Adobe AIR drag and drop directory - drag-and-drop

Please let me know how can I drag and drop a directory from windows onto Adobe AIR panel.
The folder has subFolders inside. The subFolders have many files.
I want to drag the parent folder and drop it so that the whole structure has to get uploaded.
Please help.

It is rather easy to upload folders. When detecting a drop using the drop event, you get supplied wit ha list of files dropped. You can then determine if it is the dropped file is a folder, and if it is, then you can get all the files listed under it (which includes files) and if any of those are folders, then recurse further down.
Basically, adobe air treats files and folders as the same object.
In the drop event put
var files = event.dataTransfer.getData( "application/x-vnd.adobe.air.file-list" );
var fileData = [];
for (var f = 0; f < files.length; f++)
{
if (files[f].isDirectory) {
//process this folder recursing through subfolders
} else {
//we have a file
}
}
You can then recurse through the object adding files and files to the server as needed

Here is the complete Example. Just call onInit() method on application's initialization.
private function onInit(event:FlexEvent):void
{
this.addEventListener(NativeDragEvent.NATIVE_DRAG_ENTER, onDragIn);
this.addEventListener(NativeDragEvent.NATIVE_DRAG_DROP, onDrop);
}
private function onDragIn(event : NativeDragEvent):void
{
NativeDragManager.acceptDragDrop(this);
}
private function onDrop(event : NativeDragEvent):void
{
try
{
var dropfiles:Array = event.clipboard.getData(ClipboardFormats.FILE_LIST_FORMAT) as Array;
processDroppedFiles(dropfiles);
}
catch (error : IOError)
{
trace("Error during drag-and-drop procedure.");
}
}
private function processDroppedFiles(files : Array):void
{
for each (var file:File in files)
{
if (file.isDirectory)
{
processDirectory(file);
}
else
{
processFile(file);
}
}
}
private function processDirectory(dir : File):void
{
processDroppedFiles(dir.getDirectoryListing());
}
private function processFile(file:File):void
{
trace(file);
}

Related

How to get full history of IFile Eclipse Team IFileHistoryProvider when file has been moved within multimodule project?

I am trying to access the full repository history of an IFile object programatically from an Eclipse plugin. When the file has never been renamed or moved, the following code snippet works:
public long getFileHistoryTimestamp(IFile file, IProgressMonitor monitor, boolean lastModified) {
IProject project = file.getProject();
RepositoryProvider rProv = RepositoryProvider.getProvider(project);
long createdMillis, lastModifiedMillis;
if (rProv !=null) {
IFileHistoryProvider fhp = rProv.getFileHistoryProvider();
if (fhp != null) {
IFileHistory fHist = fhp.getFileHistoryFor((IResource) file,
IFileHistoryProvider.NONE, null);
IFileRevision[] revs = fHist.getFileRevisions();
Arrays.sort(revs, new Comparator<IFileRevision>(){
public int compare(IFileRevision o1, IFileRevision o2) {
return Long.compare(o1.getTimestamp(), o2.getTimestamp());
}
});
for (IFileRevision rev : revs) {
if (rev.getTimestamp() >= 0) {
createdMillis = rev.getTimestamp();
break;
}
}
if (revs.length > 0) {
lastModifiedMillis = revs[revs.length - 1].getTimestamp();
}
}
return lastModified ? lastModifiedMillis : createdMillis;
}
But, if the file has been moved (e.g. with a multi-module maven project to a new or different module/project), then the values returned above are only for the file in it's current location - i.e. it does not track any rename/moves. The same file in the Eclipse Team History view does track the full version history.
How can I access this full history within the Eclipse Team API?

Load all existent files (sprites) from Application.persistentDataPath? Unity

In my game, you can take screenshots of the world, which are saved in Application.persistentDataPath. I want to make a gallery where you can then see all these screenshots. Because you need to write to the file, I can't use Resources folder or Application.streamingAssetsPath. I could read the files one sprite at a time, using the name, but that's not really practical. So how could I load all files and add them to an array or list? I basically need the equivalent of Resources.LoadAll(). Does anyone know how to achieve this?
You can use Directory.GetFiles(string,string) to return all filepaths in the persistentData folder e.g. by file extension ("*.jpg")
Then you can use e.g. UnityWebRequestTexture.GetTexture also on local file paths and load assets from the persistent data path like
public Dictionary<string, Texture2D> textures = new Dictionary<string, Texture2D>();
private void Start()
{
var fileNames = Directory.GetFiles(Application.persistentDataPath, "*.jpg");
foreach(var fileName in fileNames)
{
StartCoroutine (LoadFile(fileName));
}
}
private IEnumerator LoadFile(string filePath)
{
using (UnityWebRequest uwr = UnityWebRequestTexture.GetTexture(filePath))
{
yield return uwr.SendWebRequest();
if (uwr.isNetworkError || uwr.isHttpError)
{
Debug.Log(uwr.error);
}
else
{
// Get downloaded asset bundle
var texture = DownloadHandlerTexture.GetContent(uwr);
// Something with the texture e.g.
// store it to later access it by fileName
var fileName = Path.GetFileName(filePath);
textures[fileName] = texture;
}
}
}

Take all text files in a folder and combine then into 1

I'm trying to merge all my text files into one file.
The problem I am having is that the file names are based on data previously captured in my app. I don't know how to define my path to where the text files are, maybe. I keep getting a error, but the path to the files are correct.
What am I missing?
string filesread = System.AppDomain.CurrentDomain.BaseDirectory + #"\data\Customers\" + CustComboB.SelectedItem + #"\";
Directory.GetFiles(filesread);
using (var output = File.Create("allfiles.txt"))
{
foreach (var file in new[] { filesread })
{
using (var input = File.OpenRead(file))
{
input.CopyTo(output);
}
}
}
System.Diagnostics.Process.Start("allfiles.txt");
my error:
System.IO.DirectoryNotFoundException
HResult=0x80070003
Message=Could not find a part of the path 'C:\Users\simeo\source\repos\UpMarker\UpMarker\bin\Debug\data\Customers\13Dec2018\'.
I cant post a pic, but let me try and give some more details on my form.
I select a combobox item, this item is a directory. then I have a listbox that displays the files in my directory. I then have a button that executes my desires of combining the files. thanks
I finally got it working.
string path = #"data\Customers\" + CustComboB.SelectedItem;
string topath = #"data\Customers\";
string files = "*.txt";
string[] txtFiles;
txtFiles = Directory.GetFiles(path, files);
using (StreamWriter writer = new StreamWriter(topath + #"\allfiles.txt"))
{
for (int i = 0; i < txtFiles.Length; i++)
{
using (StreamReader reader = File.OpenText(txtFiles[i]))
{
writer.Write(reader.ReadToEnd());
}
}
System.Diagnostics.Process.Start(topath + #"\allfiles.txt");
}

Google script: Download web image and save it in a specific drive folder

I need to download an image with GS and save it in a specific drive folder.
I'm able to save the image in the root folder but i cannot save it in a specific folder:
function downloadFile(fileURL,folder) {
var fileName = "";
var fileSize = 0;
var response = UrlFetchApp.fetch(fileURL, {muteHttpExceptions: true});
var rc = response.getResponseCode();
if (rc == 200) {
var fileBlob = response.getBlob()
var folder = DriveApp.getFoldersByName(folder);
if (folder != null) {
var file = DriveApp.createFile(fileBlob);
fileName = file.getName();
fileSize = file.getSize();
}
}
var fileInfo = { "rc":rc, "fileName":fileName, "fileSize":fileSize };
return fileInfo;
}
Question: what have I to add to use the variable "folder"?
I found a lot of examples with "DocList" Class that is not in use anymore
Many thanks
Well, I guess GAS has make a lot of progress on developing its API, the function
createFile(blob) of an object Folder will do the job:
https://developers.google.com/apps-script/reference/drive/folder#createfileblob
// Create an image file in Google Drive using the Maps service.
var blob = Maps.newStaticMap().setCenter('76 9th Avenue, New York NY').getBlob();
DriveApp.getRootFolder().createFile(blob);
It's quite late for the answer but just incase some one runs into the situation.
Are you familiar with this app? It does exactly what you're asking for.
However, if you want to re-create this for your own purposes, I would change your declaration of variable file to read as such:
var file = folder.next().createFile(fileBlob);
when you create your variable folder, the method you use creates a FolderIterator, not a single folder. You have to call the next() method to get a Folder object.
To be precise with your script and avoid saving to an incorrect-but-similarly-named folder, I would recommend passing the folder ID to your script rather than the folder Name. If you pass the folder ID, you could declare folder as:
var folder = DriveApp.getFolderById(folder);
and then continue the script as you have it written. I hope that helps.
Working on similar problem, I came up with the solution below to save a file to a folder. If the folder doesn't exist it creates it, otherwise it saves the file specified by "FOLDER_NAME"
var folderExists = checkFolderExists("FOLDER_NAME");
if (folderExists) {
saveFolder = DriveApp.getFolderById(folderExists);
} else {
saveFolder = DriveApp.createFolder("FOLDER_NAME");
}
// Make a copy of the file in the root drive.
var file = DriveApp.getFileById(sheetID);
// Take the copy of the file created above and move it into the folder:
var newFile = DriveApp.getFolderById(saveFolder.getId()).addFile(file);
// Remove the copy of the file in the root drive.
var docfile = file.getParents().next().removeFile(file);
Further to Eric's answer, I have also provided a utility function that checks if the folder exists. It's reusable in any project.
function checkFolderExists(fName) {
try {
var folderId;
var folders = DriveApp.getFolders();
while (folders.hasNext()) {
var folder = folders.next();
folderName = folder.getName();
if (folderName == fName) {
folderId = folder.getId();
}
}
} catch(e) {
log("Services::checkFolderExists()" + e.toString());
throw e;
}
return folderId;
}

Hide template visibility depending on VS version?

I have created a VSIX with 2 templates, one is for VS2012 and another is for VS2013.
But if I use the VSIX, both templates are visible for both VS versions in "New Project" window. I want to restrict it. Is there any way?
This is not a great solution, but only one I've found for this problem.
You can register your package to initialize early on in the Visual Studio startup with the following attribute.
[ProvideAutoLoad(UIContextGuids80.NoSolution)]
public sealed YourPackage : Package
Then in your override void Initialize() method you'll want to register a new DTEEvent.
DTEEvents dte_events;
private void RegisterStartupEvents()
{
if(dte == null)
dte = (DTE)GetService(typeof(DTE));
if (dte != null)
{
dte_events = dte.Events.DTEEvents;
dte_events.OnStartupComplete += OnStartupComplete;
}
}
The OnStartupComplete will fire on startup before any templates have been initialized. To remove them from the list for the current VS version, the bundled zip template files that are copied when your VSIX package is installed will have to be deleted. This method could probably be nicer, but you get the idea.
private void OnStartupComplete()
{
dte_events.OnStartupComplete -= OnStartupComplete;
dte_events = null;
var cleanupList = TemplateCleanupByVsVersion[MajorVisualStudioVersion];
foreach (var deleteTemplate in cleanupList)
{
DirectoryInfo localVsDir = new DirectoryInfo(UserLocalDataPath);
// Locate root path of your extension installation directory.
var packageDllFileInfo = localVsDir.GetFiles("MyVsPackage.dll", SearchOption.AllDirectories)[0];
DirectoryInfo extensionDirInfo = packageDllFileInfo.Directory;
if (extensionDirInfo == null)
{
// Failed to locate extension install directory, bail.
return;
}
var files = extensionDirInfo.GetFiles(deleteTemplate + ".zip", SearchOption.AllDirectories);
if (files.Length > 0)
{
File.Delete(files[0].FullName);
}
}
ServiceProvider.GetWritableSettingsStore().SetPackageReady(true);
}
TemplateCleanupByVsVersion is a Dictionart<int,List<string>> that maps Visual Studio Major version with a list of zip file names (without extension) that you don't want showing up in the mapped Visual Studio version. Eg,
public readonly Dictionary<int, List<string>> TemplateCleanupByVsVersion = new Dictionary<int, List<string>>
{
{11,new List<string> { "MyTemplate1.csharp", "MyTemplate2.csharp", "MyTemplate3.csharp" } },
{12,new List<string> { "MyTemplate1.csharp" }},
{14,new List<string>()}
};
MajorVisualStudioVersion comes from parsing dte.Version. eg,
public int MajorVisualStudioVersion => int.Parse(dte.Version.Substring(0, 2));
The result being specific Visual Studio versions can remove any templates from your VSIX that don't work well. Hope that helps.