LOADIMAGE: Difference between revisions

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{{PageDescription}}
{{PageDescription}}
* Image file formats '''JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC, PNM, PCX, SVG and QOI''' are supported. A path can also be given.
* Image file formats '''JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC, PNM, PCX, SVG, ICO, CUR and QOI''' are supported. A path can also be given.
*The {{Parameter|mode&}} parameter can be 32, 33,256 or 257. Omit to use the current graphic screen settings.
*The {{Parameter|mode&}} parameter can be 32, 33, 256 or 257. Omit to use the current graphic screen settings.
*Mode 33 images are '''hardware''' accelerated and are created using [[_LOADIMAGE]] or [[_COPYIMAGE]] ('''version 1.000 and up''').
*Mode 33 images are '''hardware''' accelerated and are created using [[_LOADIMAGE]] or [[_COPYIMAGE]] ('''version 1.000 and up''').
*Mode 256 images are loaded using the QB64-PE master VGA palette. This is the same palette that is used for 256 color screens like [[SCREEN]] 13.
*Mode 256 images are loaded using the QB64-PE master VGA palette. This is the same palette that is used for 256 color screens like [[SCREEN]] 13.
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* In '''QB64-PE v3.6.0''' this function got a new optional parameter {{Parameter|requirements$}} and the ability to load image files from memory.
* In '''QB64-PE v3.6.0''' this function got a new optional parameter {{Parameter|requirements$}} and the ability to load image files from memory.
* SVG and QOI support was added in '''QB64-PE v3.9.0'''.
* SVG and QOI support was added in '''QB64-PE v3.9.0'''.
* Pixel scaler support was added in '''QB64-PE v3.9.0'''.  
* Pixel scaler support was added in '''QB64-PE v3.9.0'''.
* ICO and CUR support was added in '''QB64-PE v3.14.0'''.




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;Example 1: To display an image in 32-bit color using its resolution as a program screen.
;Example 1: To display an image in 32-bit color using its resolution as a program screen.
{{CodeStart}}
{{CodeStart}}
i& = {{Cl|_LOADIMAGE}}("mypic.jpg", 32)
i& = {{Cl|_LOADIMAGE}}({{Text|<nowiki>"mypic.jpg"</nowiki>|#FFB100}}, {{Text|32|#F580B1}})
{{Cl|SCREEN}} i&
{{Cl|SCREEN}} i&
{{CodeEnd}}
{{CodeEnd}}
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;Example 2: [[DRAW]]ing and rotating an image 360 degrees using Turn Angle. [[POINT]] is used to read the invisible image source.
;Example 2: [[DRAW]]ing and rotating an image 360 degrees using Turn Angle. [[POINT]] is used to read the invisible image source.
{{CodeStart}}
{{CodeStart}}
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}(800, 600, 32)
{{Cl|SCREEN}} {{Cl|_NEWIMAGE}}({{Text|800|#F580B1}}, {{Text|600|#F580B1}}, {{Text|32|#F580B1}})
img& = {{Cl|_LOADIMAGE}}("QB64.PNG")                           'use any 24/32 bit image
img& = {{Cl|_LOADIMAGE}}({{Text|<nowiki>"QB64.PNG"</nowiki>|#FFB100}}) {{Text|<nowiki>'use any 24/32 bit image</nowiki>|#919191}}


wide% = {{Cl|_WIDTH (function)|_WIDTH}}(img&): deep% = {{Cl|_HEIGHT}}(img&)
wide% = {{Cl|_WIDTH (function)|_WIDTH}}(img&): deep% = {{Cl|_HEIGHT}}(img&)
TLC$ = "BL" + {{Cl|STR$}}(wide% \ 2) + "BU" + {{Cl|STR$}}(deep% \ 2) 'start draw at top left corner
TLC$ = {{Text|<nowiki>"BL"</nowiki>|#FFB100}} + {{Cl|STR$}}(wide% \ {{Text|2|#F580B1}}) + {{Text|<nowiki>"BU"</nowiki>|#FFB100}} + {{Cl|STR$}}(deep% \ {{Text|2|#F580B1}}) {{Text|<nowiki>'start draw at top left corner</nowiki>|#919191}}
RET$ = "BD BL" + {{Cl|STR$}}(wide%)                           'return to left side of image
RET$ = {{Text|<nowiki>"BD BL"</nowiki>|#FFB100}} + {{Cl|STR$}}(wide%) {{Text|<nowiki>'return to left side of image</nowiki>|#919191}}
{{Cl|_SOURCE}} img&
{{Cl|_SOURCE}} img&
{{Cl|_DEST}} 0
{{Cl|_DEST}} {{Text|0|#F580B1}}
DO
{{Cl|DO}}
  {{Cl|FOR...NEXT|FOR}} angle% = 0 {{Cl|TO}} 360 {{Cl|STEP}} 15
    {{Cl|FOR}} angle% = {{Text|0|#F580B1}} {{Cl|TO}} {{Text|360|#F580B1}} {{Cl|STEP}} {{Text|15|#F580B1}}
    {{Cl|CLS}}
        {{Cl|CLS}}
    {{Cl|DRAW}} "BM400, 300" + "TA=" + {{Cl|VARPTR$}}(angle%) + TLC$
        {{Cl|DRAW}} {{Text|<nowiki>"BM400, 300"</nowiki>|#FFB100}} + {{Text|<nowiki>"TA="</nowiki>|#FFB100}} + {{Cl|VARPTR$}}(angle%) + TLC$
    {{Cl|FOR...NEXT|FOR}} y = 0 {{Cl|TO}} deep% - 1
        {{Cl|FOR}} y = {{Text|0|#F580B1}} {{Cl|TO}} deep% - {{Text|1|#F580B1}}
      {{Cl|FOR...NEXT|FOR}} x = 0 {{Cl|TO}} wide% - 1
            {{Cl|FOR}} x = {{Text|0|#F580B1}} {{Cl|TO}} wide% - {{Text|1|#F580B1}}
        {{Cl|DRAW}} "C" + {{Cl|STR$}}({{Cl|POINT}}(x, y)) + "R1"           'color and DRAW each pixel
                {{Cl|DRAW}} {{Text|<nowiki>"C"</nowiki>|#FFB100}} + {{Cl|STR$}}({{Cl|POINT}}(x, y)) + {{Text|<nowiki>"R1"</nowiki>|#FFB100}} {{Text|<nowiki>'color and DRAW each pixel</nowiki>|#919191}}
      {{Cl|NEXT}}
            {{Cl|NEXT}}
      {{Cl|DRAW}} RET$
            {{Cl|DRAW}} RET$
        {{Cl|NEXT}}
        {{Cl|_DISPLAY}} {{Text|<nowiki>'NOTE: CPU usage will be HIGH!</nowiki>|#919191}}
     {{Cl|NEXT}}
     {{Cl|NEXT}}
    {{Cl|_DISPLAY}}                        'NOTE: CPU usage will be HIGH!
{{Cl|DO...LOOP|LOOP UNTIL}} {{Cl|INKEY$}} > {{Text|<nowiki>""</nowiki>|#FFB100}}
  {{Cl|NEXT}}
{{Cl|LOOP}} {{Cl|UNTIL}} {{Cl|INKEY$}} > ""
{{CodeEnd}}
{{CodeEnd}}
{{Small|Code by Ted Weissgerber}}
{{Small|Code by Ted Weissgerber}}
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{{Cl|DATA}} {{Text|<nowiki>""</nowiki>|#FFB100}}
{{Cl|DATA}} {{Text|<nowiki>""</nowiki>|#FFB100}}
{{CodeEnd}}
{{CodeEnd}}
=== More examples ===
*[[Program ScreenShots]]
*[[ThirtyTwoBit SUB]]




{{PageSeeAlso}}
{{PageSeeAlso}}
*[[_FREEIMAGE]], [[_ICON]]
* [[_FREEIMAGE]]
*[[_PUTIMAGE]], [[_MAPTRIANGLE]]
* [[_PUTIMAGE]], [[_MAPTRIANGLE]]
*[[_NEWIMAGE]], [[_COPYIMAGE]]
* [[_NEWIMAGE]], [[_COPYIMAGE]]
*[[_PRINTIMAGE]] (printer)
* [[_PRINTIMAGE]] (printer)
*[[_PALETTECOLOR (function)]], [[_COPYPALETTE]], [[_ICON]]
* [[_PALETTECOLOR (function)]], [[_COPYPALETTE]], [[_ICON]]
*[[SCREEN]]
* [[SCREEN]]
*[[_SAVEIMAGE]]
* [[_SAVEIMAGE]]
*[[Hardware images]]
* [[Hardware images]]
*[[Bitmaps]], [[Icons and Cursors]], [[GIF Images]]
* [[Bitmaps]], [[Icons and Cursors]], [[GIF Images]]




{{PageNavigation}}
{{PageNavigation}}

Latest revision as of 17:05, 21 July 2024

The _LOADIMAGE function loads an image into memory and returns valid LONG image handle values that are less than -1.


Syntax

handle& = _LOADIMAGE(fileName$[, [mode&][, requirements$]])


Parameters

  • filename$ is literal or variable STRING file name value.
  • Optional mode& LONG values can be:
    • 32 = 32-bit image.
    • 33 = 32-bit hardware image.
    • 256 = 8-bit (256 color) image using the QB64-PE master palette.
    • 257 = 8-bit (256 color) image using an adaptive palette.
  • Optional requirements$ STRING values can be a combination of (version 3.6.0 and up):
    • HARDWARE: Loads the image as a 32-bit hardware image. This can be used instead of mode 33 (above).
    • ADAPTIVE: Loads the image as an 8-bit (256 color) image using an adaptive palette. This can be used instead of mode 257 (above).
    • MEMORY: This will treat filename$ as a memory buffer containing the image file instead of a file name.
    • SXBR2: Applies the Super-xBR 2x pixel scaler on the image.
    • MMPX2: Applies the MMPX Style-Preserving 2x pixel scaler on the image.
    • HQ2XA: Applies the High Quality Cartoon 2x pixel scaler on the image.
    • HQ2XB: Applies the High Quality Complex 2x pixel scaler on the image.
    • HQ3XA: Applies the High Quality Cartoon 3x pixel scaler on the image.
    • HQ3XB: Applies the High Quality Complex 3x pixel scaler on the image.


Description

  • Image file formats JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC, PNM, PCX, SVG, ICO, CUR and QOI are supported. A path can also be given.
  • The mode& parameter can be 32, 33, 256 or 257. Omit to use the current graphic screen settings.
  • Mode 33 images are hardware accelerated and are created using _LOADIMAGE or _COPYIMAGE (version 1.000 and up).
  • Mode 256 images are loaded using the QB64-PE master VGA palette. This is the same palette that is used for 256 color screens like SCREEN 13.
  • Mode 257 images are loaded using an adaptive palette making these images look better than mode 256 when used with 32-bit color screens (version 3.1.0 and up).
  • Loaded images can be read invisibly using POINT. Image coordinates start at 0 up to the _WIDTH - 1 and _HEIGHT - 1.
  • Images can be made into a program SCREEN or page adopting the size and palette settings or placed using _PUTIMAGE.
  • Returns -1 as an invalid handle if it can't load the image. Valid LONG handle returns are less than -1 (handle& < -1).
  • Valid images only need to be loaded once. The handle can be used repeatedly until freed.
  • Images are not deallocated when the SUB or FUNCTION they are created in ends. Free them with _FREEIMAGE.
  • Use the various pixel scalers to scale and load extremely low resolution (retro) graphics without blurring.

Errors

  • Some picture file images may not load when a mode& value is designated. Try loading it without a mode& designation.
  • It is important to free unused or discarded images with _FREEIMAGE to prevent CPU memory overflow errors.
  • In text-only SCREEN 0, mode& 32 must be specified. When loading an _ICON image use 32 for the mode& too.


Availability

  • Mode 33 was added in QB64 v1.0, which makes it also available in all QB64-PE versions.
  • Mode 257 was added in QB64-PE v3.1.0, hence it's not available in the original QB64 versions.
  • In QB64-PE v3.6.0 this function got a new optional parameter requirements$ and the ability to load image files from memory.
  • SVG and QOI support was added in QB64-PE v3.9.0.
  • Pixel scaler support was added in QB64-PE v3.9.0.
  • ICO and CUR support was added in QB64-PE v3.14.0.


Examples

Example 1
To display an image in 32-bit color using its resolution as a program screen.
i& = _LOADIMAGE("mypic.jpg", 32)
SCREEN i&

Example 2
DRAWing and rotating an image 360 degrees using Turn Angle. POINT is used to read the invisible image source.
SCREEN _NEWIMAGE(800, 600, 32)
img& = _LOADIMAGE("QB64.PNG") 'use any 24/32 bit image

wide% = _WIDTH(img&): deep% = _HEIGHT(img&)
TLC$ = "BL" + STR$(wide% \ 2) + "BU" + STR$(deep% \ 2) 'start draw at top left corner
RET$ = "BD BL" + STR$(wide%) 'return to left side of image
_SOURCE img&
_DEST 0
DO
    FOR angle% = 0 TO 360 STEP 15
        CLS
        DRAW "BM400, 300" + "TA=" + VARPTR$(angle%) + TLC$
        FOR y = 0 TO deep% - 1
            FOR x = 0 TO wide% - 1
                DRAW "C" + STR$(POINT(x, y)) + "R1" 'color and DRAW each pixel
            NEXT
            DRAW RET$
        NEXT
        _DISPLAY 'NOTE: CPU usage will be HIGH!
    NEXT
LOOP UNTIL INKEY$ > ""
Code by Ted Weissgerber

Example 3
Load and scale an image from memory and display it on the screen.
OPTION _EXPLICIT

DIM Bee& '                                               the image file
DIM cx%, cy% '                                           center x,y coordinate for image

RESTORE Data_tbee0_png_2314
Bee& = _LOADIMAGE(LoadResource, 32, "memory, hq3xa") '   load image file from memory and scale it using a pixel scaler
SCREEN _NEWIMAGE(640, 480, 32) '                         enter a graphics screen
CLS , _RGB32(127, 127, 127) '                            clear the screen with gray
LOCATE 2, 15 '                                           position text cursor
PRINT "An image loaded into memory and placed on the screen."
cx% = (640 - _WIDTH(Bee&)) \ 2 '                         calculate x center position
cy% = (480 - _HEIGHT(Bee&)) \ 2 '                        calculate y center position
_PUTIMAGE (cx%, cy%), Bee& '                             place image onto center of screen
SLEEP '                                                  wait for key stroke
_FREEIMAGE Bee& '                                        remove image from memory
SYSTEM '                                                 return to OS


Data_tbee0_png_2314:
DATA 2314,2988,-1
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' Convert a base64 string to a normal string
FUNCTION DecodeBase64$ (s AS STRING)
    CONST BASE64_CHARACTERS = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"

    DIM AS STRING buffer, result
    DIM AS _UNSIGNED LONG i
    DIM AS _UNSIGNED _BYTE char1, char2, char3, char4

    FOR i = 1 TO LEN(s) STEP 4
        char1 = INSTR(BASE64_CHARACTERS, CHR$(ASC(s, i))) - 1
        char2 = INSTR(BASE64_CHARACTERS, CHR$(ASC(s, i + 1))) - 1
        char3 = INSTR(BASE64_CHARACTERS, CHR$(ASC(s, i + 2))) - 1
        char4 = INSTR(BASE64_CHARACTERS, CHR$(ASC(s, i + 3))) - 1
        buffer = CHR$(_SHL(char1, 2) OR _SHR(char2, 4)) + CHR$(_SHL(char2 AND 15, 4) OR _SHR(char3, 2)) + CHR$(_SHL(char3 AND 3, 6) OR char4)

        result = result + buffer
    NEXT

    ' Remove padding
    IF RIGHT$(s, 2) = "==" THEN
        result = LEFT$(result, LEN(result) - 2)
    ELSEIF RIGHT$(s, 1) = "=" THEN
        result = LEFT$(result, LEN(result) - 1)
    END IF

    DecodeBase64 = result
END FUNCTION


' Loads a binary file encoded with Bin2Data
' Usage:
'   1. Encode the binary file with Bin2Data
'   2. Include the file or it's contents
'   3. Load the file like so:
'       Restore label_generated_by_bin2data
'       Dim buffer As String
'       buffer = LoadResource   ' buffer will now hold the contents of the file
FUNCTION LoadResource$
    DIM AS _UNSIGNED LONG ogSize, resize
    DIM AS _BYTE isCompressed

    READ ogSize, resize, isCompressed ' read the header

    DIM AS STRING buffer, result

    ' Read the whole resource data
    DO WHILE LEN(result) < resize
        READ buffer
        result = result + buffer
    LOOP

    ' Decode the data
    buffer = DecodeBase64(result)

    ' Expand the data if needed
    IF isCompressed THEN
        result = _INFLATE$(buffer, ogSize)
    ELSE
        result = buffer
    END IF

    LoadResource = result
END FUNCTION
Adapted from example code by Terry Ritchie

Example 4
Load SVG vector graphics data from memory and display it on the screen.
OPTION _EXPLICIT
$RESIZE:SMOOTH

RESTORE svg_data

DIM AS STRING svg, buffer

DO
    READ buffer
    svg = svg + buffer
LOOP WHILE LEN(buffer) > 0

DIM img AS LONG: img = _LOADIMAGE(svg, 32, "memory")

SCREEN _NEWIMAGE(_WIDTH(img) \ 2, _HEIGHT(img) \ 2, 32)

_PUTIMAGE , img

END

svg_data:
DATA "<svg xmlns='http://www.w3.org/2000/svg' width='1000pt' height='1000pt' viewBox='0 0 1000 1000'><g fill='#201701'"
DATA "><path d='M107 94c-3-1 2-4 2-1l-2 1ZM96 672h35l24 168 220-43 4 21-255 42-28-188ZM521 768l41-8 5 25c0 2-3 3-4 3l-"
DATA "36 6-6-26Z' opacity='.1'/></g><g fill='#020092'><path d='m107 94 2-1 683 134 76 328 2 7 23 101-176 35-3-5-24-104"
DATA " 108-11 14 65 59-9-40-168h-60l17 78-84 7-18-82c0-1 0-3-2-2h-21l-17-71 169 7-12-54-26-1c-5-16-8-32-11-49 9 1 17 3"
DATA " 26 3l-12-53-220-38 29 146c-25-3-50-9-74-14l-28-144-329-57 20 134c-15-1-30-5-46-8v-1L107 94Z'/><path d='m284 200"
DATA " 140 22 6 33-25-2c4 23 9 46 12 70l-116-23h-1l-16-100ZM640 255l90 13 7 34-85-11c-2 0-5 0-5-3l-7-33ZM137 300l46 8 "
DATA "10 69 31 1c3 28 9 56 13 85l80 5 8 2-120 1 3 22-43-2-28-191ZM305 330l77 13c2 0 4 2 4 4-26 0-53-3-79-4l-2-13ZM656 "
DATA "330l89 8 9 39-89-5-9-42ZM519 368c8-1 16 2 24 3l50 8 4 15c11 1 23 0 35 2l7 33-22-2 9 40h-16l9 44c-20-1-41-1-61-3-"
DATA "6 0-12 0-18-2l31-1-3-17 38 3c-1-11-4-21-7-31-24-2-48-6-72-7l3 15-60 1c-5-27-12-54-15-81l59 3 6 28 72 9-5-27-63-9"
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