, set the attribute:
android:imeOptions="flagNoExtractUi"

make main view of app larger than the phone's screen

working on an app and The way I want to set it up is different than what I have ever done before. I want the main activity when launched into the app to exceed past the boundaries of the physical phone screen, and for the user to be able to swipe out to parts of the app that they can't originally see.
I am not sure what the terminology is or what methods or classes etc to use. Any info that could point me in the right direction would be great! Thanks!
Just some clarification:
I think what I'm trying to say is the second thing you talked about. Imagine if you place a iPhone for example in the middle of a piece of computer paper. What I want to achieve is to have the whole view the size of the paper, but only be able to see the size of the iPhone's screen at a time. So you can go up a little bit and see what was above the screen, or left or right
If you want more screens and be able to switch between them, use ViewPager.
If you want one large view bigger than screen, you can either combine ScrollView for vertical scrolling and HorizontalScrollView for horizontal scrolling, or make some custom View, which will be able to scroll (you have to implement it on your own) in both direction.
If you want to have just some views outside of the screen and bring them to visible area on some event, you can use RelativeLayout and set to its views proper margin.
If you want something else, add more information, how it should look and act like.

Avoid a wallpaper to stretch across 5 screens

I've been facing a problem. How do I set a wallpaper in Android, without stretching it across 5 home screens. To be clear, I have a resource images with resolution 320x480px and when I set it as wallpaper in Android, it gets stretched across 5 screens, but I want it to show up only in 1 screen (or the same image in all screens), got it?
I'm not interested in using a livewallpaper.
Only way to have an app do that is using a live wallpaper.
There are two types of wallpaper, static and live. The scrolling of a static background is controlled by the launcher app. This is why LauncherPro and ADW can control the scrolling. When the user chooses a live wallpaper, the launcher simply displays whatever the LWP wants to render, so the LWP controls the scrolling, if any. This is how MultiPicture LWP solves the problem.
So your only options are to implement a custom launcher (which I doubt you want to do for such minor functionality) or implement a live wallpaper.
And BTW, setWallpaperOffsetSteps is an internal method called by the launcher on a live wallpaper, so the LWP knows where it's supposed to be drawing. You can't call it directly, but you can listen to onOffsetsChanged within your LWP to facilitate your own scrolling implementation.
Tap and hold your screen when you get popup "add to home screen"
select "wallpapers"
select "home screen wallpaper"
when you've selected a picture from gallery or explorer you get a screen where you can crop your Image to fit home screen.
On the bottom you can select 2 type of crops.
A big crop for setting it accros 5 screens and a small crop to use the same BG on all 5 screens.
see screenshot:
select the latter, crop your picture and save.
Not possible. May be there are any private libraries for it.
Apparently it's not native Android functionality. You can, however, get apps that do it. "Launcher Pro" and "ADW EX Launcher" can both disable scrolling but you may need to create a landscape rectangular image with empty borders at the right size.
Alternatively, the app "MultiPicture Live Wallpaper" may do what you need. A reviewer wrote: "Lets me use a picture sized the same as my phone's screen as the background on all pages of the launcher. Not sure why that isn't part of Android."
EDIT: have a look at tdtje's post before you try these. If that works, then awesome. I'm not sure which version of Android that became available in, as I'm using 2.1 without that feature.
FURTHER EDIT: In the comments below, Martyn gives us a first hand opinion!
I went to Settings and clicked on home screen. Then went to wallpaper. I selected my picture and cropped using the gallary app. This had a setting on the top to either stretch or not. I'm running Android 4.4.

Categories

Resources