Image not displaying in .NET MAUI Mac Catalyst - maui

I'm trying to display an image to make my own custom splash screen using .NET MAUI. It is made in C# and does not use XAML. Here is my code:
SplashScreenActivity.cs:
using System;
using System.Text;
namespace LiveEditorHTML
{
public partial class SplashScreenActivity : ContentPage
{
Image splashScreenImage;
public async Task<string> ShowMsg(string title,
string msg, bool isQuestion, bool isInput,
int? num, string[]? question)
{
bool answer;
if (isQuestion && !isInput)
{
answer = await DisplayAlert(title, msg, "Yes", "No");
return answer.ToString();
}
else if (!isQuestion && !isInput)
{
await DisplayAlert(title, msg, "OK");
}
else if (!isQuestion && isInput)
{
string action = await DisplayActionSheet(
title + msg, "Cancel",
null, question
);
}
else
{
await DisplayAlert(title, msg, "OK");
}
return null;
}
public SplashScreenActivity()
{
var uiView = new ScrollView();
var stackLayout = new VerticalStackLayout();
var img = AssetsHelper.LoadMauiAsset("logo.png").Result;
Task.Run(() =>
{
string output = ShowMsg("Debug", img, false, false, 0, null).Result;
});
byte[] byteArray = Encoding.UTF8.GetBytes(img);
MemoryStream stream = new MemoryStream(byteArray);
splashScreenImage = new Image()
{
Source = ImageSource.FromStream(() => stream)
};
stackLayout.Children.Add(splashScreenImage);
this.Content = uiView;
}
}
}
AssetsHelper.cs:
using System;
namespace LiveEditorHTML
{
public class AssetsHelper
{
public static async Task<string> LoadMauiAsset(string fileName)
{
using var stream = await FileSystem.OpenAppPackageFileAsync(fileName);
using var reader = new StreamReader(stream);
var contents = reader.ReadToEndAsync();
return contents.Result;
}
}
}
Here is the image I used, created with GIMP, the image size is 456x456 (the same as the image sizes of the appicon.svg and appiconfg.svg files located at: Resources\AppIcon):
The ShowMsg() function is used to create a MessageBox like C# Winforms, in addition, it is also used for the cases of creating a Yes No questionnaire, and creating a questionnaire that requires the user to enter text. Currently, I just use the simplest feature, like the MessageBox in C# Winforms, which is to print a debug message, with the title Debug and the content as an image file that is read with the help of the AssetsHelper.cs support class.
When I run the program, the Debug window for printing information pops up, indicating that it is working, the file logo.png (with path at Resources\Raw) has been read successfully:
But then nothing is displayed:
I highly suspected that there might be an error, but no exceptions occurred, so I used the built-in image: dotnet_bot.svg to test (link at: Resources\Images). I replaced the following line in SplashScreenActivity.cs:
ImageSource.FromStream(() => stream)
Fort:
"dotnet_bot.svg"
The code becomes:
splashScreenImage = new Image()
{
Source = "dotnet_bot.svg"
};
to test. When I turn on the app and go through the Debug screen (since I haven't dropped the code that shows the Debug dialog), they don't work either:
And no exception is thrown. The app doesn't crash either.
All versions of .NET MAUI and VS are updated and VS is the latest Preview version. The computer I'm using is a Macbook Pro running macOS Monterey 12.5.1
So what's going on?

I had create a sample to test your code and the image can't show either. I found that you have changed the image file to the string, and then changed the string to the byte array.
You can try to convert the image to the byte array or set the image as the source directly. In addition, you didn't add the stacklayout into the scrollview. So you should add it or set the stacklayout as the page.content.
Set the image as the source directly
splashScreenImage = new Image()
{
Source = "test" // the test.png is in the /Resource/Image folder
};
stackLayout.Children.Add(splashScreenImage);
this.Content = stackLayout;
2.Convert the image to the byte array directly
public static async Task<byte[]> LoadMauiAsset(string fileName)
{
using var stream = await FileSystem.OpenAppPackageFileAsync(fileName);
byte[] buffer = new byte[stream.Length];
stream.Read(buffer, 0, buffer.Length);
return buffer;
}
MemoryStream stream = new MemoryStream(AssetsHelper.LoadMauiAsset("test").Result);
splashScreenImage = new Image()
{
Source = ImageSource.FromStream(() => stream)
};
stackLayout.Children.Add(splashScreenImage);
this.Content = stackLayout;

Related

Create WinUI3/MVVM Most Recently Used (MRU) List in Menu Bar

I would like to create a classic "Recent Files" list in my Windows app menu bar (similar to Visual Studio's menu bar -> File -> Recent Files -> see recent files list)
The MRU list (List < string > myMRUList...) is known and is not in focus of this question. The problem is how to display and bind/interact with the list according to the MVVM rules.
Microsoft.Toolkit.Uwp.UI.Controls's Menu class will be removed in a future release and they recommend to use MenuBar control from the WinUI. I haven't found any examples, that use WinUI's MenuBar to create a "Recent Files" list.
I'm using Template Studio to create a WinUI 3 app. In the ShellPage.xaml I added
<MenuFlyoutSubItem x:Name="mruFlyout" Text="Recent Files"></MenuFlyoutSubItem>
and in ShellPage.xaml.c
private void Button_Click(object sender, RoutedEventArgs e)
{
mruFlyout.Items.Insert(mruFlyout.Items.Count, new MenuFlyoutItem(){ Text = "C:\\Test1_" + DateTime.Now.ToString("MMMM dd") } );
mruFlyout.Items.Insert(mruFlyout.Items.Count, new MenuFlyoutItem(){ Text = "C:\\Test2_" + DateTime.Now.ToString("MMMM dd") } );
mruFlyout.Items.Insert(mruFlyout.Items.Count, new MenuFlyoutItem(){ Text = "C:\\Test3_" + DateTime.Now.ToString("MMMM dd") } );
}
knowing this is not MVVM, but even this approach does not work properly, because the dynamically generated MenuFlyoutItem can be updated only once by Button_Click() event.
Could anybody give me an example, how to create the "Recent Files" functionality, but any help would be great! Thanks
Unfortunately, it seems that there is no better solution than handling this in code behind since the Items collection is readonly and also doesn't response to changes in the UI Layout.
In addition to that, note that because of https://github.com/microsoft/microsoft-ui-xaml/issues/7797, updating the Items collection does not get reflected until the Flyout has been closed and reopened.
So assuming your ViewModel has an ObservableCollection, I would probably do this:
// 1. Register collection changed
MyViewModel.RecentFiles.CollectionChanged += RecentFilesChanged;
// 2. Handle collection change
private void RecentFilesChanged(object sender, NotifyCollectionChangedEventArgs args)
{
// 3. Create new UI collection
var flyoutItems = list.Select(entry =>
new MenuFlyoutItem()
{
Text = entry.Name
}
);
// 4. Updating your MenuFlyoutItem
mruFlyout.Items.Clear();
flyoutItems.ForEach(entry => mruFlyout.Items.Add(entry));
}
Based on chingucoding's answer I got to the "recent files list" binding working.
For completeness I post the detailed code snippets here (keep in mind, that I'm not an expert):
Again using Template Studio to create a WinUI 3 app.
ShellViewModel.cs
// constructor
public ShellViewModel(INavigationService navigationService, ILocalSettingsService localSettingsService)
{
...
MRUUpdateItems();
}
ShellViewModel_RecentFiles.cs ( <-- partial class )
using System.Collections.ObjectModel;
using System.ComponentModel;
using CommunityToolkit.Mvvm.ComponentModel;
using CommunityToolkit.Mvvm.Input;
using Windows.Storage;
using Windows.Storage.AccessCache;
using Windows.Storage.Pickers;
namespace App_MostRecentUsedTest.ViewModels;
public partial class ShellViewModel : ObservableRecipient
{
public ObservableCollection<MRUItem> MRUItems{ get; set;} = new();
// update ObservableCollection<MRUItem>MRUItems from MostRecentlyUsedList
public void MRUUpdateItems()
{
var mruTokenList = StorageApplicationPermissions.MostRecentlyUsedList.Entries.Select(entry => entry.Token).ToList();
var mruMetadataList = StorageApplicationPermissions.MostRecentlyUsedList.Entries.Select(entry => entry.Metadata).ToList(); // contains path as string
MRUItems.Clear(); var i = 0;
foreach (var path in mruMetadataList)
{
MRUItems.Add(new MRUItem() { Path = path, Token = mruTokenList[i++] });
}
}
// called if user selects a recent used file from menu bar list
[RelayCommand]
protected async Task MRULoadFileClicked(int? fileId)
{
if (fileId is not null)
{
var mruItem = MRUItems[(int)fileId];
FileInfo fInfo = new FileInfo(mruItem.Path ?? "");
if (fInfo.Exists)
{
StorageFile? file = await Windows.Storage.AccessCache.StorageApplicationPermissions.MostRecentlyUsedList.GetFileAsync(mruItem.Token);
if (file is not null)
{
Windows.Storage.AccessCache.StorageApplicationPermissions.MostRecentlyUsedList.Add(file, file.Path); // store file.Path into Metadata
MRUUpdateItems();
// LOAD_FILE(file);
}
}
else
{
}
}
await Task.CompletedTask;
}
[RelayCommand]
protected async Task MenuLoadFileClicked()
{
StorageFile? file = await GetFilePathAsync();
if (file is not null)
{
Windows.Storage.AccessCache.StorageApplicationPermissions.MostRecentlyUsedList.Add(file, file.Path); // store file.Path into Metadata
MRUUpdateItems();
// LOAD_FILE(file);
}
await Task.CompletedTask;
}
// get file path with filePicker
private async Task<StorageFile?> GetFilePathAsync()
{
FileOpenPicker filePicker = new();
filePicker.FileTypeFilter.Add(".txt");
IntPtr hwnd = WinRT.Interop.WindowNative.GetWindowHandle(App.MainWindow);
WinRT.Interop.InitializeWithWindow.Initialize(filePicker, hwnd);
return await filePicker.PickSingleFileAsync();
}
public class MRUItem : INotifyPropertyChanged
{
private string? path;
private string? token;
public string? Path
{
get => path;
set
{
path = value;
PropertyChanged?.Invoke(this, new PropertyChangedEventArgs(path));
}
}
public string? Token
{
get => token;
set => token = value;
}
public event PropertyChangedEventHandler? PropertyChanged;
}
}
ShellPage.xaml
<MenuBar>
<MenuBarItem x:Name="ShellMenuBarItem_File">
<MenuFlyoutItem x:Uid="ShellMenuItem_File_Load" Command="{x:Bind ViewModel.MenuLoadFileClickedCommand}" />
<MenuFlyoutSubItem x:Name="MRUFlyout" Text="Recent Files..." />
</MenuBarItem>
</MenuBar>
ShellPage.xaml.cs
// constructor
public ShellPage(ShellViewModel viewModel)
{
...
// MRU initialziation
// assign RecentFilesChanged() to CollectionChanged-event
ViewModel.MRUItems.CollectionChanged += RecentFilesChanged;
// Add (and RemoveAt) trigger RecentFilesChanged-event to update MenuFlyoutItems
ViewModel.MRUItems.Add(new MRUItem() { Path = "", Token = ""});
ViewModel.MRUItems.RemoveAt(ViewModel.MRUItems.Count - 1);
}
// MRU Handle collection change
private void RecentFilesChanged(object? sender, System.Collections.Specialized.NotifyCollectionChangedEventArgs e)
{
// project each MRUItems list element into a new UI MenuFlyoutItem flyoutItems list
var i = 0;
var flyoutItems = ViewModel.MRUItems.Select(entry =>
new MenuFlyoutItem()
{
Text = " " + i.ToString() + " " + FilenameHelper.EllipsisString(entry.Path, 65),
Command = ViewModel.MRULoadFileClickedCommand,
CommandParameter = i++
}
);
//// If you want to update the list while it is shown,
//// you will need to create a new FlyoutItem because of
//// https://github.com/microsoft/microsoft-ui-xaml/issues/7797
// Create a new flyout and populate it
var newFlyout = new MenuFlyoutSubItem();
newFlyout.Text = MRUFlyout.Text; // Text="Recent Files...";
// Updating your MenuFlyoutItem
flyoutItems.ToList().ForEach(item => newFlyout.Items.Add(item));
// Get index of old sub item and remove it
var oldIndex = ShellMenuBarItem_File.Items.IndexOf(MRUFlyout);
ShellMenuBarItem_File.Items.Remove(MRUFlyout);
// Insert the new flyout at the correct position
ShellMenuBarItem_File.Items.Insert(oldIndex, newFlyout);
// Assign newFlyout to "old"-MRUFlyout
MRUFlyout = newFlyout;
}

Xamarin.Android: Receive View and Send actions in an already running instance of an App (LaunchMode is SingleTop)

I want my app to be a viewer and send target for PDFs but don't want it to create new instances everytime. How do I catch the view intent action in my MainActivity? I tried OnNewIntent() but it doesn't get called. Only if the app wasn't already running, I get the action in OnCreate(). What am I missing?
[Activity (Theme = "#style/MainTheme", Label = "MyPdfViewer", Icon = "#drawable/icon", /*MainLauncher = true, --> SplashActivity is now the MainLauncher */LaunchMode = LaunchMode.SingleTop, ConfigurationChanges = ConfigChanges.ScreenSize | ConfigChanges.Orientation)]
[IntentFilter(new[] { Intent.ActionSend }, Categories = new[] { Intent.CategoryDefault }, DataMimeType = #"application/pdf")]
[IntentFilter(new[] { Intent.ActionView }, Categories = new[] { Intent.CategoryDefault }, DataMimeType = #"application/pdf")]
public class MainActivity : global::Xamarin.Forms.Platform.Android.FormsAppCompatActivity
{
protected override void OnCreate (Bundle bundle)
{
base.OnCreate (bundle);
LoadApplication (new App ());
// handle clipboard data "send to" or "view document" actions
if (Intent.Type == "application/pdf")
{
HandleSendOrViewAction();
}
}
protected virtual void OnNewIntent()
{
var data = this.Intent.Data; // <-- never called
// do similar thing like in HandleSendOrViewAction()
}
private bool HandleSendOrViewAction()
{
// Get the info from ClipData
var pdf = Intent.ClipData.GetItemAt(0);
// Open a stream from the URI
byte[] bytes;
Stream inputStream;
if (Intent.Action == Intent.ActionSend)
inputStream = ContentResolver.OpenInputStream(pdf.Uri);
else if (Intent.Action == Intent.ActionView)
inputStream = ContentResolver.OpenInputStream(Intent.Data);
else
return false;
using (StreamReader sr = new StreamReader(inputStream))
{
MemoryStream ms = new MemoryStream();
inputStream.CopyTo(ms);
bytes = ms.ToArray();
}
Services.PdfReceiver.Base64Data = Convert.ToBase64String(bytes);
return true;
}
but don't want it to create new instances everytime.
The standard and singleTop of Launch Mode would create multiple instances. if you do not want create instance every time, you could use singleTask and singleInstance instead.
For singleTop Launch Mode, you need to know, if an instance of the activity already exists at the top of the target task, the system routes the intent to that instance through a call to its onNewIntent() method, rather than creating a new instance of the activity. If the instance of the activity which already exists is not at the top, it would not call onNewIntent() method.
That's why i suggest to use singleTask. The system creates the activity at the root of a new task and routes the intent to it. However, if an instance of the activity already exists, the system routes the intent to existing instance through a call to its onNewIntent() method, rather than creating a new one.
Using SingleTop launch mode is correct. The reason that OnNewIntent() is not being called is that you have declared it like this:
protected virtual void OnNewIntent()
That isn't correct. The signature is wrong. You need to declare it like this:
protected override void OnNewIntent(Intent intent)

How can i store or read a animation clip data in runtime?

I'm working on a small program that can modify the animation at run time(Such as when you run faster the animation not only play faster but also with larger movement). So i need to get the existing animation, change its value, then send it back.
I found it is interesting that i can set a new curve to the animation, but i can't get access to what i already have. So I either write a file to store my animation curve (as text file for example), or i find someway to read the animation on start up.
I tried to use
AnimationUtility.GetCurveBindings(AnimationCurve);
It worked in my testing, but in some page it says this is a "Editor code", that if i build the project into a standalone program it will not work anymore. Is that true? If so, is there any way to get the curve at run time?
Thanks to the clearify from Benjamin Zach and suggestion from TehMightyPotato
I'd like to keep the idea about modifying the animation at runtime. Because it could adapt to more situations imo.
My idea for now is to write a piece of editor code that can read from the curve in Editor and output all necesseary information about the curve (keyframes) into a text file. Then read that file at runtime and create new curve to overwrite the existing one. I will leave this question open for a few days and check it to see if anyone has a better idea about it.
As said already AnimationUtility belongs to the UnityEditor namespace. This entire namespace is completely stripped of in a build and nothing in it will be available in the final app but only within the Unity Editor.
Store AnimationCurves to file
In order to store all needed information to a file you could have a script for once serializing your specific animation curve(s) in the editor before building using e.g. BinaryFormatter.Serialize. Then later on runtime you can use BinaryFormatter.Deserialize for returning the info list again.
If you wanted it more editable you could as well use e.g. JSON or XML of course
UPDATE: In general Stop using BinaryFormatter!
In the newest Unity versions the Newtonsoft Json.NET package comes already preinstalled so simply rather use JSON
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using Unity.Plastic.Newtonsoft.Json;
using UnityEditor;
using UnityEngine;
using Object = UnityEngine.Object;
public class AnimationCurveManager : MonoBehaviour
{
[Serializable]
public sealed class ClipInfo
{
public int ClipInstanceID;
public List<CurveInfo> CurveInfos = new List<CurveInfo>();
// default constructor is sometimes required for (de)serialization
public ClipInfo() { }
public ClipInfo(Object clip, List<CurveInfo> curveInfos)
{
ClipInstanceID = clip.GetInstanceID();
CurveInfos = curveInfos;
}
}
[Serializable]
public sealed class CurveInfo
{
public string PathKey;
public List<KeyFrameInfo> Keys = new List<KeyFrameInfo>();
public WrapMode PreWrapMode;
public WrapMode PostWrapMode;
// default constructor is sometimes required for (de)serialization
public CurveInfo() { }
public CurveInfo(string pathKey, AnimationCurve curve)
{
PathKey = pathKey;
foreach (var keyframe in curve.keys)
{
Keys.Add(new KeyFrameInfo(keyframe));
}
PreWrapMode = curve.preWrapMode;
PostWrapMode = curve.postWrapMode;
}
}
[Serializable]
public sealed class KeyFrameInfo
{
public float Value;
public float InTangent;
public float InWeight;
public float OutTangent;
public float OutWeight;
public float Time;
public WeightedMode WeightedMode;
// default constructor is sometimes required for (de)serialization
public KeyFrameInfo() { }
public KeyFrameInfo(Keyframe keyframe)
{
Value = keyframe.value;
InTangent = keyframe.inTangent;
InWeight = keyframe.inWeight;
OutTangent = keyframe.outTangent;
OutWeight = keyframe.outWeight;
Time = keyframe.time;
WeightedMode = keyframe.weightedMode;
}
}
// I know ... singleton .. but what choices do we have? ;)
private static AnimationCurveManager _instance;
public static AnimationCurveManager Instance
{
get
{
// lazy initialization/instantiation
if (_instance) return _instance;
_instance = FindObjectOfType<AnimationCurveManager>();
if (_instance) return _instance;
_instance = new GameObject("AnimationCurveManager").AddComponent<AnimationCurveManager>();
return _instance;
}
}
// Clips to manage e.g. reference these via the Inspector
public List<AnimationClip> clips = new List<AnimationClip>();
// every animation curve belongs to a specific clip and
// a specific property of a specific component on a specific object
// for making this easier lets simply use a combined string as key
private string CurveKey(string pathToObject, Type type, string propertyName)
{
return $"{pathToObject}:{type.FullName}:{propertyName}";
}
public List<ClipInfo> ClipCurves = new List<ClipInfo>();
private string filePath = Path.Combine(Application.streamingAssetsPath, "AnimationCurves.dat");
private void Awake()
{
if (_instance && _instance != this)
{
Debug.LogWarning("Multiple Instances of AnimationCurveManager! Will ignore this one!", this);
return;
}
_instance = this;
DontDestroyOnLoad(gameObject);
// load infos on runtime
LoadClipCurves();
}
#if UNITY_EDITOR
// Call this from the ContextMenu (or later via editor script)
[ContextMenu("Save Animation Curves")]
private void SaveAnimationCurves()
{
ClipCurves.Clear();
foreach (var clip in clips)
{
var curveInfos = new List<CurveInfo>();
ClipCurves.Add(new ClipInfo(clip, curveInfos));
foreach (var binding in AnimationUtility.GetCurveBindings(clip))
{
var key = CurveKey(binding.path, binding.type, binding.propertyName);
var curve = AnimationUtility.GetEditorCurve(clip, binding);
curveInfos.Add(new CurveInfo(key, curve));
}
}
// create the StreamingAssets folder if it does not exist
try
{
if (!Directory.Exists(Application.streamingAssetsPath))
{
Directory.CreateDirectory(Application.streamingAssetsPath);
}
}
catch (IOException ex)
{
Debug.LogError(ex.Message);
}
// create a new file e.g. AnimationCurves.dat in the StreamingAssets folder
var json = JsonConvert.SerializeObject(ClipCurves);
File.WriteAllText(filePath, json);
AssetDatabase.Refresh();
}
#endif
private void LoadClipCurves()
{
if (!File.Exists(filePath))
{
Debug.LogErrorFormat(this, "File \"{0}\" not found!", filePath);
return;
}
var fileStream = new FileStream(filePath, FileMode.Open);
var json = File.ReadAllText(filePath);
ClipCurves = JsonConvert.DeserializeObject<List<ClipInfo>>(json);
}
// now for getting a specific clip's curves
public AnimationCurve GetCurve(AnimationClip clip, string pathToObject, Type type, string propertyName)
{
// either not loaded yet or error -> try again
if (ClipCurves == null || ClipCurves.Count == 0) LoadClipCurves();
// still null? -> error
if (ClipCurves == null || ClipCurves.Count == 0)
{
Debug.LogError("Apparantly no clipCurves loaded!");
return null;
}
var clipInfo = ClipCurves.FirstOrDefault(ci => ci.ClipInstanceID == clip.GetInstanceID());
// does this clip exist in the dictionary?
if (clipInfo == null)
{
Debug.LogErrorFormat(this, "The clip \"{0}\" was not found in clipCurves!", clip.name);
return null;
}
var key = CurveKey(pathToObject, type, propertyName);
var curveInfo = clipInfo.CurveInfos.FirstOrDefault(c => string.Equals(c.PathKey, key));
// does the curve key exist for the clip?
if (curveInfo == null)
{
Debug.LogErrorFormat(this, "The key \"{0}\" was not found for clip \"{1}\"", key, clip.name);
return null;
}
var keyframes = new Keyframe[curveInfo.Keys.Count];
for (var i = 0; i < curveInfo.Keys.Count; i++)
{
var keyframe = curveInfo.Keys[i];
keyframes[i] = new Keyframe(keyframe.Time, keyframe.Value, keyframe.InTangent, keyframe.OutTangent, keyframe.InWeight, keyframe.OutWeight)
{
weightedMode = keyframe.WeightedMode
};
}
var curve = new AnimationCurve(keyframes)
{
postWrapMode = curveInfo.PostWrapMode,
preWrapMode = curveInfo.PreWrapMode
};
// otherwise finally return the AnimationCurve
return curve;
}
}
Then you can do something like e.e.
AnimationCurve originalCurve = AnimationCurvesManager.Instance.GetCurve(
clip,
"some/relative/GameObject",
typeof<SomeComponnet>,
"somePropertyName"
);
the second parameter pathToObject is an empty string if the property/component is attached to the root object itself. Otherwise it is given in the hierachy path as usual for Unity like e.g. "ChildName/FurtherChildName".
Now you can change the values and assign a new curve on runtime.
Assigning new curve on runtime
On runtime you can use animator.runtimeanimatorController in order to retrieve a RuntimeAnimatorController reference.
It has a property animationClips which returns all AnimationClips assigned to this controller.
You could then use e.g. Linq FirstOrDefault in order to find a specific AnimationClip by name and finally use AnimationClip.SetCurve to assign a new animation curve to a certain component and property.
E.g. something like
// you need those of course
string clipName;
AnimationCurve originalCurve = AnimationCurvesManager.Instance.GetCurve(
clip,
"some/relative/GameObject",
typeof<SomeComponnet>,
"somePropertyName"
);
// TODO
AnimationCurve newCurve = SomeMagic(originalCurve);
// get the animator reference
var animator = animatorObject.GetComponent<Animator>();
// get the runtime Animation controller
var controller = animator.runtimeAnimatorController;
// get all clips
var clips = controller.animationClips;
// find the specific clip by name
// alternatively you could also get this as before using a field and
// reference the according script via the Inspector
var someClip = clips.FirstOrDefault(clip => string.Equals(clipName, clip.name));
// was found?
if(!someClip)
{
Debug.LogWarningFormat(this, "There is no clip called {0}!", clipName);
return;
}
// assign a new curve
someClip.SetCurve("relative/path/to/some/GameObject", typeof(SomeComponnet), "somePropertyName", newCurve);
Note: Typed on smartphone so no warranty! But I hope the idea gets clear...
Also checkout the example in AnimationClip.SetCurve → You might want to use the Animation component instead of an Animator in your specific use case.

fiddler - decode custom encrypted body in inspector by c# on the fly

The content is Encrypt with an CUSTOM encrypter. fiddler captured content body is base64 encode string in plain text
The application traffic flow:
request:
base64Encode(customEncryptFromStringTobytes(jsonString) ) -> application -> http server
response:
customDecryptFrombytesToString(base64Decode(jsonString) ) <- application <- http server
I have the encrypt/decrypt class in c#:
string EncryptToBase64(string plainText);
string DecryptFromBase64(string plainText);
I build an exe to do the transform, I wonder how To make fiddler decode request/respose body by this exe on the fly
I want Fiddler show decrypt content in inspector , and encrypt again everytime I [Reissue and Edit(E)] the request.
I found something close but Dont know how to call an exe to do decode.
http://docs.telerik.com/fiddler/KnowledgeBase/FiddlerScript/ModifyRequestOrResponse
update:
I have implement the custom inspector for Fiddler. see the answer below.
I create an Extension for custom Inspector
full example https://github.com/chouex/FiddlerExtensionExample
you will build a dll and copy the file to Inspectors and Scripts folder in fiddler. restart fiddler will load the extenion.
note:
I used pre/post-build script to copy dll and restart fiddler in vs project.
custom inspector:
This Example just beautify the json body.
public class ResponseInspector : Inspector2, IResponseInspector2
{
TextBox myControl;
private byte[] m_entityBody;
private bool m_bDirty;
private bool m_bReadOnly;
public bool bReadOnly
{
get { return m_bReadOnly; }
set
{
m_bReadOnly = value;
// TODO: You probably also want to turn your visible control CONFIG.colorDisabledEdit (false) or WHITE (true) here depending on the value being passed in.
}
}
public void Clear()
{
m_entityBody = null;
m_bDirty = false;
myControl.Text = "";
}
public ResponseInspector()
{
// TODO: Add constructor logic here
}
public HTTPResponseHeaders headers
{
get { return null; // Return null if your control doesn't allow header editing.
}
set { }
}
public byte[] body
{
get { return m_entityBody; }
set
{
// Here's where the action is. It's time to update the visible display of the text
m_entityBody = value;
if (null != m_entityBody)
{
var text = System.Text.Encoding.UTF8.GetString(m_entityBody);
if (!String.IsNullOrEmpty(text) && text.StartsWith("{"))
{
text = JsonConvert.SerializeObject(JsonConvert.DeserializeObject(text), Formatting.Indented);
}
myControl.Text = text;
// TODO: Use correct encoding based on content header.
}
else
{
myControl.Text = "";
}
m_bDirty = false;
// Note: Be sure to have an OnTextChanged handler for the textbox which sets m_bDirty to true!
}
}
public bool bDirty
{
get { return m_bDirty; }
}
public override int GetOrder()
{
return 0;
}
public override void AddToTab(System.Windows.Forms.TabPage o)
{
myControl = new TextBox(); // Essentially the TextView class is simply a usercontrol containing a textbox.
myControl.Height = o.Height;
myControl.Multiline = true;
myControl.ScrollBars = ScrollBars.Vertical;
o.Text = "TextViewExample";
o.Controls.Add(myControl);
o.Controls[0].Dock = DockStyle.Fill;
}
}
for Traffic Tamper(not mention in question but I think this is useful):
implement AutoTamperResponseBefore() in IAutoTamper2
This Example just replace any text from "xt" to "c1" in every request body
Add a dummy header 
Fiddler-Encoding: base64
 and encode your body using base64 if it contains any binary data. Fiddler will decode the data before transmitting it to the server.
Taken from http://www.fiddlerbook.com/fiddler/help/composer.asp

Powershell - How to print rendered HTML to a network printer? [duplicate]

I would like to create a function in C# that takes a specific webpage and coverts it to a JPG image from within ASP.NET. I don't want to do this via a third party or thumbnail service as I need the full image. I assume I would need to somehow leverage the webbrowser control from within ASP.NET but I just can't see where to get started. Does anyone have examples?
Ok, this was rather easy when I combined several different solutions:
These solutions gave me a thread-safe way to use the WebBrowser from ASP.NET:
http://www.beansoftware.com/ASP.NET-Tutorials/Get-Web-Site-Thumbnail-Image.aspx
http://www.eggheadcafe.com/tutorials/aspnet/b7cce396-e2b3-42d7-9571-cdc4eb38f3c1/build-a-selfcaching-asp.aspx
This solution gave me a way to convert BMP to JPG:
Bmp to jpg/png in C#
I simply adapted the code and put the following into a .cs:
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Threading;
using System.Windows.Forms;
public class WebsiteToImage
{
private Bitmap m_Bitmap;
private string m_Url;
private string m_FileName = string.Empty;
public WebsiteToImage(string url)
{
// Without file
m_Url = url;
}
public WebsiteToImage(string url, string fileName)
{
// With file
m_Url = url;
m_FileName = fileName;
}
public Bitmap Generate()
{
// Thread
var m_thread = new Thread(_Generate);
m_thread.SetApartmentState(ApartmentState.STA);
m_thread.Start();
m_thread.Join();
return m_Bitmap;
}
private void _Generate()
{
var browser = new WebBrowser { ScrollBarsEnabled = false };
browser.Navigate(m_Url);
browser.DocumentCompleted += WebBrowser_DocumentCompleted;
while (browser.ReadyState != WebBrowserReadyState.Complete)
{
Application.DoEvents();
}
browser.Dispose();
}
private void WebBrowser_DocumentCompleted(object sender, WebBrowserDocumentCompletedEventArgs e)
{
// Capture
var browser = (WebBrowser)sender;
browser.ClientSize = new Size(browser.Document.Body.ScrollRectangle.Width, browser.Document.Body.ScrollRectangle.Bottom);
browser.ScrollBarsEnabled = false;
m_Bitmap = new Bitmap(browser.Document.Body.ScrollRectangle.Width, browser.Document.Body.ScrollRectangle.Bottom);
browser.BringToFront();
browser.DrawToBitmap(m_Bitmap, browser.Bounds);
// Save as file?
if (m_FileName.Length > 0)
{
// Save
m_Bitmap.SaveJPG100(m_FileName);
}
}
}
public static class BitmapExtensions
{
public static void SaveJPG100(this Bitmap bmp, string filename)
{
var encoderParameters = new EncoderParameters(1);
encoderParameters.Param[0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 100L);
bmp.Save(filename, GetEncoder(ImageFormat.Jpeg), encoderParameters);
}
public static void SaveJPG100(this Bitmap bmp, Stream stream)
{
var encoderParameters = new EncoderParameters(1);
encoderParameters.Param[0] = new EncoderParameter(System.Drawing.Imaging.Encoder.Quality, 100L);
bmp.Save(stream, GetEncoder(ImageFormat.Jpeg), encoderParameters);
}
public static ImageCodecInfo GetEncoder(ImageFormat format)
{
var codecs = ImageCodecInfo.GetImageDecoders();
foreach (var codec in codecs)
{
if (codec.FormatID == format.Guid)
{
return codec;
}
}
// Return
return null;
}
}
And can call it as follows:
WebsiteToImage websiteToImage = new WebsiteToImage( "http://www.cnn.com", #"C:\Some Folder\Test.jpg");
websiteToImage.Generate();
It works with both a file and a stream. Make sure you add a reference to System.Windows.Forms to your ASP.NET project. I hope this helps.
UPDATE: I've updated the code to include the ability to capture the full page and not require any special settings to capture only a part of it.
Good solution by Mr Cat Man Do.
I've needed to add a row to suppress some errors that came up in some webpages
(with the help of an awesome colleague of mine)
private void _Generate()
{
var browser = new WebBrowser { ScrollBarsEnabled = false };
browser.ScriptErrorsSuppressed = true; // <--
browser.Navigate(m_Url);
browser.DocumentCompleted += WebBrowser_DocumentCompleted;
}
...
Thanks Mr Do
Here is my implementation using extension methods and task factory instead thread:
/// <summary>
/// Convert url to bitmap byte array
/// </summary>
/// <param name="url">Url to browse</param>
/// <param name="width">width of page (if page contains frame, you need to pass this params)</param>
/// <param name="height">heigth of page (if page contains frame, you need to pass this params)</param>
/// <param name="htmlToManipulate">function to manipulate dom</param>
/// <param name="timeout">in milliseconds, how long can you wait for page response?</param>
/// <returns>bitmap byte[]</returns>
/// <example>
/// byte[] img = new Uri("http://www.uol.com.br").ToImage();
/// </example>
public static byte[] ToImage(this Uri url, int? width = null, int? height = null, Action<HtmlDocument> htmlToManipulate = null, int timeout = -1)
{
byte[] toReturn = null;
Task tsk = Task.Factory.StartNew(() =>
{
WebBrowser browser = new WebBrowser() { ScrollBarsEnabled = false };
browser.Navigate(url);
browser.DocumentCompleted += (s, e) =>
{
var browserSender = (WebBrowser)s;
if (browserSender.ReadyState == WebBrowserReadyState.Complete)
{
if (htmlToManipulate != null) htmlToManipulate(browserSender.Document);
browserSender.ClientSize = new Size(width ?? browser.Document.Body.ScrollRectangle.Width, height ?? browser.Document.Body.ScrollRectangle.Bottom);
browserSender.ScrollBarsEnabled = false;
browserSender.BringToFront();
using (Bitmap bmp = new Bitmap(browserSender.Document.Body.ScrollRectangle.Width, browserSender.Document.Body.ScrollRectangle.Bottom))
{
browserSender.DrawToBitmap(bmp, browserSender.Bounds);
toReturn = (byte[])new ImageConverter().ConvertTo(bmp, typeof(byte[]));
}
}
};
while (browser.ReadyState != WebBrowserReadyState.Complete)
{
Application.DoEvents();
}
browser.Dispose();
}, CancellationToken.None, TaskCreationOptions.None, TaskScheduler.FromCurrentSynchronizationContext());
tsk.Wait(timeout);
return toReturn;
}
There is a good article by Peter Bromberg on this subject here. His solution seems to do what you need...
The solution is perfect, just needs a fixation in the line which sets the WIDTH of the image. For pages with a LARGE HEIGHT, it does not set the WIDTH appropriately:
//browser.ClientSize = new Size(browser.Document.Body.ScrollRectangle.Width, browser.Document.Body.ScrollRectangle.Bottom);
browser.ClientSize = new Size(1000, browser.Document.Body.ScrollRectangle.Bottom);
And for adding a reference to System.Windows.Forms, you should do it in .NET-tab of ADD REFERENCE instead of COM -tab.
You could use WatiN to open a new browser, then capture the screen and crop it appropriately.