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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 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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