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Save as Base64


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I'm not sure that it is exactly what you're looking for, but the plugin Image to Code pipes an image to a C data structure.

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I'm not sure that it is exactly what you're looking for, but the plugin Image to Code pipes an image to a C data structure.

Totally not the same thing.

It would be an interesting filetype plugin. I'm sure one of the filetype plugin authors could knocking something like this out in just a few minutes.

Click to play:
j.pngs.pngd.pnga.pngp.png
Download: BoltBait's Plugin Pack | CodeLab | and how about a Computer Dominos Game

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It would be an interesting filetype plugin. I'm sure one of the filetype plugin authors could knocking something like this out in just a few minutes.

 

So this is possible with plugins?

Can you point me in the right direction for documentation about how I can make a save-as plugin, and I mite have a go myself...

Edited by jerone
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It would be an interesting filetype plugin. I'm sure one of the filetype plugin authors could knocking something like this out in just a few minutes.

 

Done: Base64 FileType

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Plugin Pack | PSFilterPdn | Content Aware Fill | G'MICPaint Shop Pro Filetype | RAW Filetype | WebP Filetype

The small increase in performance you get coding in C++ over C# is hardly enough to offset the headache of coding in the C++ language. ~BoltBait

 

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I was just in the progress of building my own (see code below), but yours works great with the extra option for file type.

 

using System;
using System.Drawing;
using System.Drawing.Imaging;
using System.IO;
using System.Text;
using System.Windows.Forms;

namespace PaintDotNet.Plugin.FileTypes
{
	/// <summary>
	/// Base64 file type
	/// </summary>
	public class Base64FileType : FileType
	{
		#region Constructor;

		/// <summary>
		/// Base64 file type
		/// </summary>
		public Base64FileType() : base("Base64", FileTypeFlags.SupportsLoading | FileTypeFlags.SupportsSaving, new String[] { ".txt" }) { }

		#endregion Constructor;

		#region Override;

		/// <summary>
		/// Open file
		/// </summary>
		/// <param name="input"></param>
		/// <returns></returns>
		protected override Document OnLoad(Stream input)
		{
			try
			{
				// Convert byte[] string to Base64;
				StreamReader reader = new StreamReader(input);
				String base64String = reader.ReadToEnd();
				base64String = base64String.Replace("data:image/png;base64,", "");

				// Convert Base64 string to byte[];
				byte[] imageBytes = Convert.FromBase64String(base64String);
				MemoryStream ms = new MemoryStream(imageBytes, 0, imageBytes.Length);

				// Convert byte[] to Image;
				ms.Write(imageBytes, 0, imageBytes.Length);
				Image image = Image.FromStream(ms, true);

				return Document.FromImage(image);
			}
			catch
			{
				MessageBox.Show("Problem Importing File");

				Bitmap b = new Bitmap(500, 500);
				return Document.FromImage(;
			}
		}

		/// <summary>
		/// Save file
		/// </summary>
		/// <param name="input"></param>
		/// <param name="output"></param>
		/// <param name="token"></param>
		/// <param name="scratchSurface"></param>
		/// <param name="callback"></param>
		protected override void OnSave(Document input, Stream output, SaveConfigToken token, Surface scratchSurface, ProgressEventHandler callback)
		{
			RenderArgs ra = new RenderArgs(new Surface(input.Size));
			input.Render(ra, true);

			using (MemoryStream ms = new MemoryStream())
			{
				// Convert Image to byte[];
				ra.Bitmap.Save(ms, ImageFormat.Gif);
				Byte[] imageBytes = ms.ToArray();

				// Convert byte[] to Base64 string;
				String base64String = "data:image/png;base64," + Convert.ToBase64String(imageBytes);

				// Convert Base64 string to byte[];
				ASCIIEncoding encoding = new ASCIIEncoding();
				Byte[] stringBytes = encoding.GetBytes(base64String);

				// Save to stream;
				output.Write(stringBytes, 0, stringBytes.Length);
			}
		}

		#endregion Override;
	}

	public class Base64FileTypeFactory : IFileTypeFactory
	{
		public FileType[] GetFileTypeInstances()
		{
			return new FileType[] { new Base64FileType() };
		}
	}
}

Edited by jerone
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