NSImages to PDFs and merge them in Swift - xcode

I have an array with some NSImages in it.
I mainly want to convert NSImage to PDF. So, can anyone show me how to do it in Swift.
If possible, could you guys show me how to merge PDFs into one and output it as well?
Thank you so much.

Here are some rough steps to create a PDF document from images, this should get you started.
Use PDFKit (import Quartz) framework.
// Create an empty PDF document
let pdfDocument = PDFDocument()
// Load or create your NSImage
let image = NSImage(....)
// Create a PDF page instance from your image
let pdfPage = PDFPage(image: image!)
// Insert the PDF page into your document
pdfDocument.insert(pdfPage!, at: 0)
// Get the raw data of your PDF document
let data = pdfDocument.dataRepresentation()
// The url to save the data to
let url = URL(fileURLWithPath: "/Path/To/Your/PDF")
// Save the data to the url
try! data!.write(to: url)
You may need to tinker with the page's bounds and image size's to get the exact PDF page sizes you need.
You can use other PDFDocument/PDFPage API to insert, remove and reorder pages.

This Works well for me in swift(IOS 9 or above) :
func createPDF(images: [UIImage]) {
let pdfData = NSMutableData()
UIGraphicsBeginPDFContextToData(pdfData, CGRect.zero, nil)
for image in images {
let imgView = UIImageView.init(image: image)
UIGraphicsBeginPDFPageWithInfo(imgView.bounds, nil)
let context = UIGraphicsGetCurrentContext()
imgView.layer.render(in: context!)
}
UIGraphicsEndPDFContext()
//try saving in doc dir to confirm:
let dir = FileManager.default.urls(for: .documentDirectory, in: .userDomainMask).last
let path = dir?.appendingPathComponent("file.pdf")
do {
try pdfData.write(to: path!, options: NSData.WritingOptions.atomic)
} catch {
print("error catched")
}
let documentViewer = UIDocumentInteractionController(url: path!)
documentViewer.name = "Vitul"
documentViewer.delegate = self
documentViewer.presentPreview(animated: true)
}
Hope this will help someone :)

Related

Resize and Upload Images with Blazor WebAssembly

I am using the following sample to resize the uploaded images with Blazor WebAssembly
https://www.prowaretech.com/Computer/Blazor/Examples/WebApi/UploadImages .
Still I need the original file too to be converted to base64 too and I don't know how can I access it...
I tried to find the file's original width and height to pass its to RequestImageFileAsync function but no success...
I need to store both files : the original one and the resized one.
Can you help me, please ?
Thank You Very Much !
The InputFile control emits an IBrowserFile type. RequestImageFileAsync is a convenience method on IBrowserFile to resize the image and convert the type. The result is still an IBrowserFile.
One way to do what you are asking is with SixLabors.ImageSharp. Based on the ProWareTech example, something like this...
async Task OnChange(InputFileChangeEventArgs e)
{
var files = e.GetMultipleFiles(); // get the files selected by the users
foreach(var file in files)
{
//Original-sized file
var buf1 = new byte[file.Size];
using (var stream = file.OpenReadStream())
{
await stream.ReadAsync(buf1); // copy the stream to the buffer
}
origFilesBase64.Add(new ImageFile { base64data = Convert.ToBase64String(buf1), contentType = file.ContentType, fileName = file.Name }); // convert to a base64 string!!
//Resized File
var resizedFile = await file.RequestImageFileAsync(file.ContentType, 640, 480); // resize the image file
var buf = new byte[resizedFile.Size]; // allocate a buffer to fill with the file's data
using (var stream = resizedFile.OpenReadStream())
{
await stream.ReadAsync(buf); // copy the stream to the buffer
}
filesBase64.Add(new ImageFile { base64data = Convert.ToBase64String(buf), contentType = file.ContentType, fileName = file.Name }); // convert to a base64 string!!
}
//To get the image Sizes for first image
ImageSharp.Image origImage = Image.Load<*imagetype*>(origFilesBase64[0])
int origImgHeight = origImage.Height;
int origImgWidth = origImage.Width;
ImageSharp.Image resizedImage = Image.Load<*imagetype*>(filesBase64[0])
int resizedImgHeight = resizedImage.Height;
int resizedImgWidth = resizedImage.Width;
}

Add text to an image and store - Flutter

Good day ,I am generating certificates and for this I have a template where I must write user data, for the moment I am creating the certificates in pdf format, but the ideal would be to use images or convert those pdf to image since it is easier for the user to handle images, I have not found any library capable of writing in images that works correctly.
At the moment I am trying to use Image. https://pub.dev/packages/image.
I have the following code, but it fails to add a text fragment in the image.
imagecert = await ManagerDB().getcertificate(certificatetemplate); //imagecert is uint8list
if (imagecert != null) {
mg.Image ima = mg.Image.fromBytes(300, 200, List.from(imagecert)); Image works with list<int>
mg.Image imag = mg.drawString(ima, mg.arial_14, 0, 0, 'Hello World'); //here the code does not work
List<int> data = mg.encodePng(imag);
Uint8List bytes = Uint8List.fromList(data);
setState(() {});
return bytes;
} else {
print("Enlace no encontrado");
}
I don't know if there is a simpler solution to write text in an image. It is required to store those images.
Thank you
you can put image inside widget and add to that widget text
and converted to image using globalKey (don't forget to pass globalKey to key of that sepecific widget )
Future<Uint8List> _convertWidgetToImage(GlobalKey globalKey) async {
RenderRepaintBoundary boundary =
globalKey.currentContext!.findRenderObject() as RenderRepaintBoundary;
ui.Image image = await boundary.toImage();
ByteData byteData =
(await (image.toByteData(format: ui.ImageByteFormat.png)))!;
Uint8List pngBytes = byteData.buffer.asUint8List();
return pngBytes;
}

Drag an image from table cell to an iFrame droppable area

I have problems to drag an image from one iframe (1) out of a dynamic table to another iframe (2) within a droppable area. I think there is no permission issue, but a "type" issue. The drop area on iframe (2) is working with files from anywhere except form the iframe (1). The iframe (1) is hosted by localhost. The iframe (2) is hosted by a different domain.
Three different functions I found to convert data uri to file or blob were tested. The setData arguments also have been tested with all possibilities, no success by now.
Interestingly, having opened the site with the two iframes on Chrome and firefox, I am able to drag an drop from firefox to Chrome, but the image will be converted to bmp type and renamed! The other way around it is not working.
What are the right arguments for setData / get Data to drop an image
data uri on a drop area?
Do I have to convert data uri to a file
resp. blob object?
If so, again, what arguments will do the job?
Any help would be appreciated very much!
var dataUri;
var file;
function mouseDown(event){
toDataURL(event.target.src, function(dataUrl) {
console.log('RESULT:', dataUrl.replace('data:text/plain;base64,', ''));
dataUri = dataUrl.replace('data:text/plain;base64,', '');
file = urltoFile(dataUrl, 'hello.jpg','image/jpeg')
.then(function(file){ console.log(file);});
})
}
function drag(event) {
// event.stopPropagation();
console.log(file);
console.log(dataUri);
event.dataTransfer.setData("text/plain", file);
//event.dataTransfer.mozSetDataAt("application/x-moz-file", file, 0);
event.dataTransfer.effectAllowed = "move";
}
function drop(event) {
//event.preventDefault();
console.log(file);
console.log(dataUri);
var data = event.dataTransfer.getData("text/plain");
//var data = event.dataTransfer.mozGetDataAt("application/x-moz-file", 0);
event.target.appendChild(document.getElementById(data));
document.getElementsById(data);
console.log(data);
}
function allowDrop(event) {
event.preventDefault();
}
function dataURLtoFile(dataurl, filename) {
var arr = dataurl.split(','), mime = arr[0].match(/:(.*?);/)[1],
bstr = atob(arr[1]), n = bstr.length, u8arr = new Uint8Array(n);
while(n--){
u8arr[n] = bstr.charCodeAt(n);
}
return new File([u8arr], filename, {type:mime});
}
function urltoFile(url, filename, mimeType){
return (fetch(url)
.then(function(res){return res.arrayBuffer();})
.then(function(buf){return new File([buf], filename,{type:mimeType});})
);
}
function dataURItoBlob(dataURI) {
// convert base64 to raw binary data held in a string
// doesn't handle URLEncoded DataURIs - see SO answer #6850276 for code that does this
var byteString = atob(dataURI.split(',')[1]);
// separate out the mime component
var mimeString = dataURI.split(',')[0].split(':')[1].split(';')[0];
// write the bytes of the string to an ArrayBuffer
var ab = new ArrayBuffer(byteString.length);
var dw = new DataView(ab);
for(var i = 0; i < byteString.length; i++) {
dw.setUint8(i, byteString.charCodeAt(i));
}
// write the ArrayBuffer to a blob, and you're done
return new Blob([ab], {type: mimeString});
}

Error on saving images

I'm trying to save the content of a MovieClip in a JPEG image, but when I save it the image has this problem:
There is a blank space in it (obvious from quote formatting), this appears in all the images that I try to save using filereference with JPGEncoder.
I believe that the problem might be happening because of the JPGEncoder class but I'm not sure about it.
This is the function I'm using to save the image (some of the strings are in portuguese):
private function fl_Salvar(event:MouseEvent)
{
try
{
var src:BitmapData = new BitmapData(imageViewer.width,imageViewer.height);
var mtx:Matrix = DisplayUtils.fitIntoRect(imageViewer.mcImage.getChildAt(0),rect,true,Alignment.MIDDLE,false);
src.draw(imageViewer,mtx,null,null,null,true);
var jpgEncoder:JPGEncoder = new JPGEncoder(85);
var imgStream:ByteArray = null;
imgStream = jpgEncoder.encode(src);
var file:FileReference = new FileReference();
file.addEventListener( IOErrorEvent.IO_ERROR, ioErrorHandler );
file.save( imgStream, "TESTE.jpg");
}
catch (ioe:IllegalOperationError)
{
trace("Operação Ilegal.");
}
catch (ae:ArgumentError)
{
trace("Argumento Inválido.");
}
catch (me:MemoryError)
{
trace("Memória Insuficiente.");
}
catch (error:Error)
{
trace("Erro ao tentar salvar imagem : "
+ " . Erro : " + error);
}
}
private function ioErrorHandler( event:IOErrorEvent ):void
{
trace("Handler de erro I/O: " + event);
}
I would like to know if someone knows what might be causing this.
Thanks in advance.
Edit:
Here is my rect declaration:
rect = new Rectangle(imageViewer.mcImage.x,imageViewer.mcImage.y,imageViewer.mcImage.width,imageViewer.mcImage.height);
It's because of these two lines:
var mtx:Matrix = DisplayUtils.fitIntoRect(imageViewer.mcImage.getChildAt(0),rect,true,Alignment.MIDDLE,false);
src.draw(imageViewer,mtx,null,null,null,true);
What they do is that they fit your image inside some rect. You haven't provided info what's that rect and how it's defined, but I guess it has some dimensions. So you are fitting image in, and it's not stretched, but resized on the longer side.
Encoder works well, you just need to check the rectangle that you want to fit the image in.
Are you sure it is not you picture viewing software that is doing this? The image seems complete (they are written out to a byteArray pixel by pixel from top left to lower right.) if it were the file stream or byte array that were the trouble I would expect to see a distorted picture.
Is there actually a part of the image missing, or is that the full image?

Text within an image is jaggy/broken - Adobe Flash

this is a post I have made on the adobe forum...
I'm newish to flash and i'm doing a presentation as part of a University assignment.
My problem is basically this. As part of my presentation I have a photo gallery which uses thumbnail images as buttons and then a UI loader to load a pop up version of the larger image from my webserver - as per https://www.youtube.com/watch?v=Peo_nT9HHa0
The image was created on photoshop. It is a .jpg and has text within the image that describes underneath it what the image is all about. The text within photoshop is set to anti-aliasing 'smooth' and when I test the movie within flash, the text underneath the image looks fine - just as it does in photoshop.
However, when I publish and upload the .swf file to my webserver and view the image through a browser, the text looks awful - all jaggy and broken if that makes sense.
Any ideas why?
I was given a reply of...
If you are loading the images dynamically then you will have to set the smoothing property true after the file(s) has been loaded. So if you don't currently have a listener for the images finishing loading, you will need one, and an event handler function to assign the smoothing property to true for each of them.
Can anyone help with creating the actionscript for this listener and event handler function?
I basically have a gallery movie clip with buttons that act as clickable thumbnails. The actionscript for that is...
btnImage1.addEventListener(MouseEvent.CLICK, loadimage1);
function loadimage1 (event:MouseEvent):void{
imagetxt.text = "a";
togglewindow.gotoAndPlay(2)
}
and then a UI loader that displays the larger image when a thumbnail is clicked
if (MovieClip(this.parent).imagetxt.text == "a"){
var imgurl:String ="IMAGE URL";
var myrequest:URLRequest = new URLRequest(imgurl);
myloader.load(myrequest);
}
As indicated, you should always turn smoothing on if the image is going to be scaled at all. It uses a different scaling algorithm that blurs pixels rather than deletes them. Take note that it is substantially slower to smooth, but on modern machines you shouldn't notice the difference unless you are doing it to thousands of images all at once.
After instantiation, add a Event.COMPLETE handler to Loader.contentLoaderInfo.
var myLoader = new Loader();
myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
Then in the handler, you can access the Bitmap and turn smoothing on.
function loaderCompleteHandler(e:Event):void {
var image:Bitmap = myLoader.content as Bitmap; //Loader.content is typed as a DisplayObject, so we need to cast it as a Bitmap
image.smoothing = true;
}
And that should solve the issue. You may need to add the image object to the stage rather than the myLoader object. I don't think you'll have to, but I can't remember.
Just add event an event listener to your loader. Like this:
load.addEventListener(Event.COMPLETE,doneLoad);
then in the doneLoad function get the event.data and cast it to Bitmap and set the bitmap smoothing to true:
var myBitmap:Bitmap= e.target.data as Bitmap;
myBitmap.smoothing=true;
//add bitmap to parent ....
I wrote you universal method for loading images, you should pass 3 arguments to the method: holder for big images, image path, and rectangle to restrict image bounds and resize them. This method should be sufficient for your task.
private function loadImage(holder:DisplayObjectContainer, path:String, bounds:Rectangle):void {
var loader:Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (e:Event):void {
var bitmap:Bitmap = loader.content as Bitmap;
if (bitmap != null) {
bitmap.smoothing = true;
//Resize bitmap to fit bounds
var availableRatio:Number = bounds.width / bounds.height;
var componentRatio:Number = bitmap.width / bitmap.height;
if (componentRatio > availableRatio) {
bitmap.width = bounds.width;
bitmap.height = bounds.width / componentRatio;
} else {
bitmap.width = bounds.height * componentRatio;
bitmap.height = bounds.height;
}
//Clear previous
var i:uint, len: uint = holder.numChildren, old: Bitmap;
for(i; i < len; ++i){
old = holder.removeChildAt(0) as Bitmap;
old.bitmapData.dispose();
}
//Here you can add some appear animation
bitmap.x = bounds.x + ((bounds.width - bitmap.width) >> 1);
bitmap.y = bounds.y + ((bounds.height - bitmap.height) >> 1);
holder.addChild(bitmap);
}
});
loader.load(new URLRequest(path));
}
Usage:
loadImage(myContainer, "Path-to-Image", new Rectangle(20, 20, 400, 200));

Resources