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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 @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 😒

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

                                            @cvp
                                            never too old 😊 ive been tryingbto familierise myself with as many as i can. so far i have worked with:

                                            • C# .net
                                            • C
                                            • C++
                                            • java
                                            • java script
                                            • unreal script (language died)
                                            • html
                                            • css
                                            • php
                                            • sourceScript (Wraps C++ for source engine by valve)
                                            • python

                                            and currently objc, first through objc_utils then ObjC its self.
                                            next will be gfx shaders

                                            c# i got pretty well in tuned with but the rest i could use some more learning. i did notice they all, for the most part, are extremly close to eachother just dif rules

                                            cvp 1 Reply Last reply Reply Quote 0
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