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

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    Image.UI gets color inverted if photo is PNG

    Pythonista
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    • cvp
      cvp @FuckingNerd last edited by

      @FuckingNerd never seen that. Just tried with a png, no problem. Possible to post your png?

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      • FuckingNerd
        FuckingNerd last edited by

        here is the image from my album and a screenshot from my app

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        • FuckingNerd
          FuckingNerd last edited by ccc

          relevant code

          def prev_image(self):
          		if self.current_album_pic_id <= 0:
          			return
          		self.current_album_pic_id -= 1
          		
          		self.canvasSprite.texture = Texture( self.get_current_image() )
          		self.rescale_canvas() 
          
          def get_current_image(self):
          		image = self.get_current_asset().get_ui_image()
          		return image
          
          cvp 1 Reply Last reply Reply Quote 0
          • cvp
            cvp @FuckingNerd last edited by

            @FuckingNerd I see it correctly, non inverted colors, but not as an asset, as a downloaded file

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            • FuckingNerd
              FuckingNerd last edited by FuckingNerd

              The file is fine. The display as SpriteNode is the issue. JPG gets rendered correctly PNG not. I have many other PNGs, all seem to be color inverted when displayed as a spritenode.

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

                @FuckingNerd Weird. I use a SpriteNode with texture = your .png, without colors inversion
                iPadOS 15.6.1

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                • FuckingNerd
                  FuckingNerd last edited by

                  Can you change the texture with .yourSpriteNode.texture = Texture( image ) ? I suspect it might be the assignment where it happens. Not during initialization.

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

                    @FuckingNerd that's what I did. I use an old script where I put your png as texture

                    from scene import *
                    import sound
                    import random
                    import math
                    
                    class MyScene (Scene):
                        def setup(self):
                            self.background_color = 'midnightblue'
                            self.ship = SpriteNode()#'spc:PlayerShip1Orange')
                            self.ship.texture = Texture('1 - 97f7tRn.png')
                            self.ship.position = self.size / 2
                            self.add_child(self.ship)
                            self.lasers=[]
                        def updatex(self):
                            x, y, z = gravity()
                            pos = self.ship.position
                            pos += (x * 15, y * 15)
                            # Don't allow the ship to move beyond the screen bounds:
                            pos.x = max(0, min(self.size.w, pos.x))
                            pos.y = max(0, min(self.size.h, pos.y))
                            self.ship.position = pos
                    
                        
                        def touch_began(self, touch):
                     
                            laser_animation=Action.repeat_forever(Action.sequence(Action.call(self.fire_laser), Action.wait(0.1) ) )
                            self.run_action(laser_animation, 'laser')
                     
                        def touch_ended(self,touch):
                               self.remove_action('laser')
                        def remove_laser(self,laser):
                            del self.lasers[laser]
                        def fire_laser(self):
                            a=random.random()*500-250
                            laser = SpriteNode('spc:LaserBlue9', position=self.ship.position, z_position=-1, parent=self)
                            self.lasers.append(laser)
                            laser.run_action(Action.sequence(Action.move_by(a, 1000), Action.remove(), Action.call(lambda:self.remove_laser(laser))))
                            sound.play_effect('arcade:Laser_1')
                            
                    run(MyScene(), show_fps=True)
                    
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                    • FuckingNerd
                      FuckingNerd last edited by

                      So the photo module as asset is the issue.

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

                        @FuckingNerd No idea, try to import your photo as a local Pythonista file and then use it as texture

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                        • FuckingNerd
                          FuckingNerd last edited by

                          I have no idea how to access those imported files(never done it). This is not the way it seems. Can you help me out ?

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

                            @FuckingNerd I think you have correctly imported some images and you can replace in my little script my 1 - 97f7tRn.png by one of your IMG_xxxx.PNG

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                            • FuckingNerd
                              FuckingNerd last edited by

                              Did that. No color invert. So it’s the asset.

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

                                @FuckingNerd I guess, sorry, I can't help more 😢

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                                • FuckingNerd
                                  FuckingNerd last edited by

                                  Helps for the effort man!

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

                                    @FuckingNerd Perhaps, you could

                                    • get the asset as an ui.Image
                                    • write it as a local (temporary) file
                                    • use it as Texture
                                    • remove the local file
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                                    • FuckingNerd
                                      FuckingNerd last edited by FuckingNerd

                                      I was able to solve the problem.

                                      Instead of using asset.get_ui_image() and pass it on to SpriteNode(Texture(..ui_image..)) I got a PIL image directly with asset.get_image() and transformed it with the scripts found here to and ui image.

                                      relevant from above link:

                                      # pil <=> ui
                                      def pil2ui(imgIn):
                                      	with io.BytesIO() as bIO:
                                      		imgIn.save(bIO, 'PNG')
                                      		imgOut = ui.Image.from_data(bIO.getvalue())
                                      	del bIO
                                      	return imgOut
                                      

                                      I hope you find this useful google hero from the future. This solves “weird false inverted colors for PNG ui.image from assets in photo module”.

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

                                        @FuckingNerd 👍

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                                        • cvp
                                          cvp @FuckingNerd last edited by cvp

                                          @FuckingNerd you could try Asset.get_image_data which could be quicker

                                          Asset.get_image_data(original=False)
                                          Fetch the asset’s image data, and return it as a io.BytesIO object. 
                                          You can use io.BytesIO.getvalue() to get the image data as a byte string.
                                          
                                          By default, the most recent version of the image is returned; 
                                          pass original=True to get the image without any adjustments/edits.
                                          
                                          If you only need the image for saving it as a file, 
                                          this is more efficient than Asset.get_image(). 
                                          The returned io.BytesIO has an additional uti attribute 
                                          that can be used to determine the file type of the image data.
                                          
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