Binary Tips
From FM Plugin Wikipedia
This page is about editing and working with Binary data (Images, sound, etc) passed from FileMaker to your plugin.
Binary Public Functions
- BinaryData &operator = ( const BinaryData &source )
- bool operator == ( const BinaryData &compareData ) const
- bool operator != ( const BinaryData &compareData ) const
- int GetCount () const
- int GetIndex ( const QuadChar& dataType ) const
- ulong GetTotalSize () const
- void GetType ( int index, QuadChar& dataType ) const
- ulong GetSize ( int index ) const
- errcode GetData ( int index, ulong offset, ulong amount, void *buffer ) const
- errcode Add ( const QuadChar& dataType, ulong amount, void *buffer )
- bool Remove ( const QuadChar& dataType )
- void RemoveAll ()
- errcode GetFNAMData ( Text &filepathlist ) const
- errcode AddFNAMData ( const Text &filepathlist )
- errcode GetSIZEData ( short &width, short &height ) const
- errcode AddSIZEData ( short width, short height )
Example Image in / out
This example code takes an image as the first parameter - then loops through all 'streams' and then returns only the JPEG or GIF stream (with it's size data) - in effect removing any other data streams. This can be useful to reduce file size - but removing any unnecessary image data if all you want is to display the image in FileMaker
FMX_PROC(fmx::errcode) Do_Graphics_ImageOnly(short /* funcId */, const fmx::ExprEnv& /* environment */, const fmx::DataVect& dataVect, fmx::Data& results )
{
fmx::errcode err = -1;
fmx::QuadCharAutoPtr bufType;
fmx::BinaryDataAutoPtr out;
void * buffer;
long item, count, size;
short w = 0, h = 0;
bool haveImage = false;
fmx::uint32 nParams = dataVect.Size(); // get the number of Parameters the user has passed.
fmx::QuadCharAutoPtr jpeg('J', 'P', 'E', 'G');
fmx::QuadCharAutoPtr gif('G', 'I', 'F', 'f');
uint32 jpegMacType = jpeg->GetMacType();
uint32 gifMacType = gif->GetMacType();
if( nParams == 1 )
{
const fmx::BinaryData& g = dataVect.AtAsBinaryData( 0 ); // get the container details
count = g.GetCount();
err = g.GetSIZEData(w, h);
if( err == 0)
{
for(item = 0; item <= count; item++)
{
g.GetType(item, *bufType);
uint32 bufMacType = bufType->GetMacType();
if( (bufMacType == jpegMacType) || (bufMacType == gifMacType) ) // is this a JPEG or GIFf stream ?
{
size = g.GetSize( item );
if( size > 0 )
{
buffer = new void *[ size ];
if( buffer != NULL ) // make sure the memory was allocated
{
err = g.GetData ( item, 0, size, buffer );
if (err == 0)
{
err = out->Add ( *bufType, size, buffer );
haveImage = (err == 0);
}
free( buffer ); // release the memory we just allocated
}
}
}
}
}
}
if( (haveImage) && (err == 0) )
{
err = out->AddSIZEData( w, h ); // all images must have a size specified
if( err == 0) results.SetBinaryData ( *out );
} else {
// No image, handle appropriately
}
return err;
}
Example Image Creation
The following example code shows how to create a bitmap image, convert it to PNG and return to FileMaker
FMX_PROC(fmx::errcode) Do_Graphic(short /* funcId */, const fmx::ExprEnv& /* environment */, const fmx::DataVect& dataVect, fmx::Data& results )
{
fmx::errcode err = 0;
bool haveImage = false;
fmx::QuadCharAutoPtr png('P', 'N', 'G', 'f');
fmx::BinaryDataAutoPtr outImage;
long pixelsWide = 300;
long pixelsHigh = 150;
long size = 0;
unsigned char * outBuffer = returnGraphicImage(pixelsWide, pixelsHigh, &size); // Get our image
if( outBuffer != NULL )
{
err = outImage->Add ( *png, size, outBuffer ); // Let FM know the image type is PNG
if (err == 0)
{
fmx::TextAutoPtr temp;
temp->Assign("Picture.png");
const fmx::Text& name = *temp;
err = outImage->AddFNAMData( name ); // so FileMaker has a name for our image if the user tries to save it or external storage is used
err = outImage->AddSIZEData( pixelsWide, pixelsHigh ); // all images must have a size specified
haveImage = ( err == 0 );
if( haveImage ) results.SetBinaryData ( *outImage ); // Add the image data
}
delete [] outBuffer;
}
return err;
}
WARNING: No error checking is included in the code below !
The 'returnGraphicImage' function for Mac:
#if defined(FMX_MAC_TARGET)
#include <ApplicationServices/ApplicationServices.h>
unsigned char * returnGraphicImage( long width, long height, long *outSize )
{
#define BYTES_PER_PIXEL 4
CFMutableDataRef imgData = CFDataCreateMutable( kCFAllocatorDefault, 0);
if( imgData == NULL ) return NULL;
CGImageDestinationRef destRef = CGImageDestinationCreateWithData(imgData, kUTTypePNG, 1, NULL);
if( destRef == NULL ) { CFRelease( imgData ); return NULL; }
// create an image from the layer
void *buffer = malloc(width * height * BYTES_PER_PIXEL);
if( buffer == NULL ) { CFRelease( destRef ); CFRelease( imgData ); return NULL; }
memset(&buffer, 0, sizeof(buffer));
CGColorSpaceRef colorSpace = CGColorSpaceCreateWithName(kCGColorSpaceGenericRGB);
CGContextRef context = CGBitmapContextCreate (buffer, width, height, 8, width * BYTES_PER_PIXEL, colorSpace, kCGImageAlphaPremultipliedLast);
CGColorSpaceRelease( colorSpace );
if( context == NULL ) { CFRelease( destRef ); CFRelease( imgData ); free( buffer ); return NULL; }
// Open the image area for drawing
CGContextSaveGState(context);
CGRect rect = CGRectMake(0, 0, width, height); // RECT representing the area available for drawing to.
// ---------------------------------------------------------------------------------------------------------------
CGContextSetRGBStrokeColor(context, 1, 0, 0, 1); // Draw a 'Red' frame around our image.
CGContextStrokeRectWithWidth(context, rect, 6);
CGContextSelectFont(context, "Verdana", 12, kCGEncodingMacRoman); // Add some text to our image
CGContextSetAllowsAntialiasing(context, false);
CGContextSetCharacterSpacing(context, 1.0);
CGContextSetTextDrawingMode(context, kCGTextFill);
CGContextShowTextAtPoint(context, 50.0, 50.0, "Hello and Welcome", 17);
// ---------------------------------------------------------------------------------------------------------------
CGImageRef image = CGBitmapContextCreateImage(context); // We have finished drawing the image
CGContextRestoreGState(context);
CGImageDestinationAddImage(destRef, image, NULL); // Convert the image to PNG
CGImageDestinationFinalize(destRef);
CGContextRelease(context);
CFRelease(destRef); // have finished with destRef - our image should now be in 'imgData'
free(buffer); // have finished with the image buffer now too
unsigned char * outBuffer = NULL;
long size = (long)CFDataGetLength(imgData);
if( size > 0 )
{
outBuffer = new unsigned char [ size ];
if( outBuffer != NULL ) CFDataGetBytes( imgData, CFRangeMake(0, size), outBuffer );
}
CFRelease(imgData);
*outSize = size; // return the size of our created buffer
return outBuffer; // and the buffer itself
}
#endif
The 'returnGraphicImage' function for Windows:
#if defined(FMX_WIN_TARGET)
#include <gdiplus.h>
#include "wincodec.h" // graphic libraries for Windows
using namespace Gdiplus;
unsigned char * returnTimetableImage( long width, long height, long* outSize )
{
// -----------------------------------------------------------------------------------------------------------------------------
// Use GDI to draw our original Bitmap image
Bitmap * outBM = new Bitmap(width, height, PixelFormat32bppARGB );
Graphics * gr = Graphics::FromImage( outBM );
gr->Clear(Gdiplus::Color::Transparent);
SolidBrush sb(Gdiplus::Color::Red);
gr->FillRectangle( &sb, 20,20, 100, 50 );
sb.SetColor(Gdiplus::Color::Green);
gr->FillRectangle( &sb, 220,220, 80, 60 );
Pen pen(Color(Gdiplus::Color::Black), 5);
gr->DrawRectangle( &pen, 30, 30, 120, 70 );
FontFamily fontFamily(L"Verdana");
Font font(&fontFamily, 12, FontStyleRegular, UnitPixel);
PointF pointF(160, 200);
sb.SetColor(Gdiplus::Color::Black);
gr->DrawString(L"Hello", -1, &font, pointF, &sb);
RectF rectF( 180, 250, 100, 100 );
sb.SetColor(Color(127,0,0,255));
gr->FillRectangle( &sb, rectF );
gr->DrawRectangle(&pen, rectF );
sb.SetColor(Color(Gdiplus::Color::Black));
gr->DrawString(L"This is lots of text", -1, &font, rectF, NULL, &sb);
Gdiplus::Rect r;
r.X = 0;
r.Y = 0;
r.Width = width;
r.Height = height;
BitmapData * bitmapData = new BitmapData;
outBM->LockBits( &r, ImageLockModeRead, PixelFormat32bppARGB, bitmapData ); // Lock the bitmapData - must release it after 'CreateBitmapFromMemory'
BYTE* pixels = (BYTE*)bitmapData->Scan0; // This is the Bitmap image raw data
UINT stride = bitmapData->Stride; // This is the bytes per line. We need this for 'CreateBitmapFromMemory' below
// -----------------------------------------------------------------------------------------------------------------------------
HRESULT hr = CoInitialize(NULL);
IWICImagingFactory* pFactory = NULL;
hr = CoCreateInstance( CLSID_WICImagingFactory, NULL, CLSCTX_INPROC_SERVER, IID_IWICImagingFactory, (LPVOID*)&pFactory);
//Create the outgoing stream
HGLOBAL hOutGlobal = GlobalAlloc( GMEM_SHARE | GMEM_MOVEABLE, 0 );
IStream* pOutStream = NULL;
hr = CreateStreamOnHGlobal( hOutGlobal, FALSE, &pOutStream );
//Create the encoder.
IWICBitmapEncoder* pEncoder = NULL;
hr = pFactory->CreateEncoder( GUID_ContainerFormatPng, NULL, &pEncoder );
hr = pEncoder->Initialize( pOutStream, WICBitmapEncoderNoCache );
//Get frame to decode
IWICBitmapSource* pFrameDecode = NULL;
hr = pFactory->CreateBitmapFromMemory( width, height, GUID_WICPixelFormat32bppBGRA, stride, height * stride, pixels, (IWICBitmap**)&pFrameDecode );
//Create frame to encode into
IWICBitmapFrameEncode* pFrameEncode = NULL;
IPropertyBag2* pPropertyBag = NULL;
hr = pEncoder->CreateNewFrame( &pFrameEncode, &pPropertyBag );
hr = pFrameEncode->Initialize( pPropertyBag );
// Set the encoder's size, resolution, color palette, pixel format, etc now
WICRect rect = {0, 0, 0, 0};
rect.Width = width;
rect.Height = height;
hr = pFrameEncode->WriteSource( pFrameDecode, &rect );
hr = pFrameEncode->Commit();
hr = pEncoder->Commit();
pFrameEncode->Release();
pFrameDecode->Release();
//Get the bytes from the outStream
ULARGE_INTEGER Size;
LARGE_INTEGER zero;
zero.QuadPart = 0;
pOutStream->Seek( zero, STREAM_SEEK_END, &Size );
ULONG encoded;
ULongLongToULong( Size.QuadPart, &encoded);
UINT imageSize = encoded;
pOutStream->Release();
LPVOID p2 = GlobalLock(hOutGlobal);
void * imagePtr = malloc( encoded );
memcpy( imagePtr, p2, encoded );
pEncoder->Release();
GlobalUnlock( hOutGlobal );
GlobalFree( hOutGlobal );
pFactory->Release();
// Clean up our original Bitmap
outBM->UnlockBits( bitmapData );
delete bitmapData;
delete outBM;
delete gr;
*outSize = imageSize;
return (unsigned char *)imagePtr;
}
#endif