I've created a jsx script that creates a custom dialog box in illustrator that allows me to load a text file into a string.. It all seems to work OK in Extendscript but the moment I save it and run it standalone from Illustrator the dialog box appears then instantly vanishes. Any ideas, I've removed all the $writeIn statements.
I've looked around but there seems to be nothing on this
Code lookes like ths:
function init() {
dataFile=""//Load in paths to users day file and folder where spreadsheets are stored
var readFile = File(appPath+ "pathData"+".txt");
if(readFile != null) {
readFile.open('r')
dataPath=readFile.read();
readFile.close();
dataPath=dataPath.replace(/[\n\r]/g, '');//Seems to need this as without there is a cariage return added to the end of the string somewhere in the saving of the file
};
else dataPath="Press button to set path to day folder";
readFile = File(appPath+ "pathDay"+".txt");
if(readFile != null) {
readFile.open('r')
dayPath=readFile.read();
readFile.close()
dayPath=dayPath.replace(/[\n\r]/g, '');//Seems to need this as without there is a cariage return added to the end of the string somewhere in the saving of the file
//$.writeln("dayPath=",dayPath);
};
else dayPath="Press button to set path to day folder";
var initPanel=new Window("palette","iPlot", undefined);
initPanel.orientation="column"
var group1=initPanel.add("group",undefined,"GroupOne");
group1.orientation="column"
var loadButton=group1.add("button",undefined,"Load data");
loadButton.onClick = function() {
initPanel.close();
loadFile();
};
var closeButton=group1.add("button",undefined,"Close");
closeButton.onClick = function() {
//$.writeln("Close button pressed");
initPanel.close();
};
var setipButton=group1.add("button",undefined,"Setup");
setipButton.onClick = function() {
setup()
};
initPanel.center();
initPanel.show();
return true;
}
Palettes and dialogs only "live" as long as your script runs. As I understand it (barely), as soon as your script 'ends', i.e., you want to work outside the panel in Illustrator, the Extendscript engine thinks the script itself has ended.
The common cure for this is to dedicate private resources to your script. You do so by creating a dedicated "engine", which will persist in memory. The following two lines do the trick when added at the very top:
#target Illustrator
#targetengine main
The first one is obsolete if you run your script from within Illustrator, but it is required if you run it from elsewhere (such as from within the Extendscript Toolkit Editor). The second sets up a private engine with a specified name; in this case main but if you run several palettes at the same time, you need unique names for each.
See http://forums.adobe.com/thread/1238745 -- in particular, the very last post.
Related
So I want some JavaScript code to run at Document Open, so I have placed my .js file into my Acrobat\JavaScripts folder (in Program Files). I'm trying to run the following code:
function ChangeFont()
{
var nNumFields = this.numFields;
console.println("There are " + nNumFields + " in this document.");
var cFieldName; var oField;
for(i = 0; i < nNumFields; i++)
{
cFieldName = this.getNthFieldName(i);
oField = this.getField(cFieldName);
oField.textFont = "PTSans";
}
}
ChangeFont()
Opening a PDF runs other code I have inserted into the same folder, but not this one (as the fonts do not change). When manually pasting this code into the Acrobat JavaScript Debugger, selecting all of the code and hitting Ctrl+Enter, it works perfectly. So why isn't it working at Document open??
I tried to isolate the problem by making a separate .js that selects one specific field and changes it's font, like so:
var f = this.getField("myField");
f.textFont = "PTSans";
After placing the the test.js into the JavaScripts folder, and opening a PDF document with Acrobat, I get the following error immediately:
"TypeError: "this.getField" is not a function."
Again, I ran it manually in the debugger console and it works perfectly.
What's going on here? I don't think I'm using an LiveCycle Designer interface, it's just Adobe Acrobat 10.
Edit: The purpose is to have all the fields at a certain font when the document is opened.
Scripts at the folder level run when Acrobat loads but before a document is opened. The numFields property belongs to the Doc object, which doesn't exist yet. Just remove the last line and you'll be able to run the function from buttons within the document.
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.
I have a Google Sheets file with an attached Script. The script does a number of things, one is it makes a clone of it self using makeCopy. This portion works. Now I want to be able to keep the same cloned Google file name and same Google file ID and just update the content which includes a Spreadsheet and the associated Google script.
if (!fileFound){
var file = masterSSFile.makeCopy(reportFileName, RepFolder);
} else {
oldFile.setContent(masterSSFile.getBlob());
}
When I use makeCopy with the same file name it creates a second file with the same name but with a different file ID.
The else portion fails because .setContent argument seems to just accept text. The result is the word "Blob" in the oldFile, everything else is gone.
I have other scripts that update the contents of a existing spreadsheet by overriding the contents of the various sheets, but I also want the associated script to also be included in the updated file keeping the same file ID.
I found this....
Overwrite an Image File with Google Apps Script
and tried using
var masterSpreadsheetID = SpreadsheetApp.getActiveSpreadsheet().getId();
var masterSpreadsheetFile = DriveApp.getFileById(masterSpreadsheetID);
var oldFileID = oldFile.getId();
var oldFileName = oldFile.getName();
var newBlob = masterSpreadsheetFile.getBlob();
var file = {
title: oldFileName,
mimeType: 'application/vnd.google-apps.spreadsheet'
};
var f = Drive.Files.update(file, oldFileID, newBlob);
I get error: "We're sorry, a server error occurred. Please wait a bit and try again. " on this line: "Drive.Files.update(file, oldFileID, newBlob);"
After reading this:
https://github.com/google/google-api-nodejs-client/issues/495
it looks like Drive.Files.update(), does not support bound scripts.
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.
I'm trying to write a script that will automate a bunch of stuff for Photoshop CS5. Part of this involves saving a bunch of files. Is there a way to save a file in a way that doesn't open up a dialog window? I've been looking over the JavaScript Tools Guide, but I didn't see a way to do this. This suggested I used an action to deal with it but I'd really prefer not to do that.
EDIT: specifically I want to save the files as crytiff format but I'd just like to know how to save a file with whatever extension I want
The following saves the active document as PNG. You can change the type to save it as.
// reference open doc
var doc = app.activeDocument;
// set save options
var opts = new ExportOptionsSaveForWeb();
opts.PNG8 = false;
opts.transparency = true;
opts.interlaced = false;
opts.quality = 100;
opts.includeProfile = false;
opts.format = SaveDocumentType.PNG; // Document Type
// save png file in same folder as open doc
activeDocument.exportDocument(doc.path, ExportType.SAVEFORWEB, opts);
Try using Document.saveAs(). But, like El Cas said, you still have to pass in some kind of SaveOptions object. You don't necessarily have to specify all the options if you don't want. You can just use the generic object like this:
app.activeDocument.saveAs(new File(doc.path + "/myDocument"), TiffSaveOptions);
// or BMPSaveOptions or GIFSaveOptions or JPEGSaveOptions...
Here's a much more complete Photoshop CS5 Javascript Reference
Open:
Windows > Actions
You will find Toggle Dialog On/Off check box before every action. Turn it off.