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Table of content
Globals namespaces
Constants
- Align
- AniDir
- BlendMode
- BrushPattern
- BrushType
- ColorMode
- FilterChannels
- Ink
- MouseButton
- MouseCursor
- RangeType
- SelectionMode
- SpriteSheetDataFormat
- SpriteSheetType
- WebSocketMessageType
Classes/objects
- Brush
- Cel
- Color
- ColorSpace
- Dialog
- Editor
- Events
- Frame
- GraphicsContext
- Image
- ImageSpec
- KeyEvent
- Layer
- MouseEvent
- Palette
- Plugin
- Point
- Properties
- Range
- Rectangle
- Selection
- Site
- Size
- Slice
- Sprite
- Tag
- Tile
- Tileset
- Timer
- Tool
- TouchEvent
- Version
- WebSocket
- Window
Image
An image object. Each cel has one image (all linked cels share the same image).
An image can be associated to a specific cel or can be alone:
- When you create an image with
Image()
, the image will be alone so they don't generate undo information. - A Cel.image is an image associated to a cel, some functions will generate undoable actions.
Image()
local image = Image(width, height [, colorMode])
local image = Image(spec)
local image = Image(sprite)
local image = Image(otherImage)
local image = Image(otherImage, rectangle)
local image = Image{ fromFile=filename }
Creates a new image with the given width
and height
. The
color mode is optional, RGB
by default.
The spec
parameter is an image specification object.
If you specify otherImage
, it's equivalent to use
otherImage:clone()
. If you specify Image(otherImage, rectangle)
this will create a copy of the specified
rectangle of otherImage
.
If a sprite
is given, the image will be a render of the first frame
of the sprite. Note: You can use
Image:drawSprite()
to draw other frame.
If fromFile
is given, it indicates a file name (a string) and
it will create an image loading the first frame of the given file.
Image:clone()
local copy = image:clone()
Creates a copy of the given image. You can use the Image(otherImage)
constructor for the same behavior.
The new image is unrelated to the sprite, but it can be used to update the image in a transaction. E.g. You clone an image, modify the pixels from the copy, and then you patch the image.
Image.id
local id = image.id
Internal unique ID (an integer) assigned to this image inside the program. You can use it to identify this image in your script.
Image.version
local version = image.version
Internal version (an integer) assigned to this image inside the program. It's always incremented when the image is modified. Can be used to cache some complex calculation related to the image and recalculate it only if the version is modified (which means the pixels are modified).
Image.width
local w = image.width
Image.height
local h = image.height
Image.bounds
local rectangle = image.bounds
Returns a rectangle with the bounds of the image with origin equal to (0, 0).
Image.colorMode
local colorMode = image.colorMode
Image color mode.
Image.spec
local spec = image.spec
The specification for this image.
Image.cel
local cel = image.cel
Returns the cel to which this image belongs or nil
if this
image is not associated to a cel.
Image.bytes
local s = image.bytes
image.bytes = s
A byte string that contains raw image data. The layout depends on the
image's color mode. It can be used with the usual string methods, or
split into bytes using string.bytes
. For editing the image, it's
easier to use image:pixels()
.
The number of bytes must be equal to image.rowStride * image.height
.
Image.rowStride
local numberOfBytesPerRow = image.rowStride
Number of bytes for each row in the image. Each image has a total of
image.rowSide * image.height
bytes. It's useful if you are going to
get or set the Image.bytes
property manually.
Image.bytesPerPixel
Number of bytes per pixel.
The number of visible pixels per row is Image.width
,
the number of bytes per row is Image.rowStride
,
the number of "visible bytes" is image.width * image.bytesPerPixel
,
and the number of "pixels per row" (visible pixels + hidden/just for alignment)
is image.rowStride / image.bytesPerPixel
.
Image:clear()
image:clear([ bounds, color ])
Clears the image pixels in a given bounds
with a the given color. The entire image is erased by default
if no bounds present. image.spec.transparentColor
if no color specified.
Image:drawPixel()
image:drawPixel(x, y, color)
Sets the pixel in the xy-coordinate to the given integer pixel value. The xy-coordinate is relative to the image, so pixel (0, 0) is the first pixel at the top-left coorner in the image, not in the sprite canvas.
Warning: This method doesn't create undo information, you should clone the image and then patch it to get proper undo/redo information.
Image:getPixel()
local pixelValue = image:getPixel(x, y)
Returns a integer pixel value for the given xy-coordinate related to the "Image" itself. The returned value will depend on the color mode of the image.
Do NOT confuse with the absolute xy-coordinate in the Canvas.
In the following example, we show the differences between getPixel()
,
Cel.bounds
and Cel.position
:
Image:drawImage()
destinationImage:drawImage(sourceImage [, position, opacity, blendMode] )
Copies/draws the given sourceImage image over destinationImage. If position is a point, it will draw the sourceImage in the given position (Point(0, 0) as default). opacity is an integer (0 to 255) that defines a general opacity level of the sourceImage (255 by default). blendMode is the blending method to compose the sourceImage over the destinationImage (BlendMode.NORMAL as default).
Warning: If the image is associated with a Cel, this method generates undo information, so you could use it as an individual operation or in a transaction.
Image:drawSprite()
destinationImage:drawSprite(sourceSprite, frameNumber, [, position ] )
Draws the given sourceSprite frame number into the destinationImage. If position is a point, it will draw the sourceSprite in the given position.
Warning: If the image is associated with a Cel, this method generates undo information, so you could use it as an individual operation or in a transaction.
Image:isEqual()
if imageA:isEqual(imageB) then
print("Both images are equal")
end
Returns true if both images looks the same (spec is equal and all pixels are the same).
Image:isEmpty()
local result = image:isEmpty()
Returns true if all pixels in the image are equal to the transparent color.
Image:isPlain()
local result = image:isPlain(color)
Returns true if all pixels in the image are equal to the given color
(which can be a pixel color or a
color).
Image:pixels()
iterator = image:pixels()
iterator = image:pixels(rectangle)
Returns a pixel iterator for the whole image or the given rectangle. Then you can use the iterator to read or change pixel values in this way:
for it in image:pixels() do
local pixelValue = it() -- get pixel
it(pixelValue) -- set pixel
print(it.x, it.y) -- get pixel x,y coordinates
end
A pixelValue!
can be interpreted with the
app.pixelColor functions.
Image:putPixel()
Same as Image:drawPixel().
Image:putImage()
Now it's Image:drawImage(). This function is deprecated and was renamed to avoid confusion with the behavior cel.image.
Image:putSprite()
Now it's Image:drawSprite() to match Image:drawImage() name.
Image:saveAs()
image:saveAs(filename)
image:saveAs{ filename=string,
palette=Palette }
Saves the image as a sprite in the given filename
.
To save an indexed image we need to
specify a palette
parameter (a Palette
object). If we don't specify a palette parameter, in case that the
image is related to a Cel, we'll use the palette of the
Cel's Sprite.
Image:resize()
image:resize(width, height)
image:resize{ width=integer, height=integer, ... }
image:resize{ size=Size(width, height), ... }
image:resize{ ..., method='bilinear' | 'rotsprite' }
image:resize{ ..., pivot=Point(x, y) }
Resizes the image. The pivot is Point(0, 0)
by default (i.e. the
image right and bottom sides will be increased, and the top-left
corner will be in the same place).
Image:shrinkBounds()
local rectangle = image:shrinkBounds()
local rectangle = image:shrinkBounds(refColor)
Returns the shrunken bounds (a rectangle) of
the image removing all the empty space of borders using the mask color
or the given reference color in refColor
.