How to convert bytearray to image or image to bytearray ? - actionscript-3

How to assign bytearray value to panel background image. If anybody have idea or experiance plz help me to overcome the problem. BRIEF EXP:
I have panel control and want to load image getting from webservice as a backgroundimage. So i used setstyle() but its not accepting that image. so how to add that image into my panel background image.Plz tel me your ideas here.

In Flex 3 or higher, you just need to do:
yourImage.source = yourByteArray;
regards!

uhm, well i presume, since it is an image, you have it in a BitmapData, let's say "myBmp" ...
then use the following to extract all the data from BitmapData:
var bytes:ByteArray = myBmp.getPixels(myBmp.rect);
and the following to write:
myBmp.setPixels(myBmp.rect, bytes);
note that only the raw 32 bit pixel data is stored in the ByteArray, without compression, nor the dimensions of the original image.
for compression, you should refer to the corelib, as ozke said ...

For AS3 you can use adobe corelib. Check this tutorial...
http://ntt.cc/2009/01/09/as3corelib-tutorialhow-to-use-jpegencoder-and-pngencoder-class-in-flex.html

I used a flash.display.Loader() to load an image in an array. It has a Complete event that is fired after the image has been loaded. I then draw the image on to a Bitmap which I set to the data of a Image that could be placed in a panel. Hope you can make since of this good luck.
public static function updateImage(img:Image, matrix:Matrix,
pageDTO:PageDTO, bitmapData:BitmapData):void {
var loader:flash.display.Loader = new flash.display.Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, function (e:Event) : void {
bitmapData.draw(loader.content, matrix);
pageViewer.data = new Bitmap(bitmapData);
});
loader.loadBytes(pageDTO.thumbnail);
}
<mx:Panel>
<mx:Image id="pageViewer"/>
</mx:Panel>

Using adobe's JPGEncoder (com.adobe.images.JPGEncoder) class and ByteArray is pretty much all you need. Converting image to byte array (assuming CAPS are variables you'd need to fill in):
// -- first draw (copy) the image's bitmap data
var image:DisplayObject = YOUR_IMAGE;
var src:BitmapData = new BitmapData(image.width, image.height);
src.draw(image);
// -- encode the jpg
var quality:int = 75;
var jpg:JPGEncoder = new JPGEncoder(quality);
var byteArray:ByteArray = jpg.encode(src);

I had the same problem. As a workaround I created sub Canvas nested inside a main Canvas and added an Image to the main Canvas behind the sub Canvas. Anything drawn on the sub Canvas will appear on top of the Image.

Just load it into a Loader instance using the loadBytes function.
var ldr:Loader = new Loader();
ldr.loadBytes(myByteArray);
addChild(ldr);

Related

Texture loading in three.js with css sprites

I am using
var texture1 = THREE.ImageUtils.loadTexture("image1.jpg");
to map this texture to a material.
My query is that can I load texture by css as I want to load images by css sprites. I need to give background position with every texture which is not possible if I load textures via html.
I need to use background : url() property.
Please let me know how it can be done
The thing to note here is that your entire Three.js scene is being rendered on an HTML Canvas. That said you now exist in a purely GDI based environment. The only solution I can see for you now is to remap your materials texture calling an update pointing to a new "2d" canvas context. Something like this:
var spriteCanvas = document.createElement( "canvas" );
var spriteContext = spriteCanvas.getContext( "2d" );
var spriteImage = document.getElementById( "hidden_spriteDiv_with_background_url" );
spriteContext.drawImage( spriteImage, 0, 0 );
var texture1 = new THREE.Texture( spriteContext );
texture1.needsUpdate = true;
Then assigning the new Texture map "texture1" to your material with applicable updates called. Hope that at least gets you started.

Changing images dynamically from a Sprite?

I have been looking for this answer for days now and no matter how much I look I can't find it for the life of me.
I understand that you can change a bitmap's image easily with something like this:
var image = new Bitmap (Assets.getBitmapData ("image.png"));
// (and later)
image.bitmapData = Assets.getBitmapData ("another-image.png");
but bitmap doesn't support mouse events. Let's say I want to change an image when someone clicks on it, thus I need it to be a sprite. Is there an easy way to just change the image of a sprite? Thanks in advance for any help!
Sure. You can do it one of two ways.
You create a custom class for this and add the bitmap as a public property
You add the bitmap to the Sprite and access it through there. See:
.
var bitmap:Bitmap = new Bitmap();
var container:Sprite = new Sprite();
this.addChild( this.container );
this.container.addChild( this.bitmap );
// to change the bitmap
this.bitmap.bitmapData = new BitmapData();
// or
var bmp:Bitmap = this.container.getChildAt( 0 ) as Bitmap;
bmp.bitmapData = new BitmapData();
The second option assumes the bitmap is the only object in the sprite. If you add more objects to the sprite, you may have to tweak the index accordingly.

bitmapdata.draw failing silently

I am trying to read an image using Loader (variable name is faceimage) and trying to pass the bitmapdata of that image to a function called detect. However, it is failing in the line where I am trying to get the Bitmap.
bmpTarget = new Bitmap( new BitmapData( faceImage.width, faceImage.height, false ) )
bmpTarget.bitmapData.draw( faceImage ); // Fails, no errors shown
detector.detect( bmpTarget.bitmapData );
I narrowed down to this line by putting trace statements above and below the failing line. The faceImage contains valid data which I verified by displaying contents on screen. I also tried
bmpTarget = Bitmap(BitmapData(faceImage.content))
but in vain. Am I doing something wrong here?
It could be a sandbox/crossdomain issue. Certain crossdomain settings prohibit drawing the content of a loaded image to a bitmapData. You can get around it by loading the raw image data with URLLoader and then using loadBytes on Loader.
As noted from:
Why do Loader objects kill bitmapdata draw();?
You likely need a LoaderContext.
loader.load("http://www.example.com/myimage.jpg", new LoaderContext(true));
Otherwise, you can load images from other sites but not access the actual bitmapData, which a draw() requires.
I wonder if you're trying to access the bitmapdata before it's been loaded?
Perhaps try using a complete listener...
var _urlRequest:URLRequest = new URLRequest("urlToImage");
var faceImage:Loader = new Loader;
faceImage.load(_urlRequest);
faceImage.addEventListener(IOErrorEvent.IO_ERROR, function(e:IOErrorEvent):void{ trace(e) });
faceImage.contentLoaderInfo.addEventListener(Event.COMPLETE, imageLoaded, false, 0, true);
function imageLoaded(e:Event):void {
faceImage.contentLoaderInfo.removeEventListener(Event.COMPLETE, imageLoaded);
var bmpTarget:Bitmap = e.target.content;
detector.detect( bmpTarget.bitmapData );
}

convert masked movieclip into bitmap and save it on server

i have a
dsgnArea----> a movieclip
dsgnArea is masked by dsgnAreaMask, which inturn is a movieclip
dsgnArea.mask=dsgnAreaMask;
the width,height and position of dsgnAreaMask and dsgnArea are same.
i dynamically added multiple movieclips and labels to dsgnArea;
like..
dsgnArea.addChild(movieClip1);
dsgnArea.addChild(movieClip2);
dsgnArea.addChild(label1);
dsgnArea.addChild(label2); and so on...
these movieclips (movieClip1,movieClip2,......) and labels(label1,label2,....) positions can be altered in runtime..
but as i masked the dsgnArea with dsgnAreaMask, only a portion of the added movieClips and labels are visible...
So, my problem is to grab that visible portion in dsgnArea into a bitmap,like a screenshot of that particular dsgnArea, and save it in my server.
please help me out in this problem.
Say s is the DisplayObject object you want to capture and m is the mask applied on it.
var maskRect:Rectangle = m.getRect(s);
var matrix:Matrix = new Matrix(1, 0, 0, 1, -maskRect.x, -maskRect.y);
var w:Number = Math.min(s.width, maskRect.right) - maskRect.x;
var h:Number = Math.min(s.height, maskRect.bottom) - maskRect.y;
var bd:BitmapData = new BitmapData(w, h);
bd.draw(s, matrix);
Does that work?
The BitmapData draw method is what you are looking for. You can use it's clipRect param to define what you would like to draw (the masked parts).
Quasimondo did a handy little method to do this (take a snapshot of the whole displayObject), it's available here: http://www.quasimondo.com/archives/000670.php
I don't know if it works with masked content though.
if it doesn't, the trick would be to translate the whole content by the size of the mask
var bounds:Rectangle = dsgnAreaMask.getBounds( dsgnAreaMask );
instead of using the content of the clip
var bounds:Rectangle = clip.getBounds( clip );
as far as saving file to server is concerned, the question was asked (answered?) here AS3 Save Media File to server

flex: Create a screenshot of UI element

I want to make a screenshot of custom as3 ui element (which was extended from Canvas), and then upload the image on the server.
Could you help me with a small example of this?
I am trying to do the following:
// This is UI component extended from Canvas
var chessBoard:ChessBoard = new ChessBoard();
// I displayed pieces on the board, but didn't add it to the stage (I just need a
// a screenshot, not need them on the canvas)
chessBoard.displayPosition(DataStorage.getInstance().getStoredPosition(0));
var img:ImageSnapshot = ImageSnapshot.captureImage(chessBoard, 300, new PNGEncoder());
var obj:Object = new Object();
obj.complexity = complexity.value;
obj.img = img;
httpService.send(obj);
and getting this error:
ArgumentError: Error #2015: Invalid
BitmapData. at
flash.display::BitmapData() at
mx.graphics::ImageSnapshot$/captureBitmapData()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\graphics\ImageSnapshot.as:186]
at
mx.graphics::ImageSnapshot$/captureImage()[C:\autobuild\3.2.0\frameworks\projects\framework\src\mx\graphics\ImageSnapshot.as:282]
at
ui::SendForm/send()[/Users/oleg/Documents/chess_problems/problemme/src/ui/SendForm.mxml:53]
at
> ui::SendForm/___SendForm_Button1_click()[/Users/oleg/Documents/chess_problems/problemme/src/ui/SendForm.mxml:16]
This error was caused by missing width and height of the Canvas. I set them and it helped to create bitmap data this way:
var bitmapData:BitmapData = new BitmapData(chessBoard.width,chessBoard.height);
var encoder:PNGEncoder = new PNGEncoder();
var data:ByteArray = encoder.encode(bitmapData);
I wonder how do I send the image to the server via httpService? Is there a way. Also is data = image file?
Here is a post on someone who has done this exact thing in AS3:
Dynamically Create an Image in Flash and Save it to the Desktop or Server
It is possible, and although I have never done it, this may be useful to you: http://www.flash-db.com/Tutorials/snapshot/