get certain files from a path using swift - swift2

I have this code which prints out all files and directories for a given path. After reading the docs, I still need help to get my head around how to print out only files that do not end with .png
import Foundation
let filemanager: NSFileManager = NSFileManager()
let files = filemanager.enumeratorAtPath("/Users/empl1/Desktop/myApp2")
while let file = files?.nextObject() {
print(file)
}

Take a look at the String API documentation. You need to check if the string ends with the PNG file extension.
I've reformatted your code a little and got rid of manually going over the enumerator:
import Foundation
let filemanager: NSFileManager = NSFileManager()
let files = filemanager.enumeratorAtPath("/Users/empl1/Desktop/myApp2")
if files == nil {
print ("Could not get enumerator")
exit(-1)
}
for file in files! {
// check for extension is done here
if file.hasSuffix(".png") {
continue
}
print(file)
}

Related

Delete metadata descriptions with a Photoshop Script?

Is there an equivalent of deleteProperty(XMPConst.NS_DC, "description”) or some way to clear out EXIF:ImageDescription, XMP-dc:Description and IPTC:Caption-Abstract with a Photoshop Script (ie, JavaScript or AppleScript)?
I am trying to remove the tags/descriptions below from TIF, PSD and PSB images:
[EXIF:IFD0] ImageDescription
[XMP:XMP-dc] Description
[IPTC] Caption-Abstract
I can do this with Exiftool with this code:
exiftool -m -overwrite_original_in_place -EXIF:ImageDescription= -XMP-dc:Description= -IPTC:Caption-Abstract= FILE
While that works great for me, I have lots of vendors that would need this in their workflows so it would be easier for them to use an action with the Photoshop Events Manager "On Document Open", or via an Automator script (Java or AppleScript) in their workflows than installing ExifTool. Looking for some help to do this...
I don’t have much coding experience, but I found the JavaScript code below on PS-Scripts as a starting point. This code doesn't require Photoshop which I like and could be done with Automator, but it only references the one tag. Also, I don’t need to write anything to the tags as this code does (I’d prefer just to delete or wipe the content and/or tags so they don’t show up).
Code: Select allvar f = File("/c/captures/a.jpg");
setDescription(f,"My new description");
function setDescription( file, descStr ){
if ( !ExternalObject.AdobeXMPScript ) ExternalObject.AdobeXMPScript = new ExternalObject('lib:AdobeXMPScript');
var xmpf = new XMPFile( File(file).fsName, XMPConst.UNKNOWN, XMPConst.OPEN_FOR_UPDATE );
var xmp = xmpf.getXMP();
xmp.deleteProperty(XMPConst.NS_DC, "description");
xmp.setLocalizedText( XMPConst.NS_DC, "description", null, "x-default", descStr );
if (xmpf.canPutXMP( xmp )) {
xmpf.putXMP( xmp );
}
xmpf.closeFile( XMPConst.CLOSE_UPDATE_SAFELY );
}
And below is an attempt at the JavaScript that would be used as a Photoshop Event on "Open Document"; but again I don't know how to amend to ensure all 3 tags reference above are cleared:
function removeDescription() {
whatApp = String(app.name);
if(whatApp.search("Photoshop") > 0)
if(!documents.length) {
alert("There are no open documents. Please open a file to run this script.")
return;
}
if (ExternalObject.AdobeXMPScript == undefined) ExternalObject.AdobeXMPScript = new ExternalObject("lib:AdobeXMPScript");
var xmp = new XMPMeta( activeDocument.xmpMetadata.rawData);
xmp.deleteProperty(XMPConst.NS_DC, "description");
app.activeDocument.xmpMetadata.rawData = xmp.serialize();
}
}
removeDescription();
Finally, below was an alternate that was tried that wipes the Description, ImageDescription and Caption-Abstract on TIFFs and PNGs on the first try, but takes running through twice to work on a PSD/PSB/JPG. I think it has to do with the interaction between Description, ImageDescription and Caption-Abstract, and the solution possibly resides with amp.setLocalizedText to nothing?
function removeMetadata() {
whatApp = String(app.name);
if(whatApp.search("Photoshop") > 0) {
if(!documents.length) {
alert("There are no open documents. Please open a file to run this script.")
return;
}
if (ExternalObject.AdobeXMPScript == undefined) ExternalObject.AdobeXMPScript = new ExternalObject("lib:AdobeXMPScript");
var xmp = new XMPMeta( activeDocument.xmpMetadata.rawData);
if (xmp.doesArrayItemExist(XMPConst.NS_DC, "description", 1))
{
xmp.deleteArrayItem(XMPConst.NS_DC, "description", 1);
}
app.activeDocument.xmpMetadata.rawData = xmp.serialize();
debugger
}
}
removeMetadata();
Here is an example Python script that uses the Pillow library to remove the metadata descriptions.
from PIL import Image
# Open the image file
image = Image.open('example.jpg')
# Remove the EXIF:ImageDescription metadata field
image.info.pop('EXIF:ImageDescription', None)
# Remove the XMP-dc:Description metadata field
image.info.pop('XMP-dc:Description', None)
# Remove the IPTC:Caption-Abstract metadata field
image.info.pop('IPTC:Caption-Abstract', None)
# Save the modified image file
image.save('example_modified.jpg')
Change "example.jpg" to your needs.
there may be other metadata fields that contain descriptions, depending on the specific image file format and how it was created. You may need to modify the script to remove additional fields if necessary.

File access permission in Swift on OSX

I'm using:
let dialog = NSOpenPanel()
to get a file URL.
I'm then reading in the contents of the text file with:
let content = try String( contentsOf: dialog.url)
This works!
I'm then trying to read in another text file in the same directory with a different extension:
let b = dialog.url?.deletingPathExtension()
// Add the new file extension
let c = b?.appendingPathExtension("TSN")
let content2 = try String( contentsOf: c)
With this I get:
"The file “FLO5.TSN” couldn’t be opened because you don’t have permission to view it."
If I try and open the .tsn file with a URL from a NSOpenPanel() dialog result it works. I need to open several data files from this same directory with different extensions. Is there a way to do this?
set off sandbox!!)
Xcode 9 and later enables sandboxing by default, which severely limits interactions with the system.
Select your target, then Capabilities and set Downloads Folder to Read/Write:
In my case, solve it's startAccessingSecurityScopedResource
Example:
let selectedFile = try result.get() // get path to file
do {
// get access to open file
if selectedFile.startAccessingSecurityScopedResource() {
let path = selectedFile.path
let data = NSData(contentsOfFile: path)
print(data) // array bytes
selectedFile.stopAccessingSecurityScopedResource()
}
} catch {
// Couldn't read the file.
print(error.localizedDescription)
}
Apple wiki about this feature https://developer.apple.com/documentation/foundation/nsurl/1417051-startaccessingsecurityscopedreso

Folder of images: create and fill SKShapeNodes, 1 of each

Is it possible to create a folder and have SpriteKit go through that folder, find each image (regardless of name), and create a SKShapeNode for each in that folder (regardless of how many there are)?
Assume all images are the same size, and all .png files ready to be used as unique images as textures for filling SKShapeNodes, and that all SKShapeNodes will be the same size.
I want to know, once done, how many shapes have been created, and have them uniquely named based on the name of the image of the texture used.
But all I'm reading seems to be about knowing how many images are there, and what their names are, before hand.
Clueless as to where to start searching about how to do this.
Update: no idea how to reference the "folder" with images:
I've dumped the images, with their very imaginative names [one, two, three, four, five etc. ], into a folder as "atlas", like this:
but as per Allessandro's wonderful answer, I have no idea how to address this "folder" and get at what's in it.
I think it's this line I'm getting completely wrong:
let folderPath = Bundle.main.path(forResource: "Images", ofType: nil)
I don't know what to replace "Images" with.
Update 2:
Found a much easier way to do this:
let myTextureAtlas = SKTextureAtlas(named: "demoArt")
print(myTextureAtlas)
print(myTextureAtlas.textureNames)
Too many requests , so I try to help you with some code:
Create a folder:
func createDir(folderName:String) {
let fileManager = FileManager.default
if let directory = fileManager.containerURL(forSecurityApplicationGroupIdentifier: "APP_GROUP_IDENTIFIER") {
let newDirectory = directory.appendingPathComponent(folderName)
try! fileManager.createDirectory(at: newDirectory, withIntermediateDirectories: false, attributes: nil)
}
}
Now you have your folder so you can decide to save a file or to copy one file from documents to this new directory. I make an example for the last one.
Copy a file:
let fileManager = FileManager.default
do {
try fileManager.copyItem(atPath: "hero.png", toPath: "subfolder/hero.swift")
}
catch let error as NSError {
print("Something went wrong: \(error)")
}
Now you want to know how to extract all files from a directory.
Extract all files from a directory:
func extractAllFile(atPath path: String, withExtension fileExtension:String) -> [String] {
let pathURL = NSURL(fileURLWithPath: path, isDirectory: true)
var allFiles: [String] = []
let fileManager = FileManager.default
if let enumerator = fileManager.enumerator(atPath: path) {
for file in enumerator {
if #available(iOS 9.0, *) {
if let path = NSURL(fileURLWithPath: file as! String, relativeTo: pathURL as URL).path
, path.hasSuffix(".\(fileExtension)"){
allFiles.append(path)
}
} else {
// Fallback on earlier versions
}
}
}
return allFiles
}
Usage:
let folderPath = Bundle.main.path(forResource: "Images", ofType: nil)
let allPngFiles = extractAllFile(atPath: folderPath!, withExtension: "png") // returns file path of all the png files inside the folder
After that, you can create an array of SKShapeNode based from allPngFiles using fillTexture with a SKTexture created from each image and give to each node the name of the file used (so you know at the end also how many nodes you have created from array.count).
Slightly different answer here. I'm not sure why one needs to create a directory and copy files over. In your screenshot you have a demoArt.atlas with 7 files (one.png, two.png, etc). You indicate you want to generate an SKShapeNode. It still isn't clear to me why you want SKShapeNode, but ignoring that, you just need to know the folder name. You'll notice how the folder is blue, which means it is a reference. This means that in the image, the folder is retained.
This would get you all the files in that directory:
let documentsPath = NSSearchPathForDirectoriesInDomains(.documentDirectory, .userDomainMask, true)[0]
let texPath = NSURL(fileURLWithPath: documentsPath).appendingPathComponent("demoArt.atlas")
let filemanager:FileManager = FileManager()
// Error check/ensure path exists
let files = filemanager.enumerator(atPath:texPath!.path)
while let file = files?.nextObject() {
print(file)
// Create your SKShapeNode here, you can load file from this
// This is all relative path, so "file" would be one.png, two.png, etc. If you need the full path, you
// need to prepend texPath
}
Note the key diff here is not copying files over. Maybe I just don't understand the problem and why it would require the copy.
If you wanted to put that in an array you can. But here you'll have the file name of the texture which you would of course need to load.
Realistically, you want to load those textures asynchronously first, then construct your SKShapeNode.

Programmatically save an image to xcassets in Swift [duplicate]

This question already has an answer here:
Save image in asset catalog on runtime
(1 answer)
Closed 7 years ago.
Say my app downloads an image, is it possible to save this to Images.xcassets programmatically, so that the image doesn't have to be downloaded again?
Or would the best option be to keep retrieving it from the server?
You can't save it to the images.assets. However you can save it to the document directory buy doing this. (Code from here - How to convert code objective c to Swift to save image?)
let nsDocumentDirectory = NSSearchPathDirectory.DocumentDirectory
let nsUserDomainMask = NSSearchPathDomainMask.UserDomainMask
if let paths = NSSearchPathForDirectoriesInDomains(nsDocumentDirectory, nsUserDomainMask, true) {
if paths.count > 0 {
if let dirPath = paths[0] as? String {
let readPath = dirPath.stringByAppendingPathComponent("Image.png")
let image = UIImage(named: readPath)
let writePath = dirPath.stringByAppendingPathComponent("Image2.png")
UIImagePNGRepresentation(image).writeToFile(writePath, atomically: true)
}
}
}
You can't save to Images.xcassets, however you can save it to a file and access it with imageWithContentsOfFile:.
You could also use a caching library, like JGAFImageCache or Haneke.
you can't write to the bundle at all you need to save the data to you documents/caches folder inside your sandbox

Cocoa, output current App path

I am working on OS X application. In the code, I would like to output a path of the current Mac OS App to a variable for future use. So later I could read the files in the same folder. Could anyone tell me the command/method in the Xcode ?
Thanks very much.
UPDATE
To be more clear, I am using xcode and create a cocoa-application.
My application is connected with applescript to control Mac software read files on the Mac. So I have to return the files' directory and name.
Actually I have no idea about what to do. So got stuck here.
To get the URL of your application, you can use:
[[NSBundle mainBundle] bundleURL]
See the NSBundle Class Reference for further information.
my 2 cents for swift 5,x:
let path = Bundle.main.bundlePath
print(path)
If You need a path to REAL exacutable: (i.e. you mast pass to shell or similar..)
let appName = AppName()
let exePath = path + "/Contents/MacOS/" + appName
print(exePath)
where AppName() is:
func AppName()->String{
let bund = Bundle.main
//print(bund)
if let displayName = bund.object(forInfoDictionaryKey: "CFBundleDisplayName") as? String {
if displayName.count>0{
return displayName
}
}
if let name = bund.object(forInfoDictionaryKey: "CFBundleName") as? String {
return name
}
return "no AppName"
}

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