Screenshot the whole web page in Java - javascript

I'm trying to figure out of how to get a screenshot the whole web page. I'm working on a dashboard using 20 plus dc.js charts, cross filters all of them, and i'm using JSP. Client want to have a button where a user clicks and it will screen shot the whole web page. I'm running it through java because we have to use IE11 as our standard and all other js libraries such as HTML2canvas.js didnt work (it doesnt display the dc.js charts) though it sort of works on Chrome but we have to use IE11 (any suggestions would help).
So far when I click on a button, it will run a main method in JAVA to do a screen shot. So far I'm using java.awt.Robot but I researched and it says it only screen shot base on the screen of a primary monitor. I'm trying to have a screen shot of my web page. Is there a way to do that? if so how? Here is my Java code below. It screenshot base on the monitor...
package com.customer_inquiry;
import java.net.URL;
import java.awt.*;
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
public class screenshotAction {
public static void main(String[] args) throws Exception {
String outFileName = args[0];
if (!outFileName.toLowerCase().endsWith(".png")) {
System.err.println("Error: output file name must " + "end with \".png\".");
System.exit(1);
}
// determine current screen size
Toolkit toolkit = Toolkit.getDefaultToolkit();
Dimension screenSize = toolkit.getScreenSize();
Rectangle screenRect = new Rectangle(screenSize);
// create screen shot
Robot robot = new Robot();
BufferedImage image = robot.createScreenCapture(screenRect);
// save captured image to PNG file
ImageIO.write(image, "png", new File(outFileName));
// give feedback
System.out.println("Saved screen shot (" + image.getWidth() + " x " + image.getHeight() + " pixels) to file \""
+ outFileName + "\".");
// use System.exit if the program hangs after writing the file;
// that's an old bug which got fixed only recently
// System.exit(0);
}
}

There is html2canvas that might suit your needs: https://html2canvas.hertzen.com/
Apart from that, if you want to do it yourself, what comes to mind is to:
first create an svg
an a foreignObject tag
serialize the entire html using XMLSerializer and then set it to foreignObject via innerHTML. Alternatively use cloneNode.
draw the svg on the canvas
download the canvas

Related

Adding a javascript file to an already-running Java FX webengine

I have a Java application that is running a Java FX webengine (the end goal of all of this is to dynamically draw a D3.js plot). I'd like to be able to add new javascript files to it while it's already running, and then ideally unload them again when the javascript tells it to.
This has the effect of making some functionality available to the user or not (drawing certain features) without having to load all of the code in at once. It also helps me avoid future headaches with a forest of brittle if/then statements inside my javascript.
Question 1: Is "unloading" files from a running webengine even possible? At least, possible without redrawing the whole thing. I'm pretty sure that calling loadContent() with my new filepaths will make them available the way that I want, but I haven't come across anything talking about how you can remove existing source code from your HTML block.
Question 2: Any recommendations on how to elegantly approach feeding the extra sources into the webView? My thought process right now is stuck on brute force, but I haven't been even been able to brute force my way to a solution that works, so maybe I'm barking up the wrong tree.
Question 3: Is this even a good idea? It's possible to do this solely in the Javascript, but I want the appearance and disappearance of options directly tied to a java-side feature that's later going to be executed from the class Bridge, the same place I'm trying to load new content from right now.
I asked a lot of questions, but any help is appreciated!
Right now I am setting up the webengine's content like so:
final ResourceExtractor RESOURCE_EXTRACTOR
= new ResourceExtractor(JavaScriptPlot.class);
// prepare the local URI for d3.js
final URI D3_JS_URI = RESOURCE_EXTRACTOR
.extractResourceAsPath("d3.min.js")
.toUri();
// prepare the local URI for numeric.js
final URI NUMERIC_JS_URI = RESOURCE_EXTRACTOR
.extractResourceAsPath("numeric.min.js")
.toUri();
// prepare the local URI for topsoil.js
final URI TOPSOIL_JS_URI = RESOURCE_EXTRACTOR
.extractResourceAsPath("topsoil.js")
.toUri();
// build the HTML template (comments show implicit elements/tags)
HTML_TEMPLATE = (""
+ "<!DOCTYPE html>\n"
// <html>
// <head>
+ "<style>\n"
+ "body {\n"
+ " margin: 0; padding: 0;\n"
+ "}\n"
+ "</style>\n"
// </head>
+ "<body>"
+ "<script src=\"" + D3_JS_URI + "\"></script>\n"
+ "<script src=\"" + NUMERIC_JS_URI + "\"></script>\n"
+ "<script src=\"" + TOPSOIL_JS_URI + "\"></script>\n"
+ "<script src=\"%s\"></script>\n" // JS file for plot
// </body>
// </html>
+ "").replaceAll("%20", "%%20");
The source path to replace %s is created here:
public class BasePlot extends JavaScriptPlot {
private static final ResourceExtractor RESOURCE_EXTRACTOR
= new ResourceExtractor(BasePlot.class);
private static final String RESOURCE_NAME = "BasePlot.js";
public BasePlot() {
super(
RESOURCE_EXTRACTOR.extractResourceAsPath(RESOURCE_NAME),
new BasePlotDefaultProperties());
}
}
And then later I take a file path already extracted as a resource, sourcePath, and insert it into the HTML block:
String buildContent() {
return String.format(HTML_TEMPLATE, sourcePath.toUri());
}
Then I build my web view using the return value of buildContent()
private void initializeWebView() {
runOnFxApplicationThread(() -> {
// initialize webView and associated variables
webView = new WebView();
webView.setContextMenuEnabled(false);
WebEngine webEngine = webView.getEngine();
webEngine.getLoadWorker().stateProperty().addListener(
(observable, oldValue, newValue) -> {
if (newValue == SUCCEEDED) {
if (new IsBlankImage().test(screenCapture())) {
webEngine.loadContent(buildContent());
}
topsoil = (JSObject) webEngine.executeScript("topsoil");
topsoil.setMember("bridge", new Bridge());
}
});
// asynchronous
webEngine.loadContent(buildContent());
});
}
And the Javascript can fire off the method in the class below to trigger the change. Right now it's manually creating a hardcoded resource, but once I work out once going wrong I'll make this part more elegant/logically organized.
//loads appropriate JS files into webview based on BasePlot's isotope type
public class Bridge {
final URI ISOTOPE_URI = ISOTOPE_RESOURCE_EXTRACTOR
.extractResourceAsPath("Concordia.js")
.toUri();
String finalHtml = buildContent().concat("<script src=\""+ISOTOPE_URI.toString()+"\"></script>\n");
webView.getEngine().loadContent(finalHtml);
}
}
The loadContent() above is giving me an application thread error: "ReferenceError: Can't find variable: topsoil"

Unity WebGL External Assets

I'm developing some webGL project in Unity that has to load some external images from a directory, it runs all fine in the editor, however when I build it, it throws a Directory Not Found exception in web console. I am putting the images in Assets/StreamingAssets folder, that will become StreamingAssets folder in the built project (at root, same as index.html). Images are located there, yet browser still complains about not being able to find that directory. (I'm opening it on my own computer, no running web server)
I guess I'm missing something very obvious, but it seems like I could use some help, I've just started learning unity a week ago, and I'm not that great with C# or JavaScript (I'm trying to get better...) Is this somehow related to some javascript security issues?
Could someone please point me in the right direction, how I should be reading images(no writing need to be done) in Unity WebGL?
string appPath = Application.dataPath;
string[] filePaths = Directory.GetFiles(appPath, "*.jpg");
According to unity3d.com in webGL builds everything except threading and reflection is supported, so IO should be working - or so I thought:S
I was working around a bit and now I'm trying to load a text file containing the paths of the images (separated by ';'):
TextAsset ta = Resources.Load<TextAsset>("texManifest");
string[] lines = ta.text.Split(';');
Then I convert all lines to proper path, and add them to a list:
string temp = Application.streamingAssetsPath + "/textures/" + s;
filePaths.Add(temp);
Debug.Log tells me it looks like this:
file://////Downloads/FurnitureDresser/build/StreamingAssets/textures/79.jpg
So that seems to be allright except for all those slashes (That looks a bit odd to me)
And finally create the texture:
WWW www = new WWW("file://" + filePaths[i]);
yield return www;
Texture2D new_texture = new Texture2D(120, 80);
www.LoadImageIntoTexture(new_texture);
And around this last part (unsure: webgl projects does not seem easily debuggable) it tells me: NS_ERROR_DOM_BAD_URI: Access to restricted URI denied
Can someone please enlighten me what is happening? And most of all, what would be proper to solution to create a directory from where I can load images during runtime?
I realise this question is now a couple of years old, but, since this still appears to be commonly asked question, here is one solution (sorry, the code is C# but I am guessing the javascript implementation is similar). Basically you need to use UnityWebRequest and Coroutines to access a file from the StreamingAssets folder.
1) Create a new Loading scene (which does nothing but query the files; you could have it display some status text or a progress bar to let the user knows what is happening).
2) Add a script called Loader to the Main Camera in the Loading scene.
3) In the Loader script, add a variable to indicate whether the asset has been read successfully:
private bool isAssetRead;
4) In the Start() method of the Loading script:
void Start ()
{
// if webGL, this will be something like "http://..."
string assetPath = Application.streamingAssetsPath;
bool isWebGl = assetPath.Contains("://") ||
assetPath.Contains(":///");
try
{
if (isWebGl)
{
StartCoroutine(
SendRequest(
Path.Combine(
assetPath, "myAsset")));
}
else // desktop app
{
// do whatever you need is app is not WebGL
}
}
catch
{
// handle failure
}
}
5) In the Update() method of the Loading script:
void Update ()
{
// check to see if asset has been successfully read yet
if (isAssetRead)
{
// once asset is successfully read,
// load the next screen (e.g. main menu or gameplay)
SceneManager.LoadScene("NextScene");
}
// need to consider what happens if
// asset fails to be read for some reason
}
6) In the SendRequest() method of the Loading script:
private IEnumerator SendRequest(string url)
{
using (UnityWebRequest request = UnityWebRequest.Get(url))
{
yield return request.SendWebRequest();
if (request.isNetworkError || request.isHttpError)
{
// handle failure
}
else
{
try
{
// entire file is returned via downloadHandler
//string fileContents = request.downloadHandler.text;
// or
//byte[] fileContents = request.downloadHandler.data;
// do whatever you need to do with the file contents
if (loadAsset(fileContents))
isAssetRead = true;
}
catch (Exception x)
{
// handle failure
}
}
}
}
Put your image in the Resources folder and use Resources.Load to open the file and use it.
For example:
Texture2D texture = Resources.Load("images/Texture") as Texture2D;
if (texture != null)
{
GetComponent<Renderer>().material.mainTexture = texture;
}
The directory listing and file APIs are not available in webgl builds.
Basically no low level IO operations are supported.

InDesign Server - convert all assets to CMYK?

We have an InDesign Server service that changes text, images, colours etc in documents according to user input. When done, it outputs either an INDD package (zipped directory) or a PDF.
One of our clients requires all output to be in CMYK, according to their own .icc colour profile. I can get IDS to attach the colour profile to the file no problem, like this:
// Set CMYK profile
if(inputs['cmyk_profile'] !== undefined && inputs['cmyk_profile']) {
app.colorSettings.cmykPolicy = ColorSettingsPolicy.PRESERVE_EMBEDDED_PROFILES;
document.cmykPolicy = ColorSettingsPolicy.PRESERVE_EMBEDDED_PROFILES;
document.cmykProfile = inputs['cmyk_profile'];
//document.printPreferences.colorOutput = ColorOutputModes.COMPOSITE_CMYK;
}
I confess, though, that I am a bit of a newbie and the PRESERVE_EMBEDDED_PROFILES lines are only a vague guess of what I think should be happening. I also cannot get the last, commented-out, line to work because it throws the error: "Invalid parameter". According to the docs, this instance variable is "not valid when a device-independent PPD is specified" although I don't see why not.
My main problem is that the user-inputted images and colours can be in RGB format, and they need to be converted to CMYK, in that specific colour profile. (I have been told that simply adding the profile to the file isn't enough - I have to convert the assets as well)
I am also trying to enforce CMYK when converting to PDF too, like this:
// Set CMYK if document has it
if(document.cmykPolicy)
{
app.pdfExportPreferences.pdfDestinationProfile = PDFProfileSelector.USE_DOCUMENT;
app.pdfExportPreferences.pdfColorSpace = PDFColorSpace.CMYK;
}
else
{
app.pdfExportPreferences.pdfColorSpace = PDFColorSpace.UNCHANGED_COLOR_SPACE;
}
// export pdf...
document.exportFile(ExportFormat.pdfType, myFile, preset);
But I have been told that the resulting PDF file is also RGB.
Is there any relatively painless way of doing this?

JXA get file's Size & checksum?

I am using JXA (javascript for automation) on my Mac to try to automate iTunes Connect screenshot uploads. Because of this, I want to automate grabbing each image and uploading it, but for iTunes Connect to allow this (using iTMSTransporter), I need to edit a XML file and add in each image's size in bits, as well as get the checksum (type="md5").
I know I could do this manually, but I want to automate it as this will save me a lot of time in the long run, with tons of different screenshots for each localization.
I've used JXA to grab the images, and get their dimensions, but can't figure out getting the size & checksum. Maybe someone can help? Or if not using JXA, maybe there is some sort of other script that JXA can run (like a shell script, which I have no experience with what so ever as of now), or maybe some script I could just run ahead of time and export the XML to a file manually. From there I could use JXA to parse that file.
Here is what I have so far for what it takes to get the image file:
desktopPath = finder.desktop.url();
desktopPath = desktopPath.substring(7, desktopPath.length);
var imagePath = Application('System Events').folders.byName(desktopPath + '/myImage.png');
imageEvents = Application("Image Events");
imageEvents.launch();
imageEvents.name();
img = imageEvents.open(Path(imagePath));
// now I don't know what to do with the image as the documentation is quite difficult for me to understand
I figured it out. I had to use shell scripts to access this info. Idk if there is another way, but this way worked...
// to get the size (newString is the path (as a string) to the file I am getting the size for
var theSize = app.doShellScript("stat -f%z " + newString.replace(" ", "\\ "));
// to get the MD5 checksum (newString is again the path (as a string) to the file I am getting the checksum for
var md5String = newString;
md5String = md5String.replace(" ", "\\ ");
var checksum = app.doShellScript("md5 " + md5String);
checksum = checksum.replace(/\/$/, "").split(' ').pop();
// I popped because I had to format the returned string so it's just the MD5 and not the file path as well. Maybe there is an easier way in shell script, but I'm a newbie to shell scripting

Import image in Acrobat using JavaScript (preferred on document-level)

I am going to implement a dynamic legend using JavaScript in Adobe Acrobat.
The document contains a lot of layers. Every layer has an own legend. The origin idea is to implement the legend so, that it contains the images in a dialog box for the visible layers.
I can only hide/show the layers by setting state to false or true (this.getOCGs()[i].state = false;) on document-level.
Question 1: Can I extract data from layer somehow for legend establishing? I think no, as we only have these function on layers: getIntent(), setIntent() and setAction(). Right? Therefore I decided to arrange it so, that all needed icons for every layer are saved in a folder with corresponding names. JavaScript should import the icons and I build the a dialog window with icons of visible Layers and place a text(description for this icon).
I tried all possibilities of image import described here: http://pubhelper.blogspot.com.au/2012/07/astuces-toolbar-icons-et-javascript.html. I got only one way (Convert the icons as hexadecimal strings). This way isn't good, as it is too much work to create with an other tool a hexadecimal string from a images and place it into a javascript code.
Unfortunately, I cannot import image using other methods:(. Since the security settings in Adobe are changed after version 7 or so, it is not possible to use functions like app.newDoc, app.openDoc, even app.getPath On document-level. I decided to implement the import on a folder level using trusted functions like this:
Variant 1:
var importImg = app.trustedFunction(function() {
app.beginPriv();
var myDoc = app.newDoc({
nWidth: 20,
nHeight: 20
});
var img = myDoc.importIcon("icon", "/icon.png", 0);
app.endPriv();
return img; });
var oIcon = importImg();
The settings in Preferences->JavaScript-> JavaScript Security are disabled (Enable menu item JS execution privileges, enable global object security policy)
NotAllowedError: Security settings prevent access to this property or method.
App.newDoc:109:Folder-Level:User:acrobat.js
Variant 2:
var importImg = app.trustedFunction(function() {
var appPath = var phPath = app.getPath({
cCategory: "user",
cFolder: "javascript"
});
try {
app.beginPriv();
var doc = app.openDoc({
cPath: phPath + "/icon.png",
bHidden: true
});
app.endPriv();
} catch (e) {
console.println("Could not open icon file: " + e);
return;
}
var oIcon = util.iconStreamFromIcon(doc.getIcon("icon"));
return oIcon;});
var oIcon = importImg();
Could not open icon file: NotAllowedError: Security settings prevent access to this property or method.
At least it allows the execution of all these functions like app.newDoc, but in the second variant it says, wrong range of content or so. Maybe is here the pdf from an image created false? I just took the image and printed it into a pdf.
I tried all these possibilities with .jpg, .png, .pdf. with different sizes(big images and 20x20), It doesn't work.
Could somebody help me, as I spent a lot of time with trying different possibilities. It would be actually better to implement the main goal described above on document level, is it possible?
Thank you and kind regards,
Alex
Do you have the Console fully activated in Acrobat? If not, do so and look for error messages you get.
The first variant does not work, because myDoc is not defined (unless you have done that before you call the importImg function).
If you want to import the image into the newly created file, you will have to make a reference to the Document Object you create with newDoc(). Actually, that would make the link to myDoc, as in
var myDoc = app.newDoc(1,1)
(are you sure you want to create a document measuring 1x1 pt?)
The next issue with the first variant is a bug in Acrobat, which discards "floating" Icon Objects when saving the document; you'd have to attach the Icon Object to a field to keep it; this field can be hidden, or even on a hidden Template page in the document.

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