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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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    • 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...

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                  • 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())
                                
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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 😒

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                                    • cvp
                                      cvp @stephen last edited by

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

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                                      • 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
                                        • cvp
                                          cvp @stephen last edited by

                                          @stephen I've worked during 40 years at IBM, mainly on main frame, thus a lot of languages but not the same as you, like Assembler, FORTRAN, COBOL, PL/1, APL, ... before Basic, VB, C, C++ and I surely forget some...

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

                                            @cvp thats awesome! all my study has been for recreational game development. mever had career writing

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