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    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


    Containers for photos, with scroll, drag&drop between them

    Pythonista
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    • cvp
      cvp @jmv38 last edited by

      @jmv38 could you post your code, only this part, and the image you use?

      1 Reply Last reply Reply Quote 0
      • jmv38
        jmv38 @cvp last edited by

        @cvp just to let you know here is my code.
        It wont run because the rest of the code is missing, but it gives you the idea

        def save(self):
            # make a hi resolution copy of back & images, then save it in camera roll
            xo, yo, w, h = self.page.back.frame
            c = self.page.back.background_color
            targetWidth = 4*1024
            s = targetWidth / w
            w, h = w*s, h*s
            page = ui.View( frame=(0,0,w,h), background_color=c)
            views = []
            for thumb in self.thumbs:
              x,y,w,h = thumb.frame
              x,y,w,h = (x-xo)*s, (y-yo)*s, w*s, h*s
              v = ui.View( frame=(x,y,w,h) )
              x,y,w,h = thumb.iv.frame
              x,y,w,h = x*s, y*s, w*s, h*s
              img = thumb.getImage(thumb.asset)
              iv = ui.ImageView(frame=(x,y,w,h), image=img)
              v.add_subview(iv)
              page.add_subview(v)
              views.append(v)
            # save page image in pythonista
            getTopView().add_subview(page)
            #page.bring_to_front()
            #if True: return
            path = 'temp.jpg'
            with ui.ImageContext(page.width, page.height) as ctx:
              page.draw_snapshot()                            
              ui_image = ctx.get_image()
            pil = Image.open(io.BytesIO(ui_image.to_png()))
            pil.save(path , quality=99)
            # save page image in albums
            asset = photos.create_image_asset(path)
            os.remove(path)
            getTopView().remove_subview(page)
            views = False
            console.hud_alert('saved')
        

        looks like i must add the view to the screen to get the draw snapshot to work.

        cvp 1 Reply Last reply Reply Quote 0
        • cvp
          cvp @jmv38 last edited by

          @jmv38 said:

          looks like i must add the view to the screen to get the draw snapshot to work.

          Not at all, I think. You've seen my little code, nothing goes to the screen

          jmv38 1 Reply Last reply Reply Quote 0
          • jmv38
            jmv38 @cvp last edited by

            @cvp you are correct. My pb was pbly sthg else.

            cvp 1 Reply Last reply Reply Quote 0
            • cvp
              cvp @jmv38 last edited by

              @jmv38 The only 4096 limit I find for iPad Air is Max OpenGL Texture Sizes

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              • cvp
                cvp last edited by cvp

                From here

                The UIImage documentation (as of iOS 10) no longer seems to mention size limitations, although if you use UIImageView with images whose dimensions are larger than the maximum texture size* supported by the device you happen to be using you do get very large memory consumption at render time.

                (The memory consumption I see in Instruments seems to indicate that the entire image is put into a 32 bits per pixel buffer when the CA::Layer is rendered.)

                If your app doesn't get kill by the OS due to memory usage, the UIImageView does still end up displaying the image though.

                Given this, you'll still need strategies to deal with very large images.

                • You can check the maximum texture size using something like glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);. Just make sure you've set the EAGLContext current context to be something non-nil before querying OpenGL, otherwise you'll get zero.
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                • cvp
                  cvp last edited by

                  I've tried in ObjectiveC, following this and this

                  and I have same crash with very big files of more than 25MB

                  # https://gist.github.com/jsbain/389a67c5aacb097b87fd
                  # https://github.com/tdamdouni/Pythonista/blob/master/_2017/core_image.py
                  import ui
                  from objc_util import *
                  import ctypes
                  import os
                  
                  iv = ui.ImageView()
                  iv.image = ui.Image.named('P1020096.JPG') # 3888 x 2592 pixels
                  wi,hi = iv.image.size
                  iv.frame = (0,0,wi,hi)
                  print(wi,hi)															# 3888 2592
                  w = 7000
                  h = w*hi/wi
                  print(w,h)																# 7776 5184
                  with ui.ImageContext(w,h) as ctx:
                  	iv.draw_snapshot()
                  	ui_image = ctx.get_image()
                  uio = ObjCInstance(ui_image)
                  c.UIImageJPEGRepresentation.argtypes = [c_void_p, CGFloat]
                  c.UIImageJPEGRepresentation.restype = c_void_p
                  quality = 1.0
                  data = ObjCInstance(c.UIImageJPEGRepresentation(uio.ptr, quality))
                  filename = os.path.abspath('t1.jpg')
                  data.writeToFile_atomically_(filename, True)
                  
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