Whitebeam Object Definition

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Whitebeam Object Definition

Method Description

GraphicImage.drawPixels()

Set the colour for specific pixels within an image

Syntax

GraphicImage = GraphicImage.drawPixels(pointArray, defaultColour)

Parameters

The 'GraphicImage.drawPixels' method takes 2 parameters:

Name Type/Value Range/Length Description
pointArrayarray of struct GraphicImage.Pointssee definition Required. 'set' one or more pixels within an image
defaultColournumber  Optional. An optional colour to set for pixels in the array. If an entry in the pixel array does *not* specify a color (c:) then this default colour is used. If there is no default specified and the pixel entry does not specify a colour then the default colour is taken to be zero (0) : colour index 0 for a palette images, or black for a true colour image.

Results

The 'GraphicImage.drawPixels' method returns GraphicImage:

Type/Value Range/Length Description
GraphicImage   Returns a reference to 'this' if the operation succeeds, otherwise throws an exception.

Remarks

'draw' one or more pixels at [x,y] co-ordinates within the image. The target pixels are specified in an array and so a single call can draw many pixels.

The colour with which pixels are drawn can be determined in one of two ways:

  1. On a pixel-by-pixel basis within the array by specifying a colour attribute 'c' on each pixel
  2. By alternatively specifying a 'defaultColour' second parameter

These two colour specifying methods are not mutually exclusive so you can specify a default colour and then over-ride that on a pixel by pixel basis as needed.

If a pixel does not have a specifically defined colour and there is no defaultColour parameter then : for true-colour (the default) pixels are set to black ; for palette based, to the colour index '0' within the palette (first colour specified).

Example

  // Create an empty 100x100 pixel image
  var img = (new GraphicImage).create(100,100);

  // Draw the pixels {0,0},{1,1},{2,2} to red and the pixel at {3,3} to blue
  var red  = img.colourAlloc(255,0,0);
  var blue = img.colourAlloc(  0,0,255);

  var pixels = [
    {x:0, y:1},
    {x:1, y:1},
    {x:2, y:2},
    {x:3, y:3, c:blue}
  ];
  img.drawPixels(pixels,red);
        
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