ImageBitmap
@JvmDefaultWithCompatibility
interface ImageBitmap
Graphics object that represents a 2 dimensional array of pixel information represented as ARGB values
Properties
val width: Int
The number of image pixels along the ImageBitmap's horizontal axis.
val height: Int
The number of image pixels along the ImageBitmap's vertical axis.
val colorSpace: ColorSpace
ColorSpace the Image renders in
val hasAlpha: Boolean
Determines whether or not the ImageBitmap contains an alpha channel
val config: ImageBitmapConfig
Returns the current configuration of this Image, either:
Functions
fun readPixels(
buffer: IntArray,
startX: Int = 0,
startY: Int = 0,
width: Int = this.width,
height: Int = this.height,
bufferOffset: Int = 0,
stride: Int = width,
)
Copies the pixel data within the ImageBitmap into the given array. Each value is represented
as ARGB values packed into an Int. The stride parameter allows the caller to allow for gaps
in the returned pixels array between rows. For normal packed, results, the stride value is
equivalent to the width of the ImageBitmap
. The returned colors are non-premultiplied ARGB
values in the ColorSpaces.Srgb
color space.
Note this method can block so it is recommended to not invoke this method in performance critical code paths
Parameters
buffer | The array to store the ImageBitmap 's colors. By default this allocates an IntArray large enough to store all the pixel information. Consumers of this API are advised to use the smallest IntArray necessary to extract relevant pixel information, that is the 2 dimensional area of the section of the ImageBitmap to be queried. |
startX | The x-coordinate of the first pixel to read from the ImageBitmap |
startY | The y-coordinate of the first pixel to read from the ImageBitmap |
width | The number of pixels to read from each row |
height | The number of rows to read |
bufferOffset | The first index to write into the buffer array, this defaults to 0 |
stride | The number of entries in buffer to skip between rows (must be >= width |
fun prepareToDraw()
Builds caches associated with the ImageBitmap that are used for drawing it. This method can be used as a signal to upload textures to the GPU to eventually be rendered