Drag[en]gine Script Module DragonScript Script API 1.0
Immutable image resources. More...
|Normalized filename the image has been loaded from. More...|
|Width in pixels. More...|
|Height in pixels. More...|
|Width and height in pixels. More...|
|Depth in layers. More...|
|Component count in the range from 1 to 4. More...|
|Bit count which is 8, 16 or 32. More...|
|void||saveToFile (String filename)|
|Save image to file. More...|
|Drop alpha component. More...|
|bool||equals (Object other)|
|Image is equal to another object. More...|
|Hash code for use as dictionary keys. More...|
|Image||new (String filename)|
|Load image from file. More...|
|static void||loadAsynchron (String filename, ResourceNotifier notifier)|
|Load image from file asynchronously. More...|
Immutable image resources.
Images can be loaded from file or produced by the game engine or modules. Once created the image content is immutable.
This is a native class. It can not be subclassed.
Drop alpha component.
Bit count which is 8, 16 or 32.
Component count in the range from 1 to 4.
Depth in layers.
Normalized filename the image has been loaded from.
Height in pixels.
Width and height in pixels.
Width in pixels.
Hash code for use as dictionary keys.
Load image from file asynchronously.
Registers a request in the game engine to load an image. Once finished or if the file is already loaded the notifier is used to deliver the loaded image or null if the loading failed.
Load image from file.
If the image file has been already loaded it is assigned to this object. If the image is not loaded yet the engine loads the image. This call blocks until the image is fully loaded and ready to be used. For asynchronous loading use loadAsynchron(). Multiple objects can point to the same loaded image resource. Once no object instance uses an image file anymore it is released from memory.
Save image to file.