im trying to get the default music folders for all phonegap supported platforms. basically i can download and save file on the sdcard using the function below. but i want to add code to detect platform and give me default music folders for platform so as i can save mp3 file there.
function downloadFile(remoteloc,new_name,userid,mid,errorbox,origname)
{
window.requestFileSystem(
LocalFileSystem.PERSISTENT, 0,
function onFileSystemSuccess(fileSystem) {
fileSystem.root.getFile(
"dummy.html", {create: true, exclusive: false},
function gotFileEntry(fileEntry) {
var sPath = fileEntry.fullPath.replace("dummy.html","");
var fileTransfer = new FileTransfer();
fileEntry.remove();
$('#'+errorbox).html("<div>"+origname+"</div><div class=\"progress progress-danger progress-striped\"><div id='id_p' class=\"bar\" style=\"width: 5%\"></div></div>");
fileTransfer.onprogress = function(progressEvent)
{
if (progressEvent.lengthComputable) {
$('#id_p').css('width',Math.ceil((progressEvent.loaded / progressEvent.total)*100)+"%");
} else {
}
}
fileTransfer.download(
remoteloc,
sPath + new_name,
function(theFile) {
$('#'+errorbox).html("<div>"+origname+"</div><div class=\"alert alert-info fade in\"><button class=\"close\" data-dismiss=\"alert\"><span class=\"awe-remove-circle\"></span></button>Download Complete. Added to Media Player</div>"
+"<div>Play Song</div>"+"<br/>"+theFile.toURI());
//update the database field to show file has been transfered
if (!isOnline())
{
$('#error_box').html("<div class=\"alert alert-error fade in\"><button class=\"close\" data-dismiss=\"alert\"><span class=\"awe-remove-circle\"></span></button>Sorry but you seem to be offline.</div>");
return;
}
var request={'controller':'music','action':'updatedownload','userid':userid,'mid':mid};
queryAPI(request,function (d){
//check result and set local storage variables
if (d.success>0)
{
} else
{
}
localStorage.removeItem('resume');
window.key=false;
//setTimeout(function () {$('#'+errorbox).html("<div>"+origname+"</div>");},3000);
});
},
function(error) {
$('#'+errorbox).html("<div>"+origname+"</div><div class=\"alert alert-error fade in\"><button class=\"close\" data-dismiss=\"alert\"><span class=\"awe-remove-circle\"></span></button>Download Error! Error code:"+error.code+"</div>");
}
);
},
fail);
},
fail);
}
Because of major platform differences, there isn't a "one time getDirectory call" solution to do this.
The best way to handle this is to do a check for the platform you're currently running and write the file based on that.
var platform = device.platform;
switch(platform)
{
case 'iPhone':
//save to the app document folder
break;
case 'Android':
//save to <external_storage_root>/Music
break;
case 'BlackBerry':
//Save to /SDCard/BlackBerry
break;
}
Be sure to check official documentation for the right file path's etc.
Also take note that while /var/root/Media/iTunes_Control/Music is sometimes mentioned as the default folder for music on iOS, it's managed by iTunes so it can be modified at any time and is only useful for temporary storage if it can be accessed at all. Using the documents folder is the prefered method.
Related
<script>
function myFunction() {
if (navigator.onLine) {
swal("Great News" , 'Congratulation your connection is online', "success");
} else {
swal("Sad News" , 'Can you please connect to the internet to login', "error");
}
}
</script>
I would like to add a function whereby the image is changed depending whether the users connection to the internet is offline or online
you can set a custom function like
window.addEventListener("online" , _=>{
//set image online
})
window.addEventListener("offline" , _=>{
//set image offline
})
like
var img1 = document.getElementById("wifi-image")
function changeimage(online){
if(online) {
img1.src ="online-wifi.png"
img1.alt ="online-wifi.png"
}
else{
img1.src ="offline-wifi.png"
img1.alt ="offline-wifi.png"
}
}
window.addEventListener("online" , _=>{
//set image online
changeimage(true)
})
window.addEventListener("offline" , _=>{
//set image offline
changeimage(false)
})
// at start
changeimage(navigator.onLine)
<img id="wifi-image" src="" alt="online-mode">
As I can see that you have mentioned Cordova tag, So I'm assuming that it is for a mobile app.
You can store the image in the cache by using imgcache
https://github.com/chrisben/imgcache.js/
but this will not work if your app has not connected to the internet even once because then it'll not have a file for reference.
Let me know if you find any difficulties.
cheers
in HTML :
<img id="imgID" src="img.png"/>
in JavaScript :
if(navigator.network.connection.type == Connection.NONE){
console.log("device is offline");
//you can now call picture from your folder
$("#imgID").attr("src","img.png");
}else{
console.log("device is online");
//you can now call picture from internet like this
$("#imgID").attr("src","https://website.com/img.png");
}
I m creating a hybrid app using Ionic. I created a folder in my DCIM folder of android where I save downloaded Images, Gifs.
Here is my code :
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function (fs) {
console.log("Root = " + fs.root.toURL() + "DCIM");
var entry=fs.root; entry.getDirectory("downloaded images", {create: true, exclusive: false},function (dirEntry) { },function (error) { }
);
}, function (error) {
});
});
Everything works fine. Only Problem is when I keep the foldername as "Downloaded_Images" or anything without space, I can see it in my android gallery , else the folder gets created but is not visible in gallery. But i need a folder with name "downloaded Images".
You could try something like this:
var yourDirectory = decodeURIComponent(fs.root + "downloaded%20images");
I have created a mobile application using ionic framework.It contains many images.I need to load all the images with out flickering.So i used $ImageCacheFactory for preloading all the images by refering this blog.
I used below code.The problem is that app contains 100 png images,So i have to refer all the png files.
.run(function($ImageCacheFactory) {
$ImageCacheFactory.Cache([
"img/user.png",
"img/profile.png",
"img/logo.png",
"img/splash.png",
"img/map.png",
"img/shop.png",
"img/country.png",
"img/place.png"
]).then(function(){
console.log("Images done loading!");
},function(failed){
console.log("Error..!!!");
});
})
Is there any easy method for refering all the png images with single line code(All the images are in www/img folder).Thanks
Create an angular factory as follows
.factory("$fileFactory", function($q) {
var File = function() {};
File.prototype = {
getEntries: function(path) {
var deferred = $q.defer();
window.resolveLocalFileSystemURI(path, function(fileSystem) {
var directoryReader = fileSystem.createReader();
directoryReader.readEntries(function(entries) {
deferred.resolve(entries);
}, function(error) {
deferred.reject(error);
});
}, function(error) {
deferred.reject(error);
});
return deferred.promise;
}
};
return File;
});
Then to get list of all file using getEntries()
.run(function($ImageCacheFactory, $ionicPlatform, $fileFactory ) {
var fs = new $fileFactory();
$ionicPlatform.ready(function() {
fs.getEntries('img').then(function(result) {
var files = result;
files = files.unshift({
name: "[parent]"
}).map(function(i, v) {
return 'img/' + v.name;
});
$ImageCacheFactory.Cache(files).then(function() {
console.log("Images done loading!");
}, function(failed) {
console.log("Error..!!!");
});
})
});
});
You need to install dependencies Apache Cordova File
cordova plugin add https://git-wip-us.apache.org/repos/asf/cordova-plugin-file.git
Reference : Helpful tutorial
Im sorry i dont have a n answer yet. But i know why it isnt working.
Using a Web Browser
Don't do it. If you even attempt to open this project in a web browser you're setting yourself up for failure. This application uses native device plugins that the web browser is unfamiliar with. In turn this will give strangeness and errors.
I'm having a tough time getting push notifications (using the ngCordova plugin) to work. I have followed their sample code exactly as is documented on the site: http://ngcordova.com/docs/plugins/pushNotifications/
(the only difference is that I don't have a deviceready listener, instead, my code is inside the ionicPlatform.ready listener.)
Here is my code:
angular.module('myApp', ['ionic', 'ngCordova'])
.run(function($ionicPlatform, $rootScope, $state, $cordovaPush) {
$ionicPlatform.ready(function() {
var config = {
"senderID": "myID100001000"
};
$cordovaPush.register(config).then(function(result) {
alert(result);
}, function(err) {
alert(err);
})
});
$rootScope.$on('$cordovaPush:notificationReceived', function(event, notification) {
switch(notification.event) {
case 'registered':
if (notification.regid.length > 0 ) {
alert('registration ID = ' + notification.regid);
}
break;
default:
alert('An unknown GCM event has occurred');
break;
}
});
})
When my app starts I do get the "OK" alert, so I know it successfully goes through the $cordovaPush.register call. However, I was expecting to get a "registered" notification event, right after, but I never get notified.
Any help would be appreciated.
The solution is in the comments but this needs a proper answer.
First of all, the register callback always returns OK as long as you pass a senderID, but if the $cordovaPush:notificationReceived event is never called (it may take a few seconds), this ID is probably wrong.
You must use the Project Number, not the Project ID.
To get the number, go to the API Console, select the project and you'll be on the Overview page. On top of this page, you'll see something like this:
Project ID: your-project-id Project Number: 0123456789
Just copy and use the project number and everything should work.
I have suffered with this a lot and I have found out, that there are in fact two versions of the cordova push plugin currently:
https://github.com/phonegap-build/PushPlugin (deprecated)
https://github.com/phonegap/phonegap-plugin-push (new one)
Both are supported by ngCordova, but only the deprecated version is documented.
The deprecated version is $cordovaPush
and the newer one is $cordovaPushV5, and they have completely different methods.
For me the problem was that I downloaded the cordova-plugin-push and tried to implement it with the old documentation on ngCordova site.
The code is:
/*
* Non deprecated version of Push notification events
*/
function registerV5() {
$ionicLoading.show({
template: '<ion-spinner></ion-spinner>'
});
if (ionic.Platform.is('browser')) {
alert("You are running on broswer, please switch to your device. Otherwise you won't get notifications");
$ionicLoading.hide();
return;
}
/**
* Configuration doc:
* https://github.com/phonegap/phonegap-plugin-push/blob/master/docs/API.md#pushnotificationinitoptions
*/
var GCM_PROJECT_ID = 'xxxxxx';
$cordovaPushV5.initialize({
"android": {
"clearNotifications": false,
"senderID" : GCM_PROJECT_ID
}
});
$cordovaPushV5.register().then(function (deviceToken) {
console.log("Successfully registered", deviceToken);
$scope.data.deviceToken = deviceToken;
// Below code required to configure $cordovaPushV5 notifications emitter.
// Don't pass function it's not handler.
$cordovaPushV5.onNotification();
$cordovaPushV5.onError();
$ionicLoading.hide();
}, function (error) {
console.log("Failed to registered");
console.log("error object : ", error);
$ionicLoading.hide();
});
}
$rootScope.$on('$cordovaPushV5:notificationReceived', function(event, data) {
console.log("notification received");
console.log("data object: ", data);
var foreground = data.additionalData.foreground || false;
var threadID = data.additionalData.payload.threadID || '';
var group = data.additionalData.payload.group || false;
if (foreground) {
// Do something if the app is in foreground while receiving to push - handle in app push handling
console.log('Receive notification in foreground');
} else {
// Handle push messages while app is in background or not started
console.log('Receive notification in background');
// Open FB messanger app when user clicks notification UI when app is in background.
if (typeof data.additionalData.coldstart != "undefined" && data.additionalData.coldstart == false)
if (!group)
// Open FB Messenger of specific user chat window
window.open('fb-messenger://user/' + threadID, '_system', 'location=no');
else
// Open FB Messenger of specific group chat window
window.open('fb-messenger://groupthreadfbid/' + threadID, '_system', 'location=no');
}
});
$rootScope.$on('$cordovaPushV5:errorOccurred', function(event, error) {
console.log("notification error occured");
console.log("event object: ", event);
console.log("error object: ", error);
});
More on this github article: https://github.com/driftyco/ng-cordova/issues/1125 (code from here) and in this article: https://github.com/yafraorg/yafra/wiki/Blog-Ionic-PushV5
We have an app that records audio, making use of the PhoneGap Media API and in iOS's case the File API.
When the user clicks the Accept & Upload button, the app moves that file to the server making use of PhoneGap's File.FileTransfer() method.
Works well with iOS, Android not so much.
When I connect my Android device to my computer and mount as a drive, I can see that the file is getting created at the root which is where it should be.
After the audio file has been created, I'm able to play the file on my device from the location stored in the global var fullRecordPath which = recording.wav
When I attempt to point File.FileTransfer() at that came path I'm getting Error Code = 1 which I understand is File Not Found
Code Handling the Accept & Upload tap event:
$('#btnAcceptUpload').live('tap',function () {
if(isIOS){
thisFileToUpload = fullRecordPath;
} else {
// thisFileToUpload = './'+fullRecordPath; //doesn't work
// thisFileToUpload = 'file:///'+fullRecordPath; //doesn't work
thisFileToUpload = fullRecordPath; //doesn't work
}
var options = new FileUploadOptions();
msg = '';
options.fileKey="file";
msg += "options.fileKey = "+options.fileKey+"\n";
options.fileName=thisFileToUpload.substr(thisFileToUpload.lastIndexOf('/')+1);
msg += "options.fileName = "+options.fileName+"\n";
options.mimeType='audio/wav';
options.chunkedMode = false;
msg += "options.mimeType = "+options.mimeType+"\n";
msg += "thisFileToUpload = "+thisFileToUpload;
alert(msg);
var ft = new FileTransfer();
ft.upload(thisFileToUpload, "http://10.0.17.121/~email/ttmovefiles.php", fileUploadSuccess, fileUploadFailure, options);
});
Success Callback:
function fileUploadSuccess(r) {
console.log("Code = " + r.responseCode);
console.log("Response = " + r.response);
console.log("Sent = " + r.bytesSent);
alert(r.response);
}
Failure Callback:
function fileUploadFailure(error){
alert("An error has occurred: Code = " + error.code);
}
Thanks for looking.
Alright, alright. I figured this one out. I promise I'll come back through and tighten this one down later, but wanted to get it documented so I might end helping another.
in iOS to create a new piece of media you have no choice, you gotta use the File api. This same fully qualified spot in the filesystem was moved in to the same global var which the Media.play() method played nicely with... in iOS.
Not sure why it works this way, but with Android, Media.play() doesn't like the fully qualified path passed in to it. It just wants the filename and it apparently searches from the root.
File.FileTransfer.upload() always wants the fully qualified path of the asset to upload, regardless iOS or Android.
To Make this work:
I used the File API to create the file that the audio Media then uses to move the recording in to. I set 2 global vars: one for playing the audio on the device fullRecordPath and the other for uploading fullUploadPath.
Here's the function the creates the file, invokes the media API and sets the global vars that Android wants:
window.requestFileSystem(LocalFileSystem.PERSISTENT, 0, function(fileSystem){
fileSystem.root.getFile(recordFileName, {
create: true,
exclusive: false
}, function(fileEntry){
alert("---------> Android File " + recordFileName + " created at " + fileEntry.fullPath);
fullRecordPath = recordFileName;
fullUploadPath = fileEntry.fullPath;
mediaVar = new Media(recordFileName, function(){
alert("Android media created successfully");
}, androidMediaCreateFailure, mediaStatusCallback); //of new Media
onMediaCreated();
}, androidMediaCreateFailure); //of getFile
}, androidMediaCreateFailure); //of requestFileSystem
Here's the code to play that media back
function playAudio() {
var my_media = new Media(fullRecordPath,
// success callback
function () {
console.log("playAudio():Audio Success");
},
// error callback
function (err) {
console.log("playAudio():Audio Error: " + err.code);
exposeObject(err);
});
my_media.play();
}
Here's the code to upload
$('#btnAcceptUpload').live('tap',function () {
if(isIOS){
thisfullUploadPath = fullRecordPath;
} else {
thisfullUploadPath = fullUploadPath;
}
var options = new FileUploadOptions();
msg = '';
options.fileKey="file";
msg += "options.fileKey = "+options.fileKey+"\n";
options.fileName=thisfullUploadPath.substr(thisfullUploadPath.lastIndexOf('/')+1);
msg += "options.fileName = "+options.fileName+"\n";
options.mimeType='audio/wav';
options.chunkedMode = false;
msg += "options.mimeType = "+options.mimeType+"\n";
msg += "thisfullUploadPath = "+thisfullUploadPath;
alert(msg);
var ft = new FileTransfer();
ft.upload(thisfullUploadPath, "http://10.0.17.121/~email/ttmovefiles.php", fileUploadSuccess, fileUploadFailure, options);
});
On android you need to resolveFileSystem
window.resolveLocalFileSystemURI(FILEURI, function(msg){
// success call msg.fullPath
}, function(){
// FAIL
});