KeyboardListener | : musical_keyboard : 监听Android软键盘弹出与收回事件
kandi X-RAY | KeyboardListener Summary
kandi X-RAY | KeyboardListener Summary
KeyboardListener
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Top functions reviewed by kandi - BETA
- Creates the text view
- Initialize the display metrics
- Init display metrics if not already initialized
- Get the display metrics
- Set the display metrics
- Initializes the activity
- Hide the bottom ui ui view
- Start the second activity
- Called when the view is global
- Check for keyboard events
- Get the window display metrics
- On click
- Start activity with navigation bar
- Check if the text is correct
- Convert pixels to DP
KeyboardListener Key Features
KeyboardListener Examples and Code Snippets
Community Discussions
Trending Discussions on KeyboardListener
QUESTION
I havet this codepen: https://codepen.io/sp2012/pen/VwpyWdp . Unfortunately, this code is too advanced for me. The game has three maps. I want to keep only the first map and when the game is finished, if you click on the map the game restarts.
The code follows:
This is the HTML:
...ANSWER
Answered 2021-Jun-01 at 06:17Just comment out the second and third level section of the levels[0] object (maps). Change the HTML content that makes reference to other levels.
QUESTION
I am trying to use cmake and vcpkg to write a project in vs2019 recently.
I want to link the dynamic library in vcpkg to my own dynamic library, but I have encountered some troubles.
I hope someone can help me correct the mistake.
My project structure:
...ANSWER
Answered 2021-Jan-12 at 03:33cmake_minimum_required (VERSION 3.8)
project ("mario")
include_directories("./engine")
set(CXX_STANDARD 11)
find_package(GLEW REQUIRED)
find_package(glfw3 CONFIG REQUIRED)
add_library(engine SHARED
"engine/Engine.h" "engine/Engine.cpp"
"engine/Window.h" "engine/Window.cpp"
"engine/InstanceManager.h" "engine/InstanceManager.cpp"
"engine/MouseListener.h" "engine/MouseListener.cpp"
"engine/KeyboardListener.h" "engine/KeyboardListener.cpp")
target_link_libraries(engine PRIVATE GLEW::GLEW)
target_link_libraries(engine PRIVATE glfw)
add_executable (mario main.cpp)
target_link_libraries(mario PRIVATE GLEW::GLEW)
target_link_libraries(mario PRIVATE glfw)
target_link_libraries(mario PRIVATE engine)
QUESTION
I have an app that scans barcodes using a 2D bluetooth scanner. The app is in production and has been working fine, now with the recent SDK updates from Flutter, the RawKeyboardLister
i use to to listen for the inputs from the scanner does not work anymore once the soft/virtual keyboard has been opened.
There are some instances on the app where a user needs the keyboard to input characters but after they do and they move on to a screen that does more scanning, the listener only registers RawKeyUpEvent
and no longer registers RawKeyDownEvent
.
Here is my code:
...ANSWER
Answered 2020-Oct-16 at 08:37On what version of flutter did it stop working? For now I would suggest to rollback to that version. This will allow you to continously develop for production and users can continue to receive updates.
Write this command:
QUESTION
I am using the code from this answer to capture few seconds record of whole screen and everything works perfect - I get a GIF with screen record made out of PNGs. But when I add Application.Run();
in Main()
method to make also my KeyHook catching working as expected then screen recording stops working... Any ideas why does it happen?
Application.Run();
is the one from System.Windows.Forms namespace.
Code from the Main method class:
...ANSWER
Answered 2020-Apr-19 at 14:13Working solution below:
As Joergen had mentioned Application.Run() is blocking but moving the statement and generally playing with the code was very unpredictable and because of blocking loop and thread in the code it was hard to debug. Finally after repairing code of ScreenRecorder
that was pure one-to-one Delphi rewriting I managed to make it working solution. Now I can record the screen and catch keys even when terminal is an active windows:
QUESTION
I am working on application where I am using ScrollView
, what I want to achieve when user run application then I want some space from top . Now it working fine for IOS I mean when I run application on IOS it working fine and it generate the space from top but when I try for android it not working could someone please help me how to achieve my goal thanks .
Code
...ANSWER
Answered 2020-Mar-08 at 18:46It look like you are using KeyboardListener
library.
Somehow it still doesn't work in android. You need to pass onDidShow()
and onDidHide()
to KeyboardListener
component.
QUESTION
What I am trying to achieve is when viewing this widget, the RawKeyboardListener
starts listening straight away when the TextField
is not selected/in focus. It runs the HandleKey function
to deal with what I want to do with the keyCode
.
The issue I am having is when running the app for the first time, the handleKey function
seems to be running twice. So in the example below it would print why does this run twice $_keyCode
TWICE when I only enter 1 key. I think it listens to keyUp AND keyDown. The result I want is for it to only run once...
However, the code works fine as well when I select the TextField and do a regular submit with the emulator keyboard.
I am struggling to understand why it only has a problem after interacting with the TextField. I feel like it needs a Future
or await
somewhere? but I have no idea.
Please help.
...ANSWER
Answered 2018-Jun-22 at 10:13You are right. RawKeyboardListener
listens on raw keyboard events. Which means it returns down and up (or how the naming convention is on touchscreens). Knowing that you could simply create a if-statement and just get through the event once:
QUESTION
I have a MenuItemImage here:
...ANSWER
Answered 2017-Mar-27 at 09:30Simply do this:
QUESTION
I'm having problem with keyboard event when pressing the key before last keyboard event finish being executed. Here I have a onKeyPressed event:
...ANSWER
Answered 2017-Mar-24 at 07:31I imagine, the simplest way to do this, is to store actions in a vector, like this:
in .h file:
QUESTION
I have a function here for moving a Sprite on every key pressed. Now I also want to move it on key hold instead of pressing the key repeatedly but I have no idea how to do it. Please guide me, your help is very much appreciated.
...ANSWER
Answered 2017-Mar-21 at 21:37There's no event that triggers continuously when a key is pressed so one way to solve your problem is to have a global(or class or whatever) variable that tracks the movement on the x axis and one for the y axis.
To use only two variables and not a separate one for each key you could use 2 integers, let's say xMovement and yMovement and set their values to -1, 0 or 1, based on what keys are pressed. If xMovement is -1, move your sprite to the left, if it's 1 move it to the right and if it's 0 don't move it at all. Same thing for the y axis. To achieve this you should change your code like this:
QUESTION
So, I cloned SqAtx's GitHub repository SuperMarioWorld onto my Ubuntu 16.04 (64bit) machine. I would like to run his Super Mario clone in order to understand his project and learn by the way he did this game.
First of all, I could not compile it as he explained it in the README.md. However, I have successfully compiled an own Battleship game the same way (which tells me Cmake, make, SFML, and a C compiler are correctly installed). As an error I got this error message after running cmake ..
from the build folder:
ANSWER
Answered 2017-Mar-07 at 07:50You did not include all the source files in the build.
For instance, in your error message the linker is complaining that it is missing the definition for the KeyboardEvent::GetType()
function.
Searching the repo on github for KeyboardEvent
will quickly tell you that this function is defined in EventEngine/KeyboardEvent.cpp
, which is not part of your CMake's SOURCE_FILES
.
You might be missing other source files as well. Try fixing the linker errors one by one until it compiles.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install KeyboardListener
You can use KeyboardListener like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the KeyboardListener component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .
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