├── .gitignore ├── Assets ├── FileIOUtility.meta ├── FileIOUtility │ ├── Script.meta │ ├── Script │ │ ├── FileIOUtility.cs │ │ └── FileIOUtility.cs.meta │ ├── Test.meta │ └── Test │ │ ├── Test_FileIOUtility.cs │ │ ├── Test_FileIOUtility.cs.meta │ │ ├── Test_FileIOUtility.unity │ │ └── Test_FileIOUtility.unity.meta ├── PrintingTool.meta └── PrintingTool │ ├── Script.meta │ ├── Script │ ├── PrintingTool.cs │ └── PrintingTool.cs.meta │ ├── Test.meta │ └── Test │ ├── Test_PrintingTool.cs │ ├── Test_PrintingTool.cs.meta │ ├── Test_PrintingTool.unity │ └── Test_PrintingTool.unity.meta ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | [Ll]ibrary/ 2 | [Tt]emp/ 3 | [Oo]bj/ 4 | [Bb]uild/ 5 | [Bb]uilds/ 6 | Assets/AssetStoreTools* 7 | 8 | # Visual Studio cache directory 9 | .vs/ 10 | 11 | # Gradle cache directory 12 | .gradle/ 13 | 14 | # Autogenerated VS/MD/Consulo solution and project files 15 | ExportedObj/ 16 | .consulo/ 17 | *.csproj 18 | *.unityproj 19 | *.sln 20 | *.suo 21 | *.tmp 22 | *.user 23 | *.userprefs 24 | *.pidb 25 | *.booproj 26 | *.svd 27 | *.pdb 28 | *.mdb 29 | *.opendb 30 | *.VC.db 31 | 32 | # Unity3D generated meta files 33 | *.pidb.meta 34 | *.pdb.meta 35 | *.mdb.meta 36 | 37 | # Unity3D Generated File On Crash Reports 38 | sysinfo.txt 39 | -------------------------------------------------------------------------------- /Assets/FileIOUtility.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 4fc29460fa54a2b40abf0c7744f117e3 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FileIOUtility/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a0d762db1ee57ce4fa12cb151c67ab68 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FileIOUtility/Script/FileIOUtility.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using System; 5 | using System.IO; 6 | 7 | public static class FileIOUtility 8 | { 9 | 10 | public enum FileExtension { PNG, JPG } 11 | 12 | public static string GenerateFileName(string _prefix, int _index, FileExtension _extension) 13 | { 14 | string ext = ""; 15 | switch (_extension) 16 | { 17 | case FileExtension.PNG: 18 | ext = ".png"; 19 | break; 20 | case FileExtension.JPG: 21 | ext = ".jpg"; 22 | break; 23 | } 24 | 25 | return string.Format("{0}_{1}_{2}{3}", 26 | _prefix, 27 | _index.ToString("00000"), 28 | System.DateTime.Now.ToString("MM-dd_HH-mm-ss"), 29 | ext); 30 | } 31 | 32 | public static void SaveImage(Texture2D _texture, string _path, string _fileName, FileExtension _extension) 33 | { 34 | try 35 | { 36 | string fullPath = _path + "\\" + _fileName; 37 | 38 | byte[] bytes = new byte[2]; 39 | switch (_extension) 40 | { 41 | case FileExtension.PNG: 42 | bytes = _texture.EncodeToPNG(); 43 | break; 44 | case FileExtension.JPG: 45 | bytes = _texture.EncodeToJPG(); 46 | break; 47 | } 48 | 49 | System.IO.File.WriteAllBytes(fullPath, bytes); 50 | 51 | Debug.Log("Image saved to: " + fullPath); 52 | } 53 | catch (Exception e) 54 | { 55 | Debug.LogError("Failed to save image."); 56 | Debug.LogError(e.Message); 57 | } 58 | } 59 | 60 | public static bool DoesPathExist(string _path) 61 | { 62 | bool isExist = Directory.Exists(_path); 63 | if (isExist) 64 | { 65 | return true; 66 | } 67 | else 68 | { 69 | Debug.LogError("Path Not Exists: " + _path); 70 | return false; 71 | } 72 | } 73 | 74 | public static bool IsFileLocked(string _filePath) 75 | { 76 | FileInfo fileInfo = new FileInfo(_filePath); 77 | 78 | FileStream stream = null; 79 | 80 | try 81 | { 82 | stream = fileInfo.Open(FileMode.Open, FileAccess.ReadWrite, FileShare.None); 83 | } 84 | catch (IOException e) 85 | { 86 | //the file is unavailable because it is: 87 | //still being written to 88 | //or being processed by another thread 89 | //or does not exist (has already been processed) 90 | Debug.Log(e.Message); 91 | return true; 92 | } 93 | finally 94 | { 95 | if (stream != null) 96 | stream.Close(); 97 | } 98 | 99 | //file is not locked 100 | return false; 101 | } 102 | } 103 | -------------------------------------------------------------------------------- /Assets/FileIOUtility/Script/FileIOUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 20b9b1c29aca936429fc199b7d4dace0 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/FileIOUtility/Test.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 184a5f70161977d4faa0ff69ec926508 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FileIOUtility/Test/Test_FileIOUtility.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Test_FileIOUtility : MonoBehaviour { 6 | 7 | 8 | void Start () { 9 | Debug.Log(FileIOUtility.GenerateFileName("MyFile", 12, FileIOUtility.FileExtension.PNG)); 10 | } 11 | 12 | void Update () { 13 | 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /Assets/FileIOUtility/Test/Test_FileIOUtility.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1c75cb9793d121a48bd0ff925c4db2f8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: 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| DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Script.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9dd6a5f659383834a908903bb453baa8 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Script/PrintingTool.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using System.Diagnostics; 5 | using System.Threading; 6 | using UnityEngine; 7 | using System.IO; 8 | using System.Text; 9 | using System.Linq; 10 | 11 | public class PrintingTool : MonoBehaviour 12 | { 13 | 14 | public string printerName = "Canon TS8100 series"; 15 | 16 | public float interval_checkIsPrintingDone = 0.2f; 17 | 18 | Thread m_thread; 19 | 20 | void OnDisable() 21 | { 22 | if (m_thread != null) 23 | m_thread.Abort(); 24 | } 25 | 26 | void OnDestroy() 27 | { 28 | if (m_thread != null) 29 | m_thread.Abort(); 30 | } 31 | 32 | void OnApplicationQuit() 33 | { 34 | if (m_thread != null) 35 | m_thread.Abort(); 36 | } 37 | 38 | public void CmdPrintThreaded(string _filePath) 39 | { 40 | if (File.Exists(_filePath) == false) 41 | { 42 | UnityEngine.Debug.LogError("File Not Exist: " + _filePath); 43 | UnityEngine.Debug.LogError("Printing Not Proceed"); 44 | } 45 | else // File Exists 46 | { 47 | if (FileIOUtility.IsFileLocked(_filePath) == false) 48 | { 49 | string fullCommand = "rundll32 C:\\WINDOWS\\system32\\shimgvw.dll,ImageView_PrintTo " + "\"" + _filePath + "\"" + " " + "\"" + printerName + "\""; 50 | m_thread = new Thread(delegate () { CmdPrint(fullCommand); }); 51 | m_thread.IsBackground = false; 52 | m_thread.Start(); 53 | } 54 | else // File is locked 55 | { 56 | UnityEngine.Debug.LogError("File is Locked: " + _filePath); 57 | UnityEngine.Debug.LogError("Printing Not Proceed"); 58 | } 59 | } 60 | } 61 | 62 | void CmdPrint(string _command) 63 | { 64 | try 65 | { 66 | Process myProcess = new Process(); 67 | //myProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden; 68 | myProcess.StartInfo.CreateNoWindow = true; 69 | myProcess.StartInfo.UseShellExecute = false; 70 | myProcess.StartInfo.FileName = "cmd.exe"; 71 | myProcess.StartInfo.Arguments = "/c " + _command; 72 | myProcess.EnableRaisingEvents = true; 73 | myProcess.Start(); 74 | myProcess.WaitForExit(); 75 | } 76 | catch (Exception e) 77 | { 78 | UnityEngine.Debug.Log(e); 79 | } 80 | } 81 | 82 | int GetPrintJobCount() 83 | { 84 | try 85 | { 86 | Process myProcess = new Process(); 87 | //myProcess.StartInfo.WindowStyle = ProcessWindowStyle.Hidden; 88 | myProcess.StartInfo.CreateNoWindow = true; 89 | myProcess.StartInfo.UseShellExecute = false; 90 | myProcess.StartInfo.FileName = "cmd.exe"; 91 | myProcess.StartInfo.Arguments = "/c " + "cscript C:\\Windows\\System32\\Printing_Admin_Scripts\\en-US\\prnjobs.vbs -l"; 92 | myProcess.StartInfo.RedirectStandardOutput = true; // capture the Standard Output stream 93 | myProcess.EnableRaisingEvents = true; 94 | myProcess.Start(); 95 | 96 | // Use a StringBuilder instead of string for better performance 97 | StringBuilder sb = new StringBuilder(); 98 | while (!myProcess.HasExited) 99 | sb.Append(myProcess.StandardOutput.ReadToEnd()); 100 | 101 | myProcess.WaitForExit(); 102 | 103 | string resultString = sb.ToString(); 104 | 105 | /* 106 | * resultString should be something like: 107 | * 108 | * 109 | * Microsoft (R) Windows Script Host Version 5.812 110 | * Copyright (C) Microsoft Corp. 1996-2006, 著作權所有,並保留一切權利 111 | * 112 | * Number of print jobs enumerated 0 113 | * 114 | * 115 | * So we simply split the string with space(' ') 116 | * and look at the last string, which is the count of print jobs. 117 | */ 118 | string[] resultSringArray = resultString.Split(' ').ToArray(); 119 | 120 | string jobCountString = resultSringArray[resultSringArray.Length - 1]; 121 | UnityEngine.Debug.Log("Print job counts: " + jobCountString); 122 | return (int.Parse(jobCountString)); 123 | 124 | } 125 | catch (Exception e) 126 | { 127 | UnityEngine.Debug.Log(e); 128 | return -1; 129 | } 130 | } 131 | 132 | public void StartCheckIsPrintingDone() 133 | { 134 | StartCoroutine(E_KeepCheckingIsPrintingDone()); 135 | } 136 | 137 | /* 138 | * If the print job count becomes bigger than 0 and returns back to 0 again, we assume the print job is done. 139 | * You should adjust your check interval or checking method 140 | * because every printer's performance and behavior varies. 141 | */ 142 | IEnumerator E_KeepCheckingIsPrintingDone() 143 | { 144 | bool isPrintDone = false; 145 | bool hasPrintStarted = false; 146 | 147 | while (isPrintDone == false) 148 | { 149 | if(hasPrintStarted == false) 150 | { 151 | if (GetPrintJobCount() > 0) 152 | { 153 | hasPrintStarted = true; 154 | UnityEngine.Debug.LogWarning("Print has started"); 155 | } 156 | } 157 | else 158 | { 159 | if (GetPrintJobCount() == 0) 160 | { 161 | isPrintDone = true; 162 | UnityEngine.Debug.LogWarning("Print job is done."); 163 | } 164 | } 165 | 166 | // Keep checking until the print job is done 167 | yield return new WaitForSeconds(interval_checkIsPrintingDone); 168 | } 169 | } 170 | 171 | } 172 | 173 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Script/PrintingTool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0a9cf91bf7ad9fb43a3a5d583f58b659 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Test.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 940644cf3b38b484aa9cd9e2d89b22fe 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Test/Test_PrintingTool.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Test_PrintingTool : MonoBehaviour { 6 | 7 | public string filePath = ""; 8 | 9 | public PrintingTool printingTool; 10 | 11 | void Start() 12 | { 13 | printingTool.CmdPrintThreaded(filePath); 14 | printingTool.StartCheckIsPrintingDone(); 15 | } 16 | 17 | void Update() 18 | { 19 | 20 | } 21 | } 22 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Test/Test_PrintingTool.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2c28692aca6168443964f6cac1d37a5f 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/PrintingTool/Test/Test_PrintingTool.unity: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!29 &1 4 | OcclusionCullingSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_OcclusionBakeSettings: 8 | smallestOccluder: 5 9 | smallestHole: 0.25 10 | backfaceThreshold: 100 11 | 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-------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # UnityPrintingTool 2 | Simple scripts to control printers with Unity. 🖨 3 | 4 |

5 | 6 |
( just an impatient printer user from Giphy ) 7 |

8 | 9 | How to Use 10 | --- 11 | - Add **PrintTool.cs** to a gameobject in your scene. 12 | - In the inspector, type in the name of your printer (you can find it from Contol Panel - Devices and Printers) 13 | - (Optional) Type in the interval (in seconds). This will be used to check if the printing is done. 14 | - Then you can get access to the **PrintTool** class and call methods as mentioned below. Also there is an example scene **Test_PrintingTool.unity** in this project. 15 | 16 | Scripting Interface 17 | --- 18 | `CmdPrintThreaded(string _filePath)` asks for path of the file which you want to print. It opens cmd.exe and calls `rundll32 C:\WINDOWS\system32\shimgvw.dll,ImageView_PrintTo "c:\MyDir\MyPicture.png" "My Printer"` to print your file! 19 | (e.g. rundll32 C:\WINDOWS\system32\shimgvw.dll,ImageView_PrintTo "C:\Users\Gim\Desktop\Test.png" "Canon TS8100 series") 20 | 21 | `StartCheckIsPrintingDone()` starts a coroutine. It opens cmd.exe, calls [prnjobs.vbs -l](http://www.windowscommandline.com/prnjobs-vbs/) and checks the number of print jobs. The coroutine does this check every `interval_checkIsPrintingDone` seconds. If the print job count becomes bigger than 0 and returns back to 0 again, we assume the print job is done and the coroutine will stop. 22 | 23 | **You should adjust the check interval, or figure out another appropriate way for you to check if the printing is done because every printer's performance and behavior vary. Of course if you have a better idea please share it :)** 24 | 25 | Note 26 | --- 27 | Only tested on Windows 10. 28 | 29 | To do 30 | --- 31 | Implement threading. 32 | 33 | Reference 34 | --- 35 | [How to get the output of a System.Diagnostics.Process?](https://stackoverflow.com/questions/1390559/how-to-get-the-output-of-a-system-diagnostics-process) 36 | --------------------------------------------------------------------------------