Applescript: Getting list of selected layers on Photoshop - applescript

I am creating an AppleScript where I need to do something to the selected layers on Photoshop.
How do I get the list of the selected layers on Photoshop even if the selected layers are inside groups?
I don't have code to show right now because it all starts by having the list of selected layers, sorry.

Selected layers is not a property in JavaScript's artLayer object and selected is not an property of the layer object in AppleScript either. However we can work with AM in PhotoShop and use actions and it's descriptor result to get the selected layers. Because the layers may need to swift depending on whether there is an background layer or not we first create an array with selected indices (code is based on this post) and after that we resolve the names of the layers.
tell application "Adobe Photoshop CS6"
tell document 1
set selectedLayers to paragraphs of (do javascript "
var typeDocument = stringIDToTypeID('document');
var typeItemIndex = stringIDToTypeID('itemIndex');
var typeLayer = stringIDToTypeID('layer');
var typeName = stringIDToTypeID('name');
var typeOrdinal = stringIDToTypeID('ordinal');
var typeProperty = stringIDToTypeID('property');
var typeTarget = stringIDToTypeID('targetEnum');
var typeTargetLayers = stringIDToTypeID('targetLayers');
var selectedLayers = new Array();
var actionRef = new ActionReference();
actionRef.putEnumerated(typeDocument, typeOrdinal, typeTarget);
var actionDesc = executeActionGet(actionRef);
if(actionDesc.hasKey(typeTargetLayers) ){
actionDesc = actionDesc.getList(typeTargetLayers);
var c = actionDesc.count
for(var i=0;i<c;i++){
try{
activeDocument.backgroundLayer;
selectedLayers.push(actionDesc.getReference( i ).getIndex() );
}catch(e){
selectedLayers.push(actionDesc.getReference( i ).getIndex()+1 );
}
}
}else{
var actionRef = new ActionReference();
actionRef.putProperty(typeProperty , typeItemIndex);
actionRef.putEnumerated(typeLayer, typeOrdinal, typeTarget);
try{
activeDocument.backgroundLayer;
selectedLayers.push( executeActionGet(actionRef).getInteger(typeItemIndex)-1);
}catch(e){
selectedLayers.push( executeActionGet(actionRef).getInteger(typeItemIndex));
}
}
var selectedLayerNames = new Array();
for (var a in selectedLayers){
var ref = new ActionReference();
ref.putIndex(typeLayer, Number(selectedLayers[a]) );
var layerName = executeActionGet(ref).getString(typeName);
selectedLayerNames.push(layerName);
}
selectedLayerNames.join('\\n');
")
end tell
end tell

Related

Animated appearance of Photoshop layers

I'm working with a Photoshop document that has over 1,000 layers in it (1052, to be precise). The file itself is a collage and each layer is an individual image within that collage. So, when all layers are visible it's a complex collage of 1052 overlapping images. What I have been trying to do is create an animation of the collage assembly so that, for instance, layer 0 appears and then layer 1, layer 2, etc. and when each layer appears the previous layer also stays visible.
I have been able to make a frame animation, to which I've then added all other layers as frames but in this case the animation I create just makes each new frame/layer visible on its own, and making the previous layer(s) invisible. I've gone through the first several frames, manually keeping the previous layer/frame visible but I'm hoping there's a way to do this more automatically.
Is there an approach or a setting I'm missing that will allow me to automagically create this animation, keeping each frame visible as the next frame also becomes visible?
Basically, the premise of want you want is to go through all layers, switching on and off the viability as you go. Or switch them all off before you start, and get the code to loop through all the layers. Also as you are starting out, get rid of any groups, it'll just be easier. Make a copy of the psd without them if you have to.
In Photoshop scripting, the top most layer is 0. The next one below is 1 etc. It's easier to count backwards over the loop
for (var i = numOfLayers -1; i >= 0; i--)
{
// do stuff here
}
The visibility of each layer is controlled with:
theLayer.visible = true; // visible
thatLayer.visible = false; // not visible
So in short you'll have something like this:
// WITH ALL THE LAYERS VISIBILITY SWITCHED OFF TO START WITH!
// Switch off any dialog boxes
displayDialogs = DialogModes.NO; // OFF
// call the source document
var srcDoc = app.activeDocument;
// get the number of layers in the PSD
var numOfLayers = srcDoc.layers.length;
var myFolder = "D:\\temp\\";
// main loop
// ignore background
for (var i = numOfLayers -2; i >= 0 ; i--)
{
var docName = "image_" + i + ".jpg";
// get a reference to the layers as you go up
var thisLayer = srcDoc.layers[i];
thisLayer.visible = true;
// duplicate image into new document
duplicate_it(docName);
// active document is now the NEW one!
// flatten it
activeDocument.flatten();
jpeg_it(myFolder + docName, 12);
// close the image WITHOUT saving as we've just saved it
app.activeDocument.close(SaveOptions.DONOTSAVECHANGES);
// make the source document the active document
app.activeDocument = srcDoc;
// switch OFF the layer
thisLayer.visible = false;
}
// function DUPLICATE IT (str)
// --------------------------------------------------------
function duplicate_it(str)
{
// duplicate image into new document
if (arguments.length == 0) str = "temp";
var id428 = charIDToTypeID( "Dplc" );
var desc92 = new ActionDescriptor();
var id429 = charIDToTypeID( "null" );
var ref27 = new ActionReference();
var id430 = charIDToTypeID( "Dcmn" );
var id431 = charIDToTypeID( "Ordn" );
var id432 = charIDToTypeID( "Frst" );
ref27.putEnumerated( id430, id431, id432 );
desc92.putReference( id429, ref27 );
var id433 = charIDToTypeID( "Nm " );
desc92.putString( id433, str ); // name
executeAction( id428, desc92, DialogModes.NO );
}
// function JPEG IT (file path + file name, jpeg quality)
// ----------------------------------------------------------------
function jpeg_it(filePath, jpgQuality)
{
if(! jpgQuality) jpgQuality = 12;
// jpg file options
var jpgFile = new File(filePath);
jpgSaveOptions = new JPEGSaveOptions();
jpgSaveOptions.formatOptions = FormatOptions.OPTIMIZEDBASELINE;
jpgSaveOptions.embedColorProfile = true;
jpgSaveOptions.matte = MatteType.NONE;
jpgSaveOptions.quality = jpgQuality;
activeDocument.saveAs(jpgFile, jpgSaveOptions, true, Extension.LOWERCASE);
}

How can I replace an image in Google Documents?

I'm trying to insert images into Google Docs (other GSuite apps later) from an Add-On. I've succeeded in fetching the image and inserting it when getCursor() returns a valid Position. When there is a selection (instead of a Cursor), I can succeed if it's text that's selected by walking up to the Parent of the selected text and inserting the image at the start of the paragraph (not perfect, but OK).
UPDATE: It seems that I was using a deprecated method (getSelectedElements()), but that didn't fix the issue. It seems the issue is only with wrapped images as well (I didn't realize that the type of the object changed when you changed it to a wrapped text).
However, when an wrapped-text Image (presumably a PositionedImage) is highlighted (with the rotate and resize handles visible in blue), both getSelection() and getCursor() return null. This is a problem as I would like to be able to get that image and replace it with the one I'm inserting.
Here's my code... any help would be great.
var response = UrlFetchApp.fetch(imageTokenURL);
var selection = DocumentApp.getActiveDocument().getSelection();
if (selection)
{
Logger.log("Got Selection");
var replaced = false;
var elements = selection.getRangeElements();
if (elements.length === 1
&& elements[0].getElement().getType() === DocumentApp.ElementType.INLINE_IMAGE)
{
//replace the URL -- this never happens
}
//otherwise, we take the first element and work from there:
var firstElem = elements[0].getElement();
Logger.log("First Element Type = " + firstElem.getType());
if (firstElem.getType() == DocumentApp.ElementType.PARAGRAPH)
{
var newImage = firstElem.asParagraph().insertInlineImage(0, response);
newImage.setHeight(200);
newImage.setWidth(200);
}
else if (firstElem.getType() == DocumentApp.ElementType.TEXT)
{
var p = firstElem.getParent();
if (p.getType() == DocumentApp.ElementType.PARAGRAPH)
{
var index = p.asParagraph().getChildIndex(firstElem);
var newImage = p.asParagraph().insertInlineImage(index, response);
newImage.setHeight(200);
newImage.setWidth(200);
}
}
} else {
Logger.log("Checking Cursor");
var cursor = DocumentApp.getActiveDocument().getCursor();
if (cursor)
{
Logger.log("Got Cursor: " + cursor);
var newImage = cursor.insertInlineImage(response);
var p = cursor.getElement();
var size=200;
newImage.setHeight(size);
newImage.setWidth(size);
}
}
You are using the deprecated 'getSelectedElements()' method of the Range class. You may notice it's crossed out in the autocomplete selection box.
Instead, use the 'getRangeElements()' method. After selecting the image in the doc, the code below worked for me:
var range = doc.getSelection();
var element = range.getRangeElements()[0].getElement();
Logger.log(element.getType() == DocumentApp.ElementType.INLINE_IMAGE); //logs 'true'

Pictures keep going to the top left.(Actionscript 3)

So my project was to make two gallery pages. I called them "gallery1" and "gallery2".The gallery pages each have 5 thumbnails that act like buttons so when you click on em, it opens an swf of the picture. Now the problem is, it always opens on the top left, i want them to be in the middle of the page. This is the code for gallery1. Gallery 2 is the samething but with different pics. b1-b5 are the thumbnails.Please help.
var swfRequest1:URLRequest = new URLRequest("image1.swf");
var swfRequest2:URLRequest = new URLRequest("image2.swf");
var swfRequest3:URLRequest = new URLRequest("image3.swf");
var swfRequest4:URLRequest = new URLRequest("image4.swf");
var swfRequest5:URLRequest = new URLRequest("image5.swf");
var swfLoader:Loader = new Loader();
function opengal(evt:MouseEvent):void
{
var pTarget:String = evt.currentTarget.name;
if(pTarget == "b1")
{
swfLoader.load(swfRequest1);
addChild(swfLoader);
}
else if(pTarget == "b2")
{
swfLoader.load(swfRequest2);
addChild(swfLoader);
}
else if(pTarget == "b3")
{
swfLoader.load(swfRequest3);
addChild(swfLoader);
}
else if (pTarget == "b4")
{
swfLoader.load(swfRequest4);
addChild(swfLoader);
}
else if(pTarget == "b5")
{
swfLoader.load(swfRequest5);
addChild(swfLoader);
}
};
b1.addEventListener(MouseEvent.CLICK, opengal);
b2.addEventListener(MouseEvent.CLICK, opengal);
b3.addEventListener(MouseEvent.CLICK, opengal);
b4.addEventListener(MouseEvent.CLICK, opengal);
b5.addEventListener(MouseEvent.CLICK, opengal);
To set your loaded content in the middle of your stage, you can do like this :
// store files path into an array
var files:Array = ['image01.swf', 'image02.swf', 'image03.swf', 'image04.swf', 'image05.swf'];
var loader:Loader = new Loader();
// use loader.contentLoaderInfo to listen to Event.INIT
loader.contentLoaderInfo.addEventListener(
Event.INIT, function(e:Event):void {
// center our loader
loader.x = (stage.stageWidth - loader.width)/2;
loader.y = (stage.stageHeight - loader.height)/2;
})
addChild(loader);
function opengal(evt:MouseEvent):void {
// here the pTarget should be between 0 and 4 as an array index
var pTarget:int = Number((evt.currentTarget.name).substr(-1, 1)) - 1;
loader.load(new URLRequest(files[pTarget]));
};
...
I hope this can help you.
You have to position your swfLoader in the middle of the screen.
You can do this with this code:
swfLoader.x = (swfLoader.width - stage.stageWidth)/2; // and the y axis in a similar way
The required width and height properties can be retrieved when the contentLoaderInfo dispatches an Event.INIT.

Store & retrieve the identifiers of a multipliable widget's instances

The aim is to remove only the last row at any time and only by the last remove button.
There is a user interface which building up as a multiplication of the same row. The number of rows are controlled by 'Add' & 'Remove' buttons which are also elements of the row. The problem is that the hidden widgets - that are applied for each row to distinguish the instances by storing their row numbers - are storing the very same number which is the last one. Except the first (0) hidden widget which stores the proper number (0). Where am I missing the point? How should this be resolved?
As per the remove buttons have two different purposes (not detailed here), we use a cacheService to distinguish the last row from all the others. Only the last row should be removed at any time.
var cache = CacheService.getPrivateCache();
we clear the cache and create the first instance
function doGet() {
var app = UiApp.createApplication();
app.add(app.createVerticalPanel().setId('mainContainer'));
cache.removeAll([]);
ui(0);
cache.put('numberOfInstances',0);
return app; }
each instance is held by a horizontal panel which contains the mentioned hidden widget, a label which informs about the instance number, and the Add & Remove buttons.
function ui(instance) {
var app = UiApp.getActiveApplication();
var eventContainer = app.createHorizontalPanel()
.setId('eventContainer' + instance);
var instanceContainer = app.createHidden('instanceContainer',instance);
var showInstance = app.createLabel(instance)
.setId('showInstance' + instance);
var addButton = app.createButton('Add')
.setId('add' + instance)
.addClickHandler(app.createClientHandler()
.forEventSource().setEnabled(false)) //avoiding multiple click during server response
.addClickHandler(app.createServerHandler('add')
.addCallbackElement(instanceContainer));
var removeButton = app.createButton('X')
.addClickHandler(app.createServerHandler('remove')
.addCallbackElement(instanceContainer));
app.getElementById('mainContainer')
.add(eventContainer
.add(instanceContainer)
.add(showInstance)
.add(addButton)
.add(removeButton));
return app; }
and the event handling...
function add(inst) {
var app = UiApp.getActiveApplication();
var instance = Number(inst.parameter.instanceContainer);
ui(instance+1);
cache.put('numberOfInstances',instance+1);
return app; }
function remove(inst) {
var app = UiApp.getActiveApplication();
var instance = Number(inst.parameter.instanceContainer);
var numberOfInstances = cache.get('numberOfInstances')
if( (instance != 0) && (instance = numberOfInstances) ) {
app.getElementById('mainContainer').remove(app.getElementById('eventContainer' + instance));
cache.put('numberOfInstances',instance-1);
app.getElementById('add' + (instance-1)).setEnabled(true); } //avoiding multiple click during server response
return app; }
The aim is to remove only the last row at any time and only by the last remove button.
Many Thanks.
Why don't you simply use a clientHandler just as you did on the 'add' button? You could target the preceding 'remove' button and disable it each time you create a new one and change /update each time you remove one row.
EDIT : I can suggest you something, feel free to have a look, I changed a bit the approach but it is working and I hope you'll find it at least interesting ;-)
Link to the online test
function doGet() {
var app = UiApp.createApplication();
var counter = app.createHidden().setName('counter').setId('counter').setValue('1');
var mainContainer = app.createVerticalPanel().setId('mainContainer')
app.add(mainContainer.add(counter));
var event1Container = app.createHorizontalPanel()
var showInstance = app.createLabel('1')
var addButton = app.createButton('Add')
.setId('add1')
.addClickHandler(app.createClientHandler()
.forEventSource().setEnabled(false)) //avoiding multiple click during server response
.addClickHandler(app.createServerHandler('add')
.addCallbackElement(mainContainer));
var removeButton = app.createButton('X')
.setId('remove1')
.addClickHandler(app.createServerHandler('remove')
.addCallbackElement(mainContainer));
mainContainer.add(event1Container
.add(showInstance)
.add(addButton)
.add(removeButton));
return app; }
function add(inst) {
var app = UiApp.getActiveApplication();
var hiddenVal =inst.parameter.counter;
var counterVal = Number(hiddenVal);
var mainContainer = app.getElementById('mainContainer')
var counter = app.getElementById('counter')
++ counterVal
counter.setValue(counterVal.toString())
var eventContainer = app.createHorizontalPanel().setId('eventContainer'+counterVal)
var showInstance = app.createLabel(counterVal.toString())
var addButton = app.createButton('Add')
.setId('add'+counterVal)
.addClickHandler(app.createClientHandler()
.forEventSource().setEnabled(false)) //avoiding multiple click during server response
.addClickHandler(app.createServerHandler('add')
.addCallbackElement(mainContainer));
var removeButton = app.createButton('X')
.setId('remove'+counterVal)
.addClickHandler(app.createServerHandler('remove')
.addCallbackElement(mainContainer));
app.add(eventContainer
.add(showInstance)
.add(addButton)
.add(removeButton));
if(counterVal>1){app.getElementById('remove'+(counterVal-1)).setEnabled(false)}
return app; }
function remove(inst) {
var app = UiApp.getActiveApplication();
var counterVal = Number(inst.parameter.counter);
var counter = app.getElementById('counter')
if(counterVal ==1) {return app}
var maincontainer = app.getElementById('mainContainer')
app.getElementById('eventContainer' + counterVal).setVisible(false)
--counterVal
counter.setValue(counterVal.toString())
app.getElementById('add'+counterVal).setEnabled(true)
app.getElementById('remove'+counterVal).setEnabled(true)
return app;
}
NOTE : I didn't make use of .remove(widget) since this is a fairly new method and I don't know exactly how it works... I'll test it later. Until then I used setVisible(false) instead, sorry about that :-)
Note 2 : I didn't use the cache since the hidden widget is sufficient to keep track of what is going on... if you needed it for something else then you could always add it back .

AS3 URLRequest in for Loop problem

I read some data from a xml file, everything works great besides urls. I can't figure what's the problem with the "navigateURL" function or with the eventListener... on which square I click it opens the last url from the xml file
for(var i:Number = 0; i <= gamesInput.game.length() -1; i++)
{
var square:square_mc = new square_mc();
//xml values
var tGame_name:String = gamesInput.game.name.text()[i];//game name
var tGame_id:Number = gamesInput.children()[i].attributes()[2].toXMLString();//game id
var tGame_thumbnail:String = thumbPath + gamesInput.game.thumbnail.text()[i];//thumb path
var tGame_url:String = gamesInput.game.url.text()[i];//game url
addChild(square);
square.tgname_txt.text = tGame_name;
square.tgurl_txt.text = tGame_url;
//load & attach game thumb
var getThumb:URLRequest = new URLRequest(tGame_thumbnail);
var loadThumb:Loader = new Loader();
loadThumb.load(getThumb);
square.addChild(loadThumb);
//
square.y = squareY;
square.x = squareX;
squareX += square.width + 10;
square.buttonMode = true;
square.addEventListener(MouseEvent.CLICK, navigateURL);
}
function navigateURL(event:MouseEvent):void
{
var url:URLRequest = new URLRequest(tGame_url);
navigateToURL(url, "_blank");
trace(tGame_url);
}
Many thanks!
In navigateURL() you use tGame_url, but I think you'd rather use something like tgurl_txt.text which will be different for each square.
Looks like you're not attaching the event listener properly. Instead of this.addEventListener, attach it to the variable you created when creating new square_mc..... so:
square.addEventListener(MouseEvent.CLICK, navigateURL);
you should add the addEventListener on the Squares
mmm..still figuring how eventhandler function will ever get the correct tgame_url var.
What if you try this:
square.addEventListener(MouseEvent.CLICK, function navigateURL(event:MouseEvent):void
{
var url:URLRequest = new URLRequest(tGame_url);
navigateToURL(url, "_blank");
trace(tGame_url);
});
try tracing this:
function navigateURL(event:MouseEvent):void
{
var url:URLRequest = new URLRequest(tGame_url);
navigateToURL(url, "_blank");
//trace(tGame_url);
trace(event.currentTarget.tgurl_txt.text);
}
you should add the url to your square in the loop
square.theUrl = tGame_url;
in the event listener function you should be able to access it with
event.currentTarget.theUrl;

Resources