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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 β€” I'm @olemoritz on Twitter.


    need some criticized input please.

    Pythonista
    pythonista rpg game dev 2d assets
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    • stephen
      stephen last edited by

      @cvp thank you! when i get back to the animation system ill rewrite the texture cache and see if i can get that to work

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

        @cvp said:

        @stephen said:

        my problem with that is i need them to be scene.Textures..

        You can convert a sgv to an ui.Image via

        
        import os
        import ui
        
        w = ui.WebView()
        fpath = os.path.expanduser('~/Documents/test.svg')
        w.load_url('file://'+fpath)
        w.present('sheet')
        
        with ui.ImageContext(w.width, w.height) as ctx:
        	w.draw_snapshot()
        	ui_image = ctx.get_image()
        ui_image.show()
        

        all i get is a white rect from this πŸ˜•

        cvp 2 Replies Last reply Reply Quote 0
        • cvp
          cvp @stephen last edited by

          @stephen For me it is ok for a static svg but white rectangle if animated svg, what you did not yet ask at this moment πŸ™„

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

            @stephen UIWebView does not support animated svg but SFSafariViewController does

            See my script and for instance

            	main('https://codyhouse.co/demo/animated-svg-icon/index.html') 
            
            1 Reply Last reply Reply Quote 0
            • stephen
              stephen @cvp last edited by

              @cvp

              here is the same file im testing with. and the mage should have transparency

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

                @stephen increase the frame and it is ok

                import os
                import ui
                
                w = ui.WebView()
                w.frame = (0,0,500,500)
                fpath = os.path.expanduser('~/Documents/svg-test.svg')
                #fpath = os.path.expanduser('~/Documents/test.svg')
                w.load_url('file://'+fpath)
                w.present('sheet')
                
                with ui.ImageContext(w.width, w.height) as ctx:
                	w.draw_snapshot()
                	ui_image = ctx.get_image()
                	ui_image.show() 
                

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

                  @cvp

                  awesome didnt think about the frame. but sadely i seem to lose the alpha transparency. im sure i can go through the process of adding one but at that point id have to change format and then i lose the perks of vector graphics. plus id have to run the add alpha process to a library of images for the game and that seemsnlike a bad idea lol. thank you tho for checking it out for me 😊

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

                    @stephen transparency works

                    import os
                    import ui
                    
                    v = ui.View()
                    v.frame = (0,0,500,250)
                    v.name = 'with or without opacity=0'
                    
                    w1 = ui.WebView()
                    w1.frame = (0,0,250,250)
                    html = '''
                    <?xml version="1.0" encoding="utf-8"?>
                    <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
                    <svg xmlns="http://www.w3.org/2000/svg" width="304" height="290">
                    	<path d="M2,111h300 l-242.7,176.3 92.7-285.3 92.7,285.3z"
                    	fill="#FB2" stroke="#B00" stroke-width="4" stroke-linejoin="round"/>
                    </svg>
                    '''
                    w1.load_html(html)
                    v.add_subview(w1)
                    
                    w2 = ui.WebView()
                    w2.frame = (250,0,250,250)
                    html = '''
                    <?xml version="1.0" encoding="utf-8"?>
                    <!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.0//EN" "http://www.w3.org/TR/2001/REC-SVG-20010904/DTD/svg10.dtd">
                    <svg xmlns="http://www.w3.org/2000/svg" width="304" height="290">
                    	<path d="M2,111h300 l-242.7,176.3 92.7-285.3 92.7,285.3z"
                    	fill="#FB2" stroke="#B00" stroke-width="4" stroke-linejoin="round" fill-opacity="0"/>
                    </svg>
                    '''
                    w2.load_html(html)
                    v.add_subview(w2)
                    
                    v.present('sheet')
                    
                    #with ui.ImageContext(w.width, w.height) as ctx:
                    #	w.draw_snapshot()
                    #	ui_image = ctx.get_image()
                    #	ui_image.show() 
                    

                    1 Reply Last reply Reply Quote 0
                    • stephen
                      stephen last edited by

                      @cvp ya you are creating the opacity programaticaly (if thats the right term here lol ) where in my image it is solid where it should have a 50% alpha that i set in third party editor.

                      cvp 2 Replies Last reply Reply Quote 0
                      • cvp
                        cvp @stephen last edited by

                        @stephen I don't know anything about it but it is only to show that WebView supports opacity in static svg...

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

                          @stephen how are sure that your file test-svg.svg is half transparent?

                          1 Reply Last reply Reply Quote 0
                          • stephen
                            stephen last edited by

                            gotcha thank you @cvp πŸ™ƒ

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

                              @stephen sorry, I don't understand What you mean

                              1 Reply Last reply Reply Quote 0
                              • stephen
                                stephen last edited by

                                @cvp
                                its ok buddy i had done some research before (you probably know by now how i love research lol) and i couldnt find a way to use svg in scene. im sure there is an objc way but im not familier enough there lol

                                cvp 3 Replies Last reply Reply Quote 0
                                • cvp
                                  cvp @stephen last edited by

                                  @stephen I just found that WebView supports animated svg, try this

                                  import os
                                  import ui
                                  
                                  w = ui.WebView()
                                  w.frame = (0,0,500,500)
                                  #fpath = os.path.expanduser('~/Documents/svg-test.svg')
                                  #w.load_url('file://'+fpath)
                                  html = '''
                                  <svg version="1.1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 800 300">
                                      <rect class="mouse" x="0" y="0" width="800" height="300"/>
                                      <polygon class="diamondTu tulip" points="400, 280, 310, 150, 400, 20, 490, 150"/>
                                      <style>
                                          .mouse { fill: #E5E4E3; }
                                          .tulip { fill: #CC2954; }
                                          .diamondTu {
                                              animation-name: diamondTurns;
                                              animation-duration: 4s;
                                              animation-iteration-count: infinite;
                                              transform-origin: 50% 50%;
                                          }
                                          @keyframes diamondTurns {
                                              0%   { transform: rotate(0deg); }
                                              50%  { transform: rotate(-90deg); }
                                              100% { transform: rotate(0deg); }
                                          }
                                      </style>
                                  </svg
                                  '''
                                  w.load_html(html)
                                  w.present('sheet')
                                  
                                  #with ui.ImageContext(w.width, w.height) as ctx:
                                  #	w.draw_snapshot()
                                  #	ui_image = ctx.get_image()
                                  #	ui_image.show() 
                                  
                                  1 Reply Last reply Reply Quote 0
                                  • cvp
                                    cvp @stephen last edited by

                                    @stephen said:

                                    i couldnt find a way to use svg in scene. im sure there is an objc way

                                    I think that I had read that SKTexture does not support svg 😒

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                                    • cvp
                                      cvp @stephen last edited by cvp

                                      @stephen Perhpas could you use Shader, as here (try it)

                                      Γ‰dit: sorry, it needs a/your test.jpg in the folder of the script

                                      # shader example from Pythonista doc about Scene.Shader
                                      from scene import *
                                      import os
                                      
                                      # RIPPLE GLSL shader program
                                      ripple_shader1 = '''
                                      precision highp float;
                                      varying vec2 v_tex_coord; // texture coordinate
                                      // These uniforms are set automatically:
                                      uniform sampler2D u_texture; // input image
                                      uniform float u_time; // timer 
                                      uniform vec2 u_sprite_size;
                                      // This uniform is set in response to touch events:
                                      uniform vec2 u_offset;
                                      
                                      void main(void) {
                                          vec2 p = -1.0 + 2.0 * v_tex_coord + (u_offset / u_sprite_size * 2.0);
                                          float len = length(p);
                                          vec2 uv = v_tex_coord + (p/len) * 1.5 * cos(len*50.0 - u_time*10.0) * 0.03;
                                          gl_FragColor = texture2D(u_texture,uv); // fragment shader color
                                      }
                                      '''
                                      
                                      # SPHERE EFFECT GLSL shader program
                                      ripple_shader2 = '''
                                      precision highp float;
                                      varying vec2 v_tex_coord; // texture coordinate
                                      uniform float u_time; // time in seconds
                                      uniform sampler2D tex0; // scene buffer
                                      void main(void)
                                      {
                                        vec2 tc = v_tex_coord;
                                        vec2 p = -1.0 + 2.0 * tc;
                                        float r = dot(p,p);    
                                        if (r > 1.0) discard; 
                                        float f = (1.0-sqrt(1.0-r))/(r);
                                        vec2 uv;
                                        uv.x = p.x*f + u_time;
                                        uv.y = p.y*f + u_time;
                                        gl_FragColor = vec4(texture2D(tex0,uv).xyz, 1.0);
                                      }
                                      '''
                                      
                                      #  EDGE DETECTION shader program
                                      ripple_shader3 = '''
                                      precision highp float;
                                      varying vec2 v_tex_coord; // texture coordinate
                                      uniform vec2 imageResolution;
                                      uniform sampler2D u_texture;
                                        
                                        void main() {
                                          vec2 pos = vec2(v_tex_coord.x, 1.0 - v_tex_coord.y);
                                          vec2 onePixel = vec2(1, 1) / imageResolution;
                                          vec4 color = vec4(0);
                                          mat3 edgeDetectionKernel = mat3(
                                            -1, -1, -1,
                                            -1, 8, -1,
                                            -1, -1, -1
                                          );
                                          for(int i = 0; i < 3; i++) {
                                            for(int j = 0; j < 3; j++) {
                                              vec2 samplePos = pos + vec2(i - 1 , j - 1) * onePixel;
                                              vec4 sampleColor = texture2D(u_texture, samplePos);
                                              sampleColor *= edgeDetectionKernel[i][j];
                                              color += sampleColor;
                                            }
                                          }
                                          color.a = 1.0;
                                          gl_FragColor = color;
                                       }
                                      '''
                                      
                                      #  EMBOSS shader program
                                      ripple_shader4 = '''
                                      precision highp float;
                                      varying vec2 v_tex_coord;
                                      uniform sampler2D u_texture;
                                      uniform float u_time; // time in seconds
                                      
                                      void main()
                                      {
                                        // 2
                                        vec2 onePixel = vec2(1.0 / 480.0, 1.0 / 320.0);
                                      
                                        // 3
                                        vec2 texCoord = v_tex_coord;
                                      
                                        // 4
                                        vec4 color;
                                        color.rgb = vec3(0.5);
                                        color -= texture2D(u_texture, texCoord - onePixel) * 5.0; //*u_time;
                                        color += texture2D(u_texture, texCoord + onePixel) * 5.0;
                                        // 5
                                        color.rgb = vec3((color.r + color.g + color.b) / 3.0);
                                        gl_FragColor = vec4(color.rgb, 1);
                                      }
                                      '''
                                      
                                      # MIRROR EFFECT GLSL shader program
                                      ripple_shader5 = '''
                                      precision highp float;
                                      varying vec2 v_tex_coord;
                                      uniform sampler2D texture;
                                      uniform vec2 u_sprite_size;
                                      uniform float u_time; // time in seconds
                                      
                                      void main()
                                      {
                                        vec2 uv = v_tex_coord;
                                        float sepoffset = 0.005*cos(u_time*3.0);
                                        if (uv.y > 0.5)// + sepoffset)// is air - no reflection or effect
                                          {
                                              gl_FragColor = texture2D(texture, vec2(uv.x, uv.y));
                                          }
                                          else
                                          {
                                              // Compute the mirror effect.
                                              float xoffset = 0.005*cos(u_time*3.0+200.0*uv.y);
                                              float yoffset = ((0.3 - uv.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*uv.y));
                                              vec4 color = texture2D(texture, vec2(uv.x+xoffset , 1.0 - uv.y+ yoffset));
                                              gl_FragColor = color;
                                          }
                                      }
                                      '''
                                      
                                      class MyScene (Scene):
                                          def setup(self):
                                                  self.sprite = SpriteNode('test.jpg', parent=self)
                                                  self.sprite.shader = Shader(ripple_shader1)
                                                  self.did_change_size()
                                      
                                          def did_change_size(self):
                                                  # Center the image:
                                                  self.sprite.position = self.size/2
                                      
                                          def touch_began(self, touch):
                                                  self.set_ripple_center(touch)
                                      
                                          def touch_moved(self, touch):
                                                  self.set_ripple_center(touch)
                                      
                                          def set_ripple_center(self, touch):
                                                  # Center the ripple effect on the touch location by setting the `u_offset` shader uniform:
                                                  dx, dy = self.sprite.position - touch.location
                                                  self.sprite.shader.set_uniform('u_offset', (dx, dy))
                                      
                                      run(MyScene())
                                      
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                                      • stephen
                                        stephen last edited by

                                        @cvp haha thats pretty awesome! i should look into shaders im sure some post processing will do some good haha

                                        cvp 2 Replies Last reply Reply Quote 0
                                        • cvp
                                          cvp @stephen last edited by

                                          @stephen yes, but no so easy, one language more to learn , I become too old for this stuff 😒

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

                                            @stephen You only πŸ™„ need to (find a tool to) convert SVG into GLSL language of Shader

                                            1 Reply Last reply Reply Quote 0
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