I work on android browser project
Many sites use GIF animation an ad. How i can disable GIF animation in android webview ?
Just inject a javascript to freeze the gifs recursively once your web page finishes loading. Heres how you do it,
First copy this javascript to your assets folder(If folder not available
then create folder in res directory) - gif_freezer.js
Add this method inside your class,
private void injectScriptFile(WebView view, String scriptFile) {
InputStream input;
try {
input = getAssets().open(scriptFile);
byte[] buffer = new byte[input.available()];
input.read(buffer);
input.close();
String encoded = Base64.encodeToString(buffer, Base64.NO_WRAP);
view.loadUrl("javascript:(function() {" +
"var parent = document.getElementsByTagName('head').item(0);" +
"var script = document.createElement('script');" +
"script.type = 'text/javascript';" +
// Tell the browser to BASE64-decode the string into your script !!!
"script.innerHTML = window.atob('" + encoded + "');" +
"parent.appendChild(script)" +
"})()");
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
Inside onPageFinished method put below code,
injectScriptFile(view, "gif_freezer.js");
view.loadUrl("javascript:freezeAllGifs();");
Thats all...
Related
I am new to Unity and Android development, but please do not mark this as a duplicate - I've looked all over the stacks for an answer to this, but similar topics and questions haven't yielded any working solutions, or are wanting on details, or outdated, or seem not to fit my specific need.
Ok, I have a quiz app built from following part 1 & 2 of this tutorial. That link contains all the source files anyone might need for reference, and everything works fine on ios and in the unity editor, fyi.
The trouble is with the loadGameData function from the DataController script in Android. Again, everything works fine in iOS and the unity editor, but when I make an Android sdk, the quiz is blank and the console says the data couldn't be loaded.
Here is how the function is currently written (full file in tutorial link):
private void LoadGameData ()
{
string filePath = Path.Combine (Application.streamingAssetsPath, gameDataFileName);
if (File.Exists (result))
{
string dataAsJson = File.ReadAllText (result);
GameData loadedData = JsonUtility.FromJson<GameData> (dataAsJson);
allRoundData = loadedData.allRoundData;
} // #if(File.Exists...
else
{
Debug.LogError ("Cannot load game data!");
} // #else
} // #LoadGameData
If you check the same tutorial on youtube, you'll see lots of people have noted the same problem with the Android build and have been left unanswered. Same goes with unity forums - that's one reason why I don't think this question is a duplicate and could be helpful to others in a similar situation.
I've found that Android has always been sorta tricky with this and that there used to different ways of accessing a file based on platform, but these days "Application.streamingAssetsPath" should find the streaming assets directory on any platform, even Android.
What I've also learned is that in android, even if the path is correct, the file is compressed and will only return a url. So the url needs to be converted using unity's WWW class. I get that, but as of yet, I haven't been able to re-write my loadGameData function to work properly and load the allRoundData array.
Here's an example of some things I've tried:
IEnumerator androidData()
{
string filePath = Path.Combine (Application.streamingAssetsPath, gameDataFileName);
if (filePath.Contains("://"))
{
WWW www = new WWW(filePath);
yield return www;
result = www.text;
} // #if(filePath.Contains
} // #androidData
private void LoadGameData ()
{
androidData();
if (File.Exists (result))
{
string dataAsJson = File.ReadAllText (result);
GameData loadedData = JsonUtility.FromJson<GameData> (dataAsJson);
allRoundData = loadedData.allRoundData;
} // #if(File.Exists...
else
{
Debug.LogError ("Cannot load game data!");
} // #else
} // #LoadGameData
I know I'm close, and this is probably simple -- but I just can't seem to get to the finish line on this. Can some one help me figure out how to write the loadGameData function so it will load this allRoundData array on android?
An example code would be awesome and much appreciated, not just by me, but I'm sure many others would appreciate it also - Thank you!
UPDATE:
Based on the first answer, I've tested some code that works on the unity editor, but crashes in Android. In the Unity editor, I get the "file already exists" message. Here is the code I've tested:
Already had: private string gameDataFileName = "data.json";
I added the copyFile call above loadGameDate in Start() and wrote the copy file and loadGameData functions like so ..
int copyFileToPersistentDataPath(string gameDataFileName)
{
string persistentPath = Application.persistentDataPath + "/" + gameDataFileName;
try
{
//Copy only if gameDataFileName does not exist
if (!System.IO.File.Exists(persistentPath))
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, gameDataFileName);
WWW www = new WWW(path);
while (!www.isDone) { }
System.IO.File.WriteAllBytes(persistentPath, www.bytes);
Debug.Log(gameDataFileName + " Successfully Copied File to " + persistentPath);
return 1;
}
else
{
Debug.Log(gameDataFileName + " File already exist here. There is no need to copy it again");
return 0;
}
}
catch (Exception e)
{
Debug.Log(gameDataFileName + " Failed To Copy File. Reason: " + e.Message);
return -1;
}
}
private void LoadGameData ()
{
string tempPath = Path.Combine(Application.persistentDataPath, gameDataFileName);
string dataAsJson = File.ReadAllText(tempPath);
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
allRoundData = loadedData.allRoundData;
} // #LoadGameData
This works with or without the call to copy the file in the editor, but crashes either way in Android.
I ended up putting the files in a Resources folder and going the resources.load a json file into a text asset and throw that into a string to parse route. I now have two different load functions, one that works in ios etc. and one that works in android. Here is the android function (the resourcesGameDataFile does not have the .json extension):
public void LoadDataForAndroid()
{
TextAsset dataFile = Resources.Load(resourcesGameDataFile) as TextAsset;
string dataAsJson = dataFile.ToString();
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
allRoundData = loadedData.allRoundData;
Debug.Log ("Android data loaded with" + resourcesGameDataFile);
} // #LoadDataForAndroid
And this works in the unity editor and in Bluestacks (android simulator).
As for loading and saving games, this is a duplicate. I marked and remove this as a duplicate because the answer in the duplicated questions did not explain how to read from the StreamingAssets folder. It only talked about saving and loading data.
Make sure that Write Permission is set to External (SDCard).
The first thing to do is to copy the file from StreamingAssets to the persistentDataPath location.
I've found reading data from Application.streamingAssetsPath problematic but I use two methods to solve this.
int copyFileToPersistentDataPath(string fileNameWithExtensionName)
{
string persistentPath = Application.persistentDataPath + "/" + fileNameWithExtensionName;
try
{
//Copy only if fileNameWithExtensionName does not exist
if (!System.IO.File.Exists(persistentPath))
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, fileNameWithExtensionName);
WWW www = new WWW(path);
while (!www.isDone) { }
System.IO.File.WriteAllBytes(persistentPath, www.bytes);
Debug.Log(fileNameWithExtensionName + " Successfully Copied File to " + persistentPath);
return 1;
}
else
{
Debug.Log(fileNameWithExtensionName + " File already exist here. There is no need to copy it again");
return 0;
}
}
catch (Exception e)
{
Debug.Log(fileNameWithExtensionName + " Failed To Copy File. Reason: " + e.Message);
return -1;
}
}
If that does not work for you, use the method with WebClient below:
void copyFileToPersistentDataPath(string fileNameWithExtensionName)
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, fileNameWithExtensionName);
string persistentPath = Application.persistentDataPath + "/" + fileNameWithExtensionName;
Debug.Log("Dir: " + persistentPath);
WebClient webClient = new WebClient();
webClient.Proxy = null;
webClient.DownloadFileCompleted += new AsyncCompletedEventHandler(OnDownloadComplete);
webClient.DownloadProgressChanged += new DownloadProgressChangedEventHandler(OnUpdateDownloadProgress);
Uri uri = new Uri(path);
webClient.DownloadFileAsync(uri, persistentPath);
}
void OnDownloadComplete(object sender, AsyncCompletedEventArgs e)
{
Debug.Log("Finished Downloading: " + e.Error.Message);
}
void OnUpdateDownloadProgress(object sender, DownloadProgressChangedEventArgs e)
{
Debug.Log("Uploading Progreess: " + e.ProgressPercentage);
}
File Copy Usage:
copyFileToPersistentDataPath("yourFileName.txt");
After copying the file, you can then read and convert it to Json like this:
string fileNameWithExtensionName = "questionfile.txt";
string tempPath = Path.Combine(Application.persistentDataPath, fileNameWithExtensionName);
string dataAsJson = File.ReadAllText(fileNameWithExtensionName);
GameData loadedData = JsonUtility.FromJson<GameData>(dataAsJson);
My Android app is showing an html5 e-book in a WebView.
I have a zipped file containing an e-book with all its resources: text, images and audio (mp3 files).
In order to unzip the book I use shouldInterceptRequest(), which intercepts the file:///... requests, and returns the data via a WebResourceResponse object. The code works fine for text and images.
When I get to audio resources, I get runtime errors, and the audio file is not played.
Note: I do see the unzipped file is returned with the correct size (about 10MB).
Error messages I get:
cr_MediaResourceGetter File does not exist
cr_MediaResourceGetter Unable to configure metadata extractor
My HTML code for the audio :
<div xmlns="http://www.w3.org/1999/xhtml">
<p style="text-align:center;margin:0px;">
<audio controls="controls" src="../Audio/01-AudioTrack-01.mp3">Your browser does not support the audio tag.</audio>
<br />
</p>
</div>
My Android Code:
setWebViewClient(new WebViewClient()
{
#Override
public WebResourceResponse shouldInterceptRequest(WebView view, final String url)
{
String urlWithoutAnchor = URLUtil.stripAnchor(url);
String fileName = urlWithoutAnchor;
try {
byte [] resource = tbxPool.getResource(fileName);
/* SIMPLE VERSION without calling setResponseHeaders():
return new WebResourceResponse(mimeType, "UTF-8", new ByteArrayInputStream(resource));
*/
WebResourceResponse returnedMediaResource = new WebResourceResponse(mimeType, "UTF-8", new ByteArrayInputStream(resource));
if (mimeType.toLowerCase().startsWith("audio")) {
Map<String, String> responseHeaders = new HashMap<String, String>();
responseHeaders.put("Content-Type", mimeType);
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {//2CLEAN
returnedMediaResource.setResponseHeaders(responseHeaders);
Logger.v(TAG, "Response Headers added to audio resource");
}
else {
//TODO: Handle else for API<21. Toast?
}
}
return returnedMediaResource;
} catch (IOException e) {
Logger.e(TAG, "failed to load resource "+fileName,e);
return null;
}
}
}
Environment
Android 6.0.1 (Nexus 5)
Android System WebView version 47
Requirement Clarification
The audio is to play in browser like an html5 document should, without laucnhing external player.
Question:
What am I doing wrong?! Many Thanks in advance!
The workaround I found to this problem is not elegant, but it's the only one that worked for me: Write the audio file to sd card :(.
Stage 1): When shouldInterceptRequest() is called with a chapter url.
The chapter is intercepted first (before the other chapter resources (images, audio, fonts, ..) are intercepted.
When the chapter is intercepted we search the html for the <audio> tag. If found, we replace the relative path (e.g. SRC="../Audio/abc.mp3")
with an absolute path (e.g. SRC="/storage/tmp/abc.mp3")
Stage 2): When shouldInterceptRequest() is called with an audio url.
Your attention. Like all workarounds this is a bit tricky (but works!):
After Stage 1) the audio url will be an absolute url (the absolute url is what is now written in the modified html).
We now have to do 2 things:
a) read the audio file from the zipped epub.
To do this we need to "fool" the code, and read the audio file from its original zipped relative url, e.g. "../Audio/abc.mp3" in our example
(although shouldInterceptRequest has been called with "/storage/tmp/abc.mp3").
b) After reading the zipped audio file, write it to the storage (sdcard)
Stage 3) When shouldInterceptRequest() is called with a chapter url,
We delete the temp audio files
Note: If you follow the code, you will see this is Step 0) in shouldInterceptRequest(), executed before stage 1), but I found it clearer explained as above.
if (isChapterFile(mimeType)) {
deleteTempFiles(); // this line is stage 3)
changeAudioPathsInHtml(tzis); // this line is stage 1)
This is the code:
setWebViewClient(new WebViewClient()
{
private String tmpPath = TbxApplication.getAppPath(null) + "/tmp/";
#Override
public WebResourceResponse shouldInterceptRequest(WebView view, final String url)
{
Logger.d(TAG, "in shouldInterceptRequest for " + url);
String urlWithoutAnchor = URLUtil.stripAnchor(url);
String mimeType = StringUtils.getFileMimeType(urlWithoutAnchor);
String urlWithoutBase; //the url stripped from leading 'epubBaseUrl' (base url for example:"file:///storage/.../123456.tbx")
if (isAudioFile(mimeType)) { //write AUDIO file to phone storage. See AUDIO WORKAROUND DOCUMENTATION
String storagePath = StringUtils.truncateFileScheme(url); //WebView calls shoudlInterceptRequest() with "file://..."
try {
String oEBPSAudioPath = storagePathToOEBPSAudioPath(storagePath); //e.g. change"/storage/tmp" to "OEBPS/Audio/abc.mp3"
byte[] audioBytes = tbxPool.getMedia(oEBPSAudioPath);
FileUtils.writeByteArrayToFile(audioBytes, storagePath); //TODO: To be strict, write in separate thread
Logger.d(TAG, String.format("%s written to %s", oEBPSAudioPath, storagePath));
return null;//webView will read resource from file
//Note: return new WebResourceResponse("audio/mpeg", "UTF-8", new ByteArrayInputStream(audioBytes));
//did NOT work,so we had to change html for audio to point to local storage & write to disk
//see AUDIO WORKAROUND DOCUMENTATION in this file
} catch (Exception e) {
Logger.e(TAG,e.getMessage());
return null;
}
}
.....
else {
if (isChapterFile(mimeType)) { //This is a CHAPTER
deleteTempFiles(); //Loading a new chapter. Delete previous chapter audio files. See AUDIO WORKAROUND DOCUMENTATION in this file
InputStream htmlWithChangedAudioPaths = changeAudioPathsInHtml(tzis); //see AUDIO WORKAROUND DOCUMENTATION in this file
WebResourceResponse webResourceResponse = new WebResourceResponse(mimeType, "UTF-8", htmlWithChangedAudioPaths);
return webResourceResponse;
}
//Changes relative paths of audio files, to absolute paths on storage
//see AUDIO WORKAROUND DOCUMENTATION in this file
private InputStream changeAudioPathsInHtml(InputStream inputStream) {
String inputString = StringUtils.inputStreamToString(inputStream);
String outputString = inputString.replaceAll("\"../Audio/", "\"" + tmpPath);// e.g. SRC="../Audio/abc.mp3" ==>SRC="/sdcard/tmp/abc.mp3" //where '*' stands for multiple whitespaces would be more elegant
return StringUtils.stringToInputStream(outputString);
}
/** Example:
* storagePath="/storage/tmp/abc.mp3
* Returns: "OEBPS/Audio/abc.mp3"*/
private String storagePathToOEBPSAudioPath(String storagePath){
String fileName = StringUtils.getFileName(storagePath);
String tbxOEBPSAudioPath = "OEBPS/Audio/" + fileName;
return tbxOEBPSAudioPath;
}
public static void writeByteArrayToFile(byte[] byteArray, String outPath) {
try {
File file = new File(outPath);
FileOutputStream fos = new FileOutputStream(file);
fos.write(byteArray);
fos.close();
} catch (IOException e) {
Logger.e(TAG, String.format("Could not write %s", outPath));
}
}
I have the following problem:
I develop a .zip file download with .pdf selected inside a function on c#.
The function creates the .zip file on a temp folder on the server and the HTTP Response return this file.
This function works great when is called from windows, and IOS. But when I call this function on Android it never downloads the file.
On the server I see that the function create the .zip file again and again when it's called from android browser (chrome, dolphin...) and it's never returned.
The strange thing is that I could run it well when I selected 90 .pdf files (although the function is called twice for no reason), but when I select 140 (or more) the issue happens again.
Here is the code:
**string dirName = Utiles.GetNewName();
zipName += ".ZIP\"";
string urlRet = _mSTempPath + #"\" + dirName + ".ZIP";
string urlDelete = _mSTempPath + #"\" + dirName;
System.IO.Stream iStream = null;
// Total bytes to read:
long dataToRead;
//HttpResponse resp = _page.Response;
HttpContext.Current.Response.Clear();
HttpContext.Current.Response.ClearContent();
HttpContext.Current.Response.ClearHeaders();
using (ZipFile zip = new ZipFile())
{
foreach (string url in filesURLs)
{
zip.AddFile(url,"");
}
zip.Save(_mSTempPath + #"\" + dirName + ".ZIP");
}
// Open the file.
iStream = new System.IO.FileStream(urlRet, System.IO.FileMode.Open,
System.IO.FileAccess.Read, System.IO.FileShare.Read);
// Total bytes to read:
dataToRead = iStream.Length;
HttpContext.Current.Response.AddHeader("content-disposition", "attachment;filename=\"" + zipName);
HttpContext.Current.Response.ContentType = "application/octet-stream";
HttpContext.Current.Response.AddHeader("content-length", dataToRead.ToString());
HttpContext.Current.Response.BufferOutput = true;
HttpContext.Current.Response.TransmitFile(urlRet);
HttpContext.Current.Response.Flush();**
Please, I will be very grateful if anyone can help.
Thanks again!
After 2 days of research, I didn't found any solution to my problem :/
I want to download an mp3 file, which is returned only after calling a URL in a browser.
I can't give you the actual url because I'm not allowed to due to rights restrictions, but it is of the form:
http://wscompany.name.com/downloadws/getDlFile/mdkHdKy97RppVWOsIOdDBuG/audio/1478
As you can see, this URL doesn't have the mp3 extension. So if I put this kind of URL in a browser on windows, it returns an MP3 to save onto the disk, which is fine. But if I want to call this URL in android in order to download the final file returned (the mp3), it doesn't work.
I tried with a url containing a mp3 file directly and it works very well (like http://www.mediacollege.com/downloads/sound-effects/urban/factory/Factory_External_01.mp3), but not with an url without the mp3 extension, even though it does returns an mp3, I hope you see what I mean.
Does anyone know how to do that in android ?
Here is my code, using an AsyncTask, called by
new Download(MyActivity.this, urlToCall).execute();
And the Download AsyncTask :
public class Download extends AsyncTask<String, Void, String>
{
ProgressDialog mProgressDialog;
Context context;
String urlDownload;
public Download(Context context,String url)
{
this.context = context;
this.urlDownload=url;
}
protected void onPreExecute()
{
mProgressDialog = ProgressDialog.show(context, "","Please wait, Download for " + urlDownload );
Log.v("DOWNLOAD", "Wait for downloading url : " + urlDownload);
}
protected String doInBackground(String... params)
{
try
{
//URL url = new URL("http://www.mediacollege.com/downloads/sound-effects/urban/factory/Factory_External_01.mp3");
URL url = new URL(urlDownload);
Log.w( "DOWNLOAD" , "URL TO CALL : " + url.toString());
HttpURLConnection urlConnection = (HttpURLConnection) url.openConnection();
//set up some things on the connection
urlConnection.setRequestMethod("GET");
urlConnection.setDoOutput(true);
urlConnection.connect();
File folder = new File(Environment.getExternalStorageDirectory()+ "/MyDownloaded/") ;
boolean success = true;
if (!folder.exists()) {
success = folder.mkdir();
}
File file = new File(folder,"somefile.mp3");
FileOutputStream fileOutput = new FileOutputStream(file);
InputStream inputStream = urlConnection.getInputStream();
//this is the total size of the file
int totalSize = urlConnection.getContentLength();
//variable to store total downloaded bytes
int downloadedSize = 0;
//create a buffer...
byte[] buffer = new byte[1024];
int bufferLength = 0; //used to store a temporary size of the buffer
//now, read through the input buffer and write the contents to the file
while ( (bufferLength = inputStream.read(buffer)) > 0 ) {
//add the data in the buffer to the file in the file output stream (the file on the sd card
fileOutput.write(buffer, 0, bufferLength);
//add up the size so we know how much is downloaded
downloadedSize += bufferLength;
//this is where you would do something to report the prgress, like this maybe
//updateProgress(downloadedSize, totalSize);
Log.w( "DOWNLOAD" , "progress " + downloadedSize + " / " + totalSize);
}
//close the output stream when done
fileOutput.close();
//catch some possible errors...
}
catch (MalformedURLException e)
{
Log.e( "DOWNLOAD" , "ERROR : " + e );
}
catch (IOException e)
{
Log.e( "DOWNLOAD" , "ERROR : " + e );
}
return "done";
}
private void publishProgress( int i )
{
Log.v("DOWNLOAD", "PROGRESS ... " + i);
}
protected void onPostExecute(String result)
{
if (result.equals("done"))
mProgressDialog.dismiss();
}
Thank you in advance, I hope someone will help me :)
DevJ
More than likely the initial URL contains a status 302 redirect to ANOTHER page that actually hosts or provides the mp3. There is a Java library called Jsoup that you can use to get to the actual mp3 file and download it. So let's say you have the initial URL of:
http://wscompany.name.com/downloadws/getDlFile/mdkHdKy97RppVWOsIOdDBuG/audio/1478
The first thing you should do is open up your browser, right click anywhere on the screen and choose "inspect element" or something similar so that you can monitor the network traffic. With the inspect element pane open, enter the above URL and you should see that it first goes to that URL (shows a status of 302 redirect), then goes to ANOTHER URL (possibly), before ending up at the destination (with a status 200). The status 200 page is the actual page you want. You can enter the above URL in Jsoup like this:
Document doc = Jsoup.connect("http://wscompany.name.com/downloadws/getDlFile/mdkHdKy97RppVWOsIOdDBuG/audio/1478").followredirect(true).header("","").header("",""). ...etc .post() or .get();
It returns a Document object (read the Jsoup documentation). This Document object can be parsed to get certain data...like OTHER URLs that you can also pass to the Jsoup.connect method, until you get to the actual mp3 you want to download with Android.
It will be important to look at the request headers listed in the "inspect element" pane and add those headers to the .connect() method by chaining them with multiple .header() methods.
I know this response is 2 years too late, but hopefully it will be helpful for anyone still needing to do what you were attempting.
You can use a network sniffer (like Wireshark) on desktop PC to see what exactly happens when requesting the MP3. My guess is that there is a redirect to another URL.
I'm trying to download images from a website and my code is working fine in most cases, but I can't download from this URL http://www.liveandlocal.org.uk/images/ShowPics/Steiny’s%20Blues%20-%20Such%20Sweet%20Thunder.jpg
The difference between this and the other URLs is that this one has a dash. I'm fairly certain this is the problem. Is there a way around this?
My error is java.io.filenotfoundexception
My initial code was:
imgLink = "http://www.liveandlocal.org.uk/images/ShowPics/" + Show + ".jpg";
imgLink = imgLink.replace(" ", "%20");
This gave me links like: http://www.liveandlocal.org.uk/images/ShowPics/The%20Atlantics.jpg
which works, but this didn't work for the link I posted at the top.
So now I've tried:
try {
Show = URLEncoder.encode(Show, "UTF-8");
} catch (UnsupportedEncodingException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
imgLink = "http://www.liveandlocal.org.uk/images/ShowPics/" + Show + ".jpg";
Which doesnt work for any of my links, such as http://www.liveandlocal.org.uk/images/ShowPics/The+Atlantics.jpg
If you copy and paste the link at the start of this post into your browser it will work, so it is just not working on Android.
imgLink = "http://www.liveandlocal.org.uk/images/ShowPics/Steiny%E2%80%99s%20Blues%20-%20Such%20Sweet%20Thunder.jpg"
working fine for me, tested it, replace the characters thus accordingly and '.
- is fine.
Your url contains letters which are not suited for urls (' in this case).
You can encode your url as the following:
String encodedUrl = URLEncoder.encode(normalUrl, "UTF-8");
URLEncoder