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STL.cpp
// This may look like C code, but it is really -*- C++ -*-
//
// Copyright Bob Friesenhahn, 1999, 2002
//
// Copyright @ 2013 ImageMagick Studio LLC, a non-profit organization
// dedicated to making software imaging solutions freely available.
//
// Implementation of STL classes and functions
//
#define MAGICKCORE_IMPLEMENTATION 1
#define MAGICK_PLUSPLUS_IMPLEMENTATION 1
#include <Magick++/Functions.h>
#include <Magick++/Image.h>
#include <Magick++/STL.h>
// Adaptive-blur image with specified blur factor
Magick::adaptiveBlurImage::adaptiveBlurImage( const double radius_,
const double sigma_ )
: _radius( radius_ ),
_sigma( sigma_ )
{
}
void Magick::adaptiveBlurImage::operator()( Magick::Image &image_ ) const
{
image_.adaptiveBlur( _radius, _sigma );
}
// Local adaptive threshold image
Magick::adaptiveThresholdImage::adaptiveThresholdImage( const size_t width_,
const size_t height_,
const ssize_t offset_ )
: _width(width_),
_height(height_),
_offset(offset_)
{
}
void Magick::adaptiveThresholdImage::operator()( Magick::Image &image_ ) const
{
image_.adaptiveThreshold( _width, _height, (double) _offset );
}
// Add noise to image with specified noise type
Magick::addNoiseImage::addNoiseImage(const Magick::NoiseType noiseType_,
const double attenuate_)
: _noiseType(noiseType_),
_attenuate(attenuate_)
{
}
void Magick::addNoiseImage::operator()(Magick::Image &image_) const
{
image_.addNoise(_noiseType,_attenuate);
}
// Transform image by specified affine (or free transform) matrix.
Magick::affineTransformImage::affineTransformImage( const DrawableAffine &affine_ )
: _affine( affine_ )
{
}
void Magick::affineTransformImage::operator()( Magick::Image &image_ ) const
{
image_.affineTransform( _affine );
}
// Annotate image (draw text on image)
// Annotate using specified text, and placement location
Magick::annotateImage::annotateImage ( const std::string &text_,
const Magick::Geometry &geometry_ )
: _text( text_ ),
_geometry( geometry_ ),
_gravity( Magick::NorthWestGravity ),
_degrees( 0 )
{
}
// Annotate using specified text, bounding area, and placement gravity
Magick::annotateImage::annotateImage ( const std::string &text_,
const Magick::Geometry &geometry_,
const Magick::GravityType gravity_ )
: _text( text_ ),
_geometry( geometry_ ),
_gravity( gravity_ ),
_degrees( 0 )
{
}
// Annotate with text using specified text, bounding area, placement
// gravity, and rotation.
Magick::annotateImage::annotateImage ( const std::string &text_,
const Magick::Geometry &geometry_,
const Magick::GravityType gravity_,
const double degrees_ )
: _text( text_ ),
_geometry( geometry_ ),
_gravity( gravity_ ),
_degrees( degrees_ )
{
}
// Annotate with text (bounding area is entire image) and placement
// gravity.
Magick::annotateImage::annotateImage ( const std::string &text_,
const Magick::GravityType gravity_ )
: _text( text_ ),
_geometry( ),
_gravity( gravity_ ),
_degrees( 0 )
{
}
void Magick::annotateImage::operator()( Magick::Image &image_ ) const
{
image_.annotate( _text, _geometry, _gravity, _degrees );
}
// Blur image with specified blur factor
Magick::blurImage::blurImage( const double radius_, const double sigma_ )
: _radius( radius_ ),
_sigma( sigma_ )
{
}
void Magick::blurImage::operator()( Magick::Image &image_ ) const
{
image_.blur( _radius, _sigma );
}
// Border image (add border to image)
Magick::borderImage::borderImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::borderImage::operator()( Magick::Image &image_ ) const
{
image_.border( _geometry );
}
// Extract channel from image
Magick::channelImage::channelImage( const Magick::ChannelType channel_ )
: _channel( channel_ )
{
}
void Magick::channelImage::operator()( Magick::Image &image_ ) const
{
image_.channel( _channel );
}
// Charcoal effect image (looks like charcoal sketch)
Magick::charcoalImage::charcoalImage( const double radius_, const double sigma_ )
: _radius( radius_ ),
_sigma( sigma_ )
{
}
void Magick::charcoalImage::operator()( Magick::Image &image_ ) const
{
image_.charcoal( _radius, _sigma );
}
// Chop image (remove vertical or horizontal subregion of image)
Magick::chopImage::chopImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::chopImage::operator()( Magick::Image &image_ ) const
{
image_.chop( _geometry );
}
// accepts a lightweight Color Correction Collection (CCC) file which solely
// contains one or more color corrections and applies the correction to the
// image.
Magick::cdlImage::cdlImage( const std::string &cdl_ )
: _cdl ( cdl_ )
{
}
void Magick::cdlImage::operator()( Image &image_ ) const
{
image_.cdl( _cdl.c_str() );
}
// Colorize image using pen color at specified percent alpha
Magick::colorizeImage::colorizeImage( const unsigned int alphaRed_,
const unsigned int alphaGreen_,
const unsigned int alphaBlue_,
const Magick::Color &penColor_ )
: _alphaRed ( alphaRed_ ),
_alphaGreen ( alphaGreen_ ),
_alphaBlue ( alphaBlue_ ),
_penColor( penColor_ )
{
}
Magick::colorizeImage::colorizeImage( const unsigned int alpha_,
const Magick::Color &penColor_ )
: _alphaRed ( alpha_ ),
_alphaGreen ( alpha_ ),
_alphaBlue ( alpha_ ),
_penColor( penColor_ )
{
}
void Magick::colorizeImage::operator()( Magick::Image &image_ ) const
{
image_.colorize( _alphaRed, _alphaGreen, _alphaBlue, _penColor );
}
// Apply a color matrix to the image channels. The user supplied
// matrix may be of order 1 to 5 (1x1 through 5x5).
Magick::colorMatrixImage::colorMatrixImage( const size_t order_,
const double *color_matrix_ )
: _order( order_ ),
_color_matrix( color_matrix_ )
{
}
void Magick::colorMatrixImage::operator()( Image &image_ ) const
{
image_.colorMatrix( _order, _color_matrix );
}
// Convert the image colorspace representation
Magick::colorSpaceImage::colorSpaceImage( Magick::ColorspaceType colorSpace_ )
: _colorSpace( colorSpace_ )
{
}
void Magick::colorSpaceImage::operator()( Magick::Image &image_ ) const
{
image_.colorSpace( _colorSpace );
}
// Comment image (add comment string to image)
Magick::commentImage::commentImage( const std::string &comment_ )
: _comment( comment_ )
{
}
void Magick::commentImage::operator()( Magick::Image &image_ ) const
{
image_.comment( _comment );
}
// Compose an image onto another at specified offset and using
// specified algorithm
Magick::compositeImage::compositeImage( const Magick::Image &compositeImage_,
ssize_t xOffset_,
ssize_t yOffset_,
Magick::CompositeOperator compose_ )
: _compositeImage( compositeImage_ ),
_xOffset ( xOffset_ ),
_yOffset ( yOffset_ ),
_compose ( compose_ )
{
}
Magick::compositeImage::compositeImage( const Magick::Image &compositeImage_,
const Magick::Geometry &offset_,
Magick::CompositeOperator compose_ )
: _compositeImage( compositeImage_ ),
_xOffset ( offset_.xOff() ),
_yOffset ( offset_.yOff() ),
_compose ( compose_ )
{
}
void Magick::compositeImage::operator()( Image &image_ ) const
{
image_.composite( _compositeImage, _xOffset, _yOffset, _compose );
}
// Contrast image (enhance intensity differences in image)
Magick::contrastImage::contrastImage( const size_t sharpen_ )
: _sharpen( sharpen_ )
{
}
void Magick::contrastImage::operator()( Magick::Image &image_ ) const
{
image_.contrast( _sharpen );
}
// Crop image (subregion of original image)
Magick::cropImage::cropImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::cropImage::operator()( Magick::Image &image_ ) const
{
image_.crop( _geometry );
}
// Cycle image colormap
Magick::cycleColormapImage::cycleColormapImage( const ssize_t amount_ )
: _amount( amount_ )
{
}
void Magick::cycleColormapImage::operator()( Magick::Image &image_ ) const
{
image_.cycleColormap( _amount );
}
// Despeckle image (reduce speckle noise)
Magick::despeckleImage::despeckleImage( void )
{
}
void Magick::despeckleImage::operator()( Magick::Image &image_ ) const
{
image_.despeckle( );
}
// Distort image. distorts an image using various distortion methods, by
// mapping color lookups of the source image to a new destination image
// usually of the same size as the source image, unless 'bestfit' is set to
// true.
Magick::distortImage::distortImage( const Magick::DistortMethod method_,
const size_t number_arguments_,
const double *arguments_,
const bool bestfit_ )
: _method ( method_ ),
_number_arguments ( number_arguments_ ),
_arguments ( arguments_ ),
_bestfit( bestfit_ )
{
}
Magick::distortImage::distortImage( const Magick::DistortMethod method_,
const size_t number_arguments_,
const double *arguments_ )
: _method ( method_ ),
_number_arguments ( number_arguments_ ),
_arguments ( arguments_ ),
_bestfit( false )
{
}
void Magick::distortImage::operator()( Magick::Image &image_ ) const
{
image_.distort( _method, _number_arguments, _arguments, _bestfit );
}
// Draw on image
Magick::drawImage::drawImage( const Magick::Drawable &drawable_ )
: _drawableList()
{
_drawableList.push_back( drawable_ );
}
Magick::drawImage::drawImage( const std::vector<Magick::Drawable> &drawable_ )
: _drawableList( drawable_ )
{
}
void Magick::drawImage::operator()( Magick::Image &image_ ) const
{
image_.draw( _drawableList );
}
// Edge image (highlight edges in image)
Magick::edgeImage::edgeImage( const double radius_ )
: _radius( radius_ )
{
}
void Magick::edgeImage::operator()( Magick::Image &image_ ) const
{
image_.edge( _radius );
}
// Emboss image (highlight edges with 3D effect)
Magick::embossImage::embossImage( void )
: _radius( 1 ),
_sigma( 0.5 )
{
}
Magick::embossImage::embossImage( const double radius_, const double sigma_ )
: _radius( radius_ ),
_sigma( sigma_ )
{
}
void Magick::embossImage::operator()( Magick::Image &image_ ) const
{
image_.emboss( _radius, _sigma );
}
// Enhance image (minimize noise)
Magick::enhanceImage::enhanceImage( void )
{
}
void Magick::enhanceImage::operator()( Magick::Image &image_ ) const
{
image_.enhance( );
}
// Equalize image (histogram equalization)
Magick::equalizeImage::equalizeImage( void )
{
}
void Magick::equalizeImage::operator()( Magick::Image &image_ ) const
{
image_.equalize( );
}
// Color to use when filling drawn objects
Magick::fillColorImage::fillColorImage( const Magick::Color &fillColor_ )
: _fillColor( fillColor_ )
{
}
void Magick::fillColorImage::operator()( Magick::Image &image_ ) const
{
image_.fillColor( _fillColor );
}
// Flip image (reflect each scanline in the vertical direction)
Magick::flipImage::flipImage( void )
{
}
void Magick::flipImage::operator()( Magick::Image &image_ ) const
{
image_.flip( );
}
Magick::floodFillAlphaImage::floodFillAlphaImage(const ssize_t x_,
const ssize_t y_,const unsigned int alpha_,const Color &target_,
const bool invert_)
: _target(target_),
_alpha(alpha_),
_x(x_),
_y(y_),
_invert(invert_)
{
}
void Magick::floodFillAlphaImage::operator()(Magick::Image &image_) const
{
image_.floodFillAlpha(_x,_y,_alpha,_target,_invert);
}
Magick::floodFillColorImage::floodFillColorImage(const ssize_t x_,
const ssize_t y_,const Magick::Color &fillColor_,const bool invert_)
: _x(x_),
_y(y_),
_fillColor(fillColor_),
_borderColor(),
_invert(invert_)
{
}
Magick::floodFillColorImage::floodFillColorImage(
const Magick::Geometry &point_,const Magick::Color &fillColor_,
const bool invert_)
: _x(point_.xOff()),
_y(point_.yOff()),
_fillColor(fillColor_),
_borderColor(),
_invert(invert_)
{
}
Magick::floodFillColorImage::floodFillColorImage(const ssize_t x_,
const ssize_t y_,const Magick::Color &fillColor_,
const Magick::Color &borderColor_,const bool invert_)
: _x(x_),
_y(y_),
_fillColor(fillColor_),
_borderColor(borderColor_),
_invert(invert_)
{
}
Magick::floodFillColorImage::floodFillColorImage(const Geometry &point_,
const Color &fillColor_,const Color &borderColor_,const bool invert_)
: _x(point_.xOff()),
_y(point_.yOff()),
_fillColor(fillColor_),
_borderColor(borderColor_),
_invert(invert_)
{
}
void Magick::floodFillColorImage::operator()(Magick::Image &image_) const
{
if (_borderColor.isValid())
image_.floodFillColor(_x,_y,_fillColor,_borderColor,_invert);
else
image_.floodFillColor(_x,_y,_fillColor,_invert);
}
Magick::floodFillTextureImage::floodFillTextureImage(const ssize_t x_,
const ssize_t y_,const Magick::Image &texture_,const bool invert_)
: _x(x_),
_y(y_),
_texture(texture_),
_borderColor(),
_invert(invert_)
{
}
Magick::floodFillTextureImage::floodFillTextureImage(
const Magick::Geometry &point_,const Magick::Image &texture_,
const bool invert_)
: _x(point_.xOff()),
_y(point_.yOff()),
_texture(texture_),
_borderColor(),
_invert(invert_)
{
}
Magick::floodFillTextureImage::floodFillTextureImage(const ssize_t x_,
const ssize_t y_,const Magick::Image &texture_,
const Magick::Color &borderColor_,const bool invert_)
: _x(x_),
_y(y_),
_texture(texture_),
_borderColor(borderColor_),
_invert(invert_)
{
}
Magick::floodFillTextureImage::floodFillTextureImage(
const Magick::Geometry &point_,const Magick::Image &texture_,
const Magick::Color &borderColor_,const bool invert_)
: _x(point_.xOff()),
_y(point_.yOff()),
_texture(texture_),
_borderColor(borderColor_),
_invert(invert_)
{
}
void Magick::floodFillTextureImage::operator()(Magick::Image &image_) const
{
if (_borderColor.isValid())
image_.floodFillTexture(_x,_y,_texture,_borderColor,_invert);
else
image_.floodFillTexture(_x,_y,_texture,_invert);
}
// Flop image (reflect each scanline in the horizontal direction)
Magick::flopImage::flopImage( void )
{
}
void Magick::flopImage::operator()( Magick::Image &image_ ) const
{
image_.flop( );
}
// Frame image
Magick::frameImage::frameImage( const Magick::Geometry &geometry_ )
: _width( geometry_.width() ),
_height( geometry_.height() ),
_outerBevel( geometry_.xOff() ),
_innerBevel( geometry_.yOff() )
{
}
Magick::frameImage::frameImage( const size_t width_, const size_t height_,
const ssize_t innerBevel_, const ssize_t outerBevel_ )
: _width( width_ ),
_height( height_ ),
_outerBevel( outerBevel_ ),
_innerBevel( innerBevel_ )
{
}
void Magick::frameImage::operator()( Magick::Image &image_ ) const
{
image_.frame( _width, _height, _innerBevel, _outerBevel );
}
// Gamma correct image
Magick::gammaImage::gammaImage( const double gamma_ )
: _gammaRed( gamma_ ),
_gammaGreen( gamma_ ),
_gammaBlue( gamma_ )
{
}
Magick::gammaImage::gammaImage ( const double gammaRed_,
const double gammaGreen_,
const double gammaBlue_ )
: _gammaRed( gammaRed_ ),
_gammaGreen( gammaGreen_ ),
_gammaBlue( gammaBlue_ )
{
}
void Magick::gammaImage::operator()( Magick::Image &image_ ) const
{
image_.gamma( _gammaRed, _gammaGreen, _gammaBlue );
}
// Gaussian blur image
// The number of neighbor pixels to be included in the convolution
// mask is specified by 'width_'. The standard deviation of the
// gaussian bell curve is specified by 'sigma_'.
Magick::gaussianBlurImage::gaussianBlurImage( const double width_,
const double sigma_ )
: _width( width_ ),
_sigma( sigma_ )
{
}
void Magick::gaussianBlurImage::operator()( Magick::Image &image_ ) const
{
image_.gaussianBlur( _width, _sigma );
}
// Apply a color lookup table (Hald CLUT) to the image.
Magick::haldClutImage::haldClutImage( const Image &haldClutImage_ )
: _haldClutImage ( haldClutImage_ )
{
}
void Magick::haldClutImage::operator()( Image &image_ ) const
{
image_.haldClut( _haldClutImage );
}
// Implode image (special effect)
Magick::implodeImage::implodeImage( const double factor_ )
: _factor( factor_ )
{
}
void Magick::implodeImage::operator()( Magick::Image &image_ ) const
{
image_.implode( _factor );
}
// Implements the inverse discrete Fourier transform (IFT) of the image
// either as a magnitude / phase or real / imaginary image pair.
Magick::inverseFourierTransformImage::inverseFourierTransformImage( const Magick::Image &phaseImage_ )
: _phaseImage( phaseImage_ )
{
}
void Magick::inverseFourierTransformImage::operator()( Magick::Image &image_ ) const
{
image_.inverseFourierTransform( _phaseImage );
}
// Set image validity. Valid images become empty (inValid) if argument
// is false.
Magick::isValidImage::isValidImage( const bool isValid_ )
: _isValid( isValid_ )
{
}
void Magick::isValidImage::operator()( Magick::Image &image_ ) const
{
image_.isValid( _isValid );
}
// Label image
Magick::labelImage::labelImage( const std::string &label_ )
: _label( label_ )
{
}
void Magick::labelImage::operator()( Magick::Image &image_ ) const
{
image_.label( _label );
}
// Level image
Magick::levelImage::levelImage( const double black_point,
const double white_point,
const double mid_point )
: _black_point(black_point),
_white_point(white_point),
_mid_point(mid_point)
{
}
void Magick::levelImage::operator()( Magick::Image &image_ ) const
{
image_.level( _black_point, _white_point, _mid_point );
}
// Magnify image by integral size
Magick::magnifyImage::magnifyImage( void )
{
}
void Magick::magnifyImage::operator()( Magick::Image &image_ ) const
{
image_.magnify( );
}
// Remap image colors with closest color from reference image
Magick::mapImage::mapImage( const Magick::Image &mapImage_ ,
const bool dither_ )
: _mapImage( mapImage_ ),
_dither( dither_ )
{
}
void Magick::mapImage::operator()( Magick::Image &image_ ) const
{
image_.map( _mapImage, _dither );
}
// Filter image by replacing each pixel component with the median
// color in a circular neighborhood
Magick::medianConvolveImage::medianConvolveImage( const double radius_ )
: _radius( radius_ )
{
}
void Magick::medianConvolveImage::operator()( Magick::Image &image_ ) const
{
image_.medianFilter( _radius );
}
// Reduce image by integral size
Magick::minifyImage::minifyImage( void )
{
}
void Magick::minifyImage::operator()( Magick::Image &image_ ) const
{
image_.minify( );
}
// Modulate percent hue, saturation, and brightness of an image
Magick::modulateImage::modulateImage( const double brightness_,
const double saturation_,
const double hue_ )
: _brightness( brightness_ ),
_saturation( saturation_ ),
_hue( hue_ )
{
}
void Magick::modulateImage::operator()( Magick::Image &image_ ) const
{
image_.modulate( _brightness, _saturation, _hue );
}
// Negate colors in image. Set grayscale to only negate grayscale
// values in image.
Magick::negateImage::negateImage( const bool grayscale_ )
: _grayscale( grayscale_ )
{
}
void Magick::negateImage::operator()( Magick::Image &image_ ) const
{
image_.negate( _grayscale );
}
// Normalize image (increase contrast by normalizing the pixel values
// to span the full range of color values)
Magick::normalizeImage::normalizeImage( void )
{
}
void Magick::normalizeImage::operator()( Magick::Image &image_ ) const
{
image_.normalize( );
}
// Oilpaint image (image looks like oil painting)
Magick::oilPaintImage::oilPaintImage( const double radius_ )
: _radius( radius_ )
{
}
void Magick::oilPaintImage::operator()( Magick::Image &image_ ) const
{
image_.oilPaint( _radius );
}
// Set or attenuate the image alpha channel. If the image pixels are
// opaque then they are set to the specified alpha value, otherwise
// they are blended with the supplied alpha value. The value of
// alpha_ ranges from 0 (completely opaque) to QuantumRange. The defines
// OpaqueAlpha and TransparentAlpha are available to specify
// completely opaque or completely transparent, respectively.
Magick::alphaImage::alphaImage( const unsigned int alpha_ )
: _alpha( alpha_ )
{
}
void Magick::alphaImage::operator()( Magick::Image &image_ ) const
{
image_.alpha( _alpha );
}
// Change color of opaque pixel to specified pen color.
Magick::opaqueImage::opaqueImage( const Magick::Color &opaqueColor_,
const Magick::Color &penColor_ )
: _opaqueColor( opaqueColor_ ),
_penColor( penColor_ )
{
}
void Magick::opaqueImage::operator()( Magick::Image &image_ ) const
{
image_.opaque( _opaqueColor, _penColor );
}
// Quantize image (reduce number of colors)
Magick::quantizeImage::quantizeImage( const bool measureError_ )
: _measureError( measureError_ )
{
}
void Magick::quantizeImage::operator()( Image &image_ ) const
{
image_.quantize( _measureError );
}
// Raise image (lighten or darken the edges of an image to give a 3-D
// raised or lowered effect)
Magick::raiseImage::raiseImage( const Magick::Geometry &geometry_ ,
const bool raisedFlag_ )
: _geometry( geometry_ ),
_raisedFlag( raisedFlag_ )
{
}
void Magick::raiseImage::operator()( Magick::Image &image_ ) const
{
image_.raise( _geometry, _raisedFlag );
}
Magick::ReadOptions::ReadOptions(void)
: _imageInfo(static_cast<ImageInfo*>(AcquireMagickMemory(
sizeof(ImageInfo)))),
_quiet(false)
{
GetImageInfo(_imageInfo);
}
Magick::ReadOptions::ReadOptions(const Magick::ReadOptions& options_)
: _imageInfo(CloneImageInfo(options_._imageInfo)),
_quiet(false)
{
}
Magick::ReadOptions::~ReadOptions()
{
_imageInfo=DestroyImageInfo(_imageInfo);
}
void Magick::ReadOptions::density(const Magick::Geometry &density_)
{
if (!density_.isValid())
_imageInfo->density=(char *) RelinquishMagickMemory(_imageInfo->density);
else
Magick::CloneString(&_imageInfo->density,density_);
}
Magick::Geometry Magick::ReadOptions::density(void) const
{
if (_imageInfo->density)
return(Geometry(_imageInfo->density));
return(Geometry());
}
void Magick::ReadOptions::depth(size_t depth_)
{
_imageInfo->depth=depth_;
}
size_t Magick::ReadOptions::depth(void) const
{
return(_imageInfo->depth);
}
void Magick::ReadOptions::ping(const bool flag_)
{
_imageInfo->ping=(MagickBooleanType) flag_;
}
bool Magick::ReadOptions::ping(void) const
{
return(static_cast<bool>(_imageInfo->ping));
}
void Magick::ReadOptions::quiet(const bool quiet_)
{
_quiet=quiet_;
}
bool Magick::ReadOptions::quiet(void) const
{
return(_quiet);
}
void Magick::ReadOptions::size(const Geometry &geometry_)
{
_imageInfo->size=(char *) RelinquishMagickMemory(_imageInfo->size);
if ( geometry_.isValid() )
Magick::CloneString(&_imageInfo->size,geometry_);
}
Magick::Geometry Magick::ReadOptions::size(void) const
{
if (_imageInfo->size)
return(Geometry(_imageInfo->size));
return(Geometry());
}
MagickCore::ImageInfo *Magick::ReadOptions::imageInfo(void)
{
return(_imageInfo);
}
// Reduce noise in image using a noise peak elimination filter
Magick::reduceNoiseImage::reduceNoiseImage( void )
: _order(3)
{
}
Magick::reduceNoiseImage::reduceNoiseImage ( const size_t order_ )
: _order(order_)
{
}
void Magick::reduceNoiseImage::operator()( Image &image_ ) const
{
image_.reduceNoise( _order );
}
// Roll image (rolls image vertically and horizontally) by specified
// number of columns and rows)
Magick::rollImage::rollImage( const Magick::Geometry &roll_ )
: _columns( static_cast<ssize_t>(roll_.width()) ),
_rows( static_cast<ssize_t>(roll_.height()) )
{
}
Magick::rollImage::rollImage( const ssize_t columns_,
const ssize_t rows_ )
: _columns( columns_ ),
_rows( rows_ )
{
}
void Magick::rollImage::operator()( Magick::Image &image_ ) const
{
image_.roll( _columns, _rows );
}
// Rotate image counter-clockwise by specified number of degrees.
Magick::rotateImage::rotateImage( const double degrees_ )
: _degrees( degrees_ )
{
}
void Magick::rotateImage::operator()( Magick::Image &image_ ) const
{
image_.rotate( _degrees );
}
// Resize image by using pixel sampling algorithm
Magick::sampleImage::sampleImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::sampleImage::operator()( Magick::Image &image_ ) const
{
image_.sample( _geometry );
}
// Resize image by using simple ratio algorithm
Magick::scaleImage::scaleImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::scaleImage::operator()( Magick::Image &image_ ) const
{
image_.scale( _geometry );
}
// Segment (coalesce similar image components) by analyzing the
// histograms of the color components and identifying units that are
// homogeneous with the fuzzy c-means technique. Also uses
// QuantizeColorSpace and Verbose image attributes
Magick::segmentImage::segmentImage( const double clusterThreshold_ ,
const double smoothingThreshold_ )
: _clusterThreshold( clusterThreshold_ ),
_smoothingThreshold( smoothingThreshold_ )
{
}
void Magick::segmentImage::operator()( Magick::Image &image_ ) const
{
image_.segment( _clusterThreshold, _smoothingThreshold );
}
// Shade image using distant light source
Magick::shadeImage::shadeImage( const double azimuth_,
const double elevation_,
const bool colorShading_)
: _azimuth( azimuth_ ),
_elevation( elevation_ ),
_colorShading (colorShading_)
{
}
void Magick::shadeImage::operator()( Magick::Image &image_ ) const
{
image_.shade( _azimuth, _elevation, _colorShading );
}
// Simulate an image shadow
Magick::shadowImage::shadowImage( const double percent_opacity_,
const double sigma_,
const ssize_t x_, const ssize_t y_ )
: _percent_opacity( percent_opacity_ ),
_sigma( sigma_ ),
_x ( x_ ),
_y ( y_ )
{
}
void Magick::shadowImage::operator()( Magick::Image &image_ ) const
{
image_.shadow( _percent_opacity, _sigma, _x, _y );
}
// Sharpen pixels in image
Magick::sharpenImage::sharpenImage( const double radius_, const double sigma_ )
: _radius( radius_ ),
_sigma( sigma_ )
{
}
void Magick::sharpenImage::operator()( Magick::Image &image_ ) const
{
image_.sharpen( _radius, _sigma );
}
// Shave pixels from image edges.
Magick::shaveImage::shaveImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::shaveImage::operator()( Magick::Image &image_ ) const
{
image_.shave( _geometry );
}
// Shear image (create parallelogram by sliding image by X or Y axis)
Magick::shearImage::shearImage( const double xShearAngle_,
const double yShearAngle_ )
: _xShearAngle( xShearAngle_ ),
_yShearAngle( yShearAngle_ )
{
}
void Magick::shearImage::operator()( Magick::Image &image_ ) const
{
image_.shear( _xShearAngle, _yShearAngle );
}
// Solarize image (similar to effect seen when exposing a photographic
// film to light during the development process)
Magick::solarizeImage::solarizeImage( const double factor_ )
: _factor( factor_ )
{
}
void Magick::solarizeImage::operator()( Magick::Image &image_ ) const
{
image_.solarize( _factor );
}
// Spread pixels randomly within image by specified amount
Magick::spreadImage::spreadImage( const size_t amount_ )
: _amount( amount_ )
{
}
void Magick::spreadImage::operator()( Magick::Image &image_ ) const
{
image_.spread( (double) _amount );
}
// Add a digital watermark to the image (based on second image)
Magick::steganoImage::steganoImage( const Magick::Image &waterMark_ )
: _waterMark( waterMark_ )
{
}
void Magick::steganoImage::operator()( Magick::Image &image_ ) const
{
image_.stegano( _waterMark );
}
// Create an image which appears in stereo when viewed with red-blue
// glasses (Red image on left, blue on right)
Magick::stereoImage::stereoImage( const Magick::Image &rightImage_ )
: _rightImage( rightImage_ )
{
}
void Magick::stereoImage::operator()( Magick::Image &image_ ) const
{
image_.stereo( _rightImage );
}
// Color to use when drawing object outlines
Magick::strokeColorImage::strokeColorImage( const Magick::Color &strokeColor_ )
: _strokeColor( strokeColor_ )
{
}
void Magick::strokeColorImage::operator()( Magick::Image &image_ ) const
{
image_.strokeColor( _strokeColor );
}
// Swirl image (image pixels are rotated by degrees)
Magick::swirlImage::swirlImage( const double degrees_ )
: _degrees( degrees_ )
{
}
void Magick::swirlImage::operator()( Magick::Image &image_ ) const
{
image_.swirl( _degrees );
}
// Channel a texture on image background
Magick::textureImage::textureImage( const Magick::Image &texture_ )
: _texture( texture_ )
{
}
void Magick::textureImage::operator()( Magick::Image &image_ ) const
{
image_.texture( _texture );
}
// Threshold image
Magick::thresholdImage::thresholdImage( const double threshold_ )
: _threshold( threshold_ )
{
}
void Magick::thresholdImage::operator()( Magick::Image &image_ ) const
{
image_.threshold( _threshold );
}
// Set image color to transparent
Magick::transparentImage::transparentImage( const Magick::Color& color_ )
: _color( color_ )
{
}
void Magick::transparentImage::operator()( Magick::Image &image_ ) const
{
image_.transparent( _color );
}
// Trim edges that are the background color from the image
Magick::trimImage::trimImage( void )
{
}
void Magick::trimImage::operator()( Magick::Image &image_ ) const
{
image_.trim( );
}
// Map image pixels to a sine wave
Magick::waveImage::waveImage( const double amplitude_,
const double wavelength_ )
: _amplitude( amplitude_ ),
_wavelength( wavelength_ )
{
}
void Magick::waveImage::operator()( Magick::Image &image_ ) const
{
image_.wave( _amplitude, _wavelength );
}
// resize image to specified size.
Magick::resizeImage::resizeImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::resizeImage::operator()( Magick::Image &image_ ) const
{
image_.resize( _geometry );
}
// Zoom image to specified size.
Magick::zoomImage::zoomImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::zoomImage::operator()( Magick::Image &image_ ) const
{
image_.zoom( _geometry );
}
//
// Function object image attribute accessors
//
// Join images into a single multi-image file
Magick::adjoinImage::adjoinImage( const bool flag_ )
: _flag( flag_ )
{
}
void Magick::adjoinImage::operator()( Magick::Image &image_ ) const
{
image_.adjoin( _flag );
}
// Time in 1/100ths of a second which must expire before displaying
// the next image in an animated sequence.
Magick::animationDelayImage::animationDelayImage( const size_t delay_ )
: _delay( delay_ )
{
}
void Magick::animationDelayImage::operator()( Magick::Image &image_ ) const
{
image_.animationDelay( _delay );
}
// Number of iterations to loop an animation (e.g. Netscape loop
// extension) for.
Magick::animationIterationsImage::animationIterationsImage( const size_t iterations_ )
: _iterations( iterations_ )
{
}
void Magick::animationIterationsImage::operator()( Magick::Image &image_ ) const
{
image_.animationIterations( _iterations );
}
// Image background color
Magick::backgroundColorImage::backgroundColorImage( const Magick::Color &color_ )
: _color( color_ )
{
}
void Magick::backgroundColorImage::operator()( Magick::Image &image_ ) const
{
image_.backgroundColor( _color );
}
// Name of texture image to tile onto the image background
Magick::backgroundTextureImage::backgroundTextureImage( const std::string &backgroundTexture_ )
: _backgroundTexture( backgroundTexture_ )
{
}
void Magick::backgroundTextureImage::operator()( Magick::Image &image_ ) const
{
image_.backgroundTexture( _backgroundTexture );
}
// Image border color
Magick::borderColorImage::borderColorImage( const Magick::Color &color_ )
: _color( color_ )
{
}
void Magick::borderColorImage::operator()( Magick::Image &image_ ) const
{
image_.borderColor( _color );
}
// Text bounding-box base color (default none)
Magick::boxColorImage::boxColorImage( const Magick::Color &boxColor_ )
: _boxColor( boxColor_ ) { }
void Magick::boxColorImage::operator()( Magick::Image &image_ ) const
{
image_.boxColor( _boxColor );
}
Magick::chromaBluePrimaryImage::chromaBluePrimaryImage(const double x_,
const double y_,const double z_)
: _x(x_),
_y(y_),
_z(z_)
{
}
void Magick::chromaBluePrimaryImage::operator()(Magick::Image &image_) const
{
image_.chromaBluePrimary(_x,_y,_z);
}
Magick::chromaGreenPrimaryImage::chromaGreenPrimaryImage(const double x_,
const double y_,const double z_)
: _x(x_),
_y(y_),
_z(z_)
{
}
void Magick::chromaGreenPrimaryImage::operator()( Magick::Image &image_ ) const
{
image_.chromaGreenPrimary(_x,_y,_z);
}
Magick::chromaRedPrimaryImage::chromaRedPrimaryImage(const double x_,
const double y_,const double z_)
: _x(x_),
_y(y_),
_z(z_)
{
}
void Magick::chromaRedPrimaryImage::operator()(Magick::Image &image_) const
{
image_.chromaRedPrimary(_x,_y,_z);
}
Magick::chromaWhitePointImage::chromaWhitePointImage(const double x_,
const double y_,const double z_)
: _x(x_),
_y(y_),
_z(z_)
{
}
void Magick::chromaWhitePointImage::operator()(Magick::Image &image_) const
{
image_.chromaWhitePoint(_x,_y,_z);
}
// Colors within this distance are considered equal
Magick::colorFuzzImage::colorFuzzImage( const double fuzz_ )
: _fuzz( fuzz_ )
{
}
void Magick::colorFuzzImage::operator()( Magick::Image &image_ ) const
{
image_.colorFuzz( _fuzz );
}
// Color at colormap position index_
Magick::colorMapImage::colorMapImage( const size_t index_,
const Color &color_ )
: _index( index_ ),
_color( color_ )
{
}
void Magick::colorMapImage::operator()( Magick::Image &image_ ) const
{
image_.colorMap( _index, _color );
}
// Composition operator to be used when composition is implicitly used
// (such as for image flattening).
Magick::composeImage::composeImage( const CompositeOperator compose_ )
: _compose( compose_ )
{
}
void Magick::composeImage::operator()( Magick::Image &image_ ) const
{
image_.compose( _compose );
}
// Compression type
Magick::compressTypeImage::compressTypeImage( const CompressionType compressType_ )
: _compressType( compressType_ )
{
}
void Magick::compressTypeImage::operator()( Magick::Image &image_ ) const
{
image_.compressType( _compressType );
}
// Vertical and horizontal resolution in pixels of the image
Magick::densityImage::densityImage( const Point &point_ )
: _point( point_ )
{
}
void Magick::densityImage::operator()( Magick::Image &image_ ) const
{
image_.density( _point );
}
// Image depth (bits allocated to red/green/blue components)
Magick::depthImage::depthImage( const size_t depth_ )
: _depth( depth_ )
{
}
void Magick::depthImage::operator()( Magick::Image &image_ ) const
{
image_.depth( _depth );
}
// Endianness (LSBEndian like Intel or MSBEndian like SPARC) for image
// formats which support endian-specific options.
Magick::endianImage::endianImage( const Magick::EndianType endian_ )
: _endian( endian_ )
{
}
void Magick::endianImage::operator()( Magick::Image &image_ ) const
{
image_.endian( _endian );
}
// Image file name
Magick::fileNameImage::fileNameImage( const std::string &fileName_ )
: _fileName( fileName_ )
{
}
void Magick::fileNameImage::operator()( Magick::Image &image_ ) const
{
image_.fileName( _fileName );
}
// Filter to use when resizing image
Magick::filterTypeImage::filterTypeImage( const FilterType filterType_ )
: _filterType( filterType_ )
{
}
void Magick::filterTypeImage::operator()( Magick::Image &image_ ) const
{
image_.filterType( _filterType );
}
// Text rendering font
Magick::fontImage::fontImage( const std::string &font_ )
: _font( font_ )
{
}
void Magick::fontImage::operator()( Magick::Image &image_ ) const
{
image_.font( _font );
}
// Font point size
Magick::fontPointsizeImage::fontPointsizeImage( const size_t pointsize_ )
: _pointsize( pointsize_ )
{
}
void Magick::fontPointsizeImage::operator()( Magick::Image &image_ ) const
{
image_.fontPointsize( (double) _pointsize );
}
// GIF disposal method
Magick::gifDisposeMethodImage::gifDisposeMethodImage( const DisposeType disposeMethod_ )
: _disposeMethod( disposeMethod_ )
{
}
void Magick::gifDisposeMethodImage::operator()( Magick::Image &image_ ) const
{
image_.gifDisposeMethod( _disposeMethod );
}
// Type of interlacing to use
Magick::interlaceTypeImage::interlaceTypeImage( const InterlaceType interlace_ )
: _interlace( interlace_ )
{
}
void Magick::interlaceTypeImage::operator()( Magick::Image &image_ ) const
{
image_.interlaceType( _interlace );
}
// File type magick identifier (.e.g "GIF")
Magick::magickImage::magickImage( const std::string &magick_ )
: _magick( magick_ )
{
}
void Magick::magickImage::operator()( Magick::Image &image_ ) const
{
image_.magick( _magick );
}
// Image supports transparent color
Magick::alphaFlagImage::alphaFlagImage( const bool alphaFlag_ )
: _alphaFlag( alphaFlag_ )
{
}
void Magick::alphaFlagImage::operator()( Magick::Image &image_ ) const
{
image_.alpha( _alphaFlag );
}
// Transparent color
Magick::matteColorImage::matteColorImage( const Color &matteColor_ )
: _matteColor( matteColor_ )
{
}
void Magick::matteColorImage::operator()( Magick::Image &image_ ) const
{
image_.matteColor( _matteColor );
}
// Indicate that image is black and white
Magick::monochromeImage::monochromeImage( const bool monochromeFlag_ )
: _monochromeFlag( monochromeFlag_ )
{
}
void Magick::monochromeImage::operator()( Magick::Image &image_ ) const
{
image_.monochrome( _monochromeFlag );
}
// Set pixel color at location x & y.
Magick::pixelColorImage::pixelColorImage( const ssize_t x_,
const ssize_t y_,
const Color &color_)
: _x( x_ ),
_y( y_ ),
_color( color_ ) { }
void Magick::pixelColorImage::operator()( Magick::Image &image_ ) const
{
image_.pixelColor( _x, _y, _color );
}
// Postscript page size.
Magick::pageImage::pageImage( const Geometry &pageSize_ )
: _pageSize( pageSize_ )
{
}
void Magick::pageImage::operator()( Magick::Image &image_ ) const
{
image_.page( _pageSize );
}
// JPEG/MIFF/PNG compression level (default 75).
Magick::qualityImage::qualityImage( const size_t quality_ )
: _quality( quality_ )
{
}
void Magick::qualityImage::operator()( Magick::Image &image_ ) const
{
image_.quality( _quality );
}
// Maximum number of colors to quantize to
Magick::quantizeColorsImage::quantizeColorsImage( const size_t colors_ )
: _colors( colors_ )
{
}
void Magick::quantizeColorsImage::operator()( Magick::Image &image_ ) const
{
image_.quantizeColors( _colors );
}
// Colorspace to quantize in.
Magick::quantizeColorSpaceImage::quantizeColorSpaceImage( const ColorspaceType colorSpace_ )
: _colorSpace( colorSpace_ )
{
}
void Magick::quantizeColorSpaceImage::operator()( Magick::Image &image_ ) const
{
image_.quantizeColorSpace( _colorSpace );
}
// Dither image during quantization (default true).
Magick::quantizeDitherImage::quantizeDitherImage( const bool ditherFlag_ )
: _ditherFlag( ditherFlag_ )
{
}
void Magick::quantizeDitherImage::operator()( Magick::Image &image_ ) const
{
image_.quantizeDither( _ditherFlag );
}
// Quantization tree-depth
Magick::quantizeTreeDepthImage::quantizeTreeDepthImage( const size_t treeDepth_ )
: _treeDepth( treeDepth_ ) { }
void Magick::quantizeTreeDepthImage::operator()( Magick::Image &image_ ) const
{
image_.quantizeTreeDepth( _treeDepth );
}
// The type of rendering intent
Magick::renderingIntentImage::renderingIntentImage( const Magick::RenderingIntent renderingIntent_ )
: _renderingIntent( renderingIntent_ )
{
}
void Magick::renderingIntentImage::operator()( Magick::Image &image_ ) const
{
image_.renderingIntent( _renderingIntent );
}
// Units of image resolution
Magick::resolutionUnitsImage::resolutionUnitsImage( const Magick::ResolutionType resolutionUnits_ )
: _resolutionUnits( resolutionUnits_ )
{
}
void Magick::resolutionUnitsImage::operator()( Magick::Image &image_ ) const
{
image_.resolutionUnits( _resolutionUnits );
}
// Image scene number
Magick::sceneImage::sceneImage( const size_t scene_ )
: _scene( scene_ )
{
}
void Magick::sceneImage::operator()( Magick::Image &image_ ) const
{
image_.scene( _scene );
}
// Width and height of a raw image
Magick::sizeImage::sizeImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::sizeImage::operator()( Magick::Image &image_ ) const
{
image_.size( _geometry );
}
// Splice the background color into the image.
Magick::spliceImage::spliceImage( const Magick::Geometry &geometry_ )
: _geometry( geometry_ )
{
}
void Magick::spliceImage::operator()( Magick::Image &image_ ) const
{
image_.splice( _geometry );
}
// stripImage strips an image of all profiles and comments.
Magick::stripImage::stripImage( void )
{
}
void Magick::stripImage::operator()( Magick::Image &image_ ) const
{
image_.strip( );
}
// Subimage of an image sequence
Magick::subImageImage::subImageImage( const size_t subImage_ )
: _subImage( subImage_ )
{
}
void Magick::subImageImage::operator()( Magick::Image &image_ ) const
{
image_.subImage( _subImage );
}
// Number of images relative to the base image
Magick::subRangeImage::subRangeImage( const size_t subRange_ )
: _subRange( subRange_ )
{
}
void Magick::subRangeImage::operator()( Magick::Image &image_ ) const
{
image_.subRange( _subRange );
}
// Anti-alias Postscript and TrueType fonts (default true)
Magick::textAntiAliasImage::textAntiAliasImage( const bool flag_ )
: _flag( flag_ )
{
}
void Magick::textAntiAliasImage::operator()( Magick::Image &image_ ) const
{
image_.textAntiAlias( _flag );
}
// Image storage type
Magick::typeImage::typeImage( const Magick::ImageType type_ )
: _type( type_ )
{
}
void Magick::typeImage::operator()( Magick::Image &image_ ) const
{
image_.type( _type );
}
// Print detailed information about the image
Magick::verboseImage::verboseImage( const bool verbose_ )
: _verbose( verbose_ )
{
}
void Magick::verboseImage::operator()( Magick::Image &image_ ) const
{
image_.verbose( _verbose );
}
// X11 display to display to, obtain fonts from, or to capture image
// from
Magick::x11DisplayImage::x11DisplayImage( const std::string &display_ )
: _display( display_ )
{
}
void Magick::x11DisplayImage::operator()( Magick::Image &image_ ) const
{
image_.x11Display( _display );
}
Magick::Color
Definition Color.h:37
Magick::Drawable
Definition Drawable.h:121
Magick::Geometry
Definition Geometry.h:38
Magick::Image
Definition Image.h:56
Magick::ReadOptions
Definition STL.h:858