LOADIMAGE: Difference between revisions

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





Revision as of 21:36, 19 February 2023

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.
    • ADAPTIVE: Loads the image an 8-bit (256 color) image using an adaptive palette.
    • MEMORY: This will treat filename$ as a memory buffer containing the image file instead of a file name.


Description

  • Various common image file formats like JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC, PNM and PCX 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 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.

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.


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

More examples


See also



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