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    Image.UI gets color inverted if photo is PNG

    Pythonista
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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
                                1 Reply Last reply Reply Quote 0
                                • 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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