// This may look like C code, but it is really -*- C++ -*- // // Copyright Bob Friesenhahn, 1999, 2002 // // Implementation of STL classes and functions // #define MAGICKCORE_IMPLEMENTATION 1 #define MAGICK_PLUSPLUS_IMPLEMENTATION 1 #include #include // 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, _offset ); } // Add noise to image with specified noise type Magick::addNoiseImage::addNoiseImage( Magick::NoiseType noiseType_ ) : _noiseType( noiseType_ ) { } void Magick::addNoiseImage::operator()( Magick::Image &image_ ) const { image_.addNoise( _noiseType ); } // 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 // usally of the same size as the source image, unless 'bestfit' is set to // true. Magick::distortImage::distortImage( const Magick::DistortImageMethod 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::DistortImageMethod 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::list &drawable_ ) : _drawableList( drawable_ ) { } void Magick::drawImage::operator()( Magick::Image &image_ ) const { image_.draw( _drawableList ); } // Edge image (hilight edges in image) Magick::edgeImage::edgeImage( const double radius_ ) : _radius( radius_ ) { } void Magick::edgeImage::operator()( Magick::Image &image_ ) const { image_.edge( _radius ); } // Emboss image (hilight 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( ); } // Flood-fill image with color // Flood-fill color across pixels starting at target-pixel and // stopping at pixels matching specified border color. Uses current // fuzz setting when determining color match. Magick::floodFillColorImage::floodFillColorImage( const ssize_t x_, const ssize_t y_, const Magick::Color &fillColor_ ) : _x(x_), _y(y_), _fillColor(fillColor_), _borderColor() { } Magick::floodFillColorImage::floodFillColorImage( const Magick::Geometry &point_, const Magick::Color &fillColor_ ) : _x(point_.xOff()), _y(point_.yOff()), _fillColor(fillColor_), _borderColor() { } // Flood-fill color across pixels starting at target-pixel and // stopping at pixels matching specified border color. Uses current // fuzz setting when determining color match. Magick::floodFillColorImage::floodFillColorImage( const ssize_t x_, const ssize_t y_, const Magick::Color &fillColor_, const Magick::Color &borderColor_ ) : _x(x_), _y(y_), _fillColor(fillColor_), _borderColor(borderColor_) { } Magick::floodFillColorImage::floodFillColorImage( const Geometry &point_, const Color &fillColor_, const Color &borderColor_ ) : _x(point_.xOff()), _y(point_.yOff()), _fillColor(fillColor_), _borderColor(borderColor_) { } void Magick::floodFillColorImage::operator()( Magick::Image &image_ ) const { if ( _borderColor.isValid() ) { image_.floodFillColor( _x, _y, _fillColor, _borderColor ); } else { image_.floodFillColor( _x, _y, _fillColor ); } } // Flood-fill image with texture // Flood-fill texture across pixels that match the color of the target // pixel and are neighbors of the target pixel. Uses current fuzz // setting when determining color match. Magick::floodFillTextureImage::floodFillTextureImage( const ssize_t x_, const ssize_t y_, const Magick::Image &texture_ ) : _x(x_), _y(y_), _texture(texture_), _borderColor() { } Magick::floodFillTextureImage::floodFillTextureImage( const Magick::Geometry &point_, const Magick::Image &texture_ ) : _x(point_.xOff()), _y(point_.yOff()), _texture(texture_), _borderColor() { } // Flood-fill texture across pixels starting at target-pixel and // stopping at pixels matching specified border color. Uses current // fuzz setting when determining color match. Magick::floodFillTextureImage::floodFillTextureImage( const ssize_t x_, const ssize_t y_, const Magick::Image &texture_, const Magick::Color &borderColor_ ) : _x(x_), _y(y_), _texture(texture_), _borderColor(borderColor_) { } Magick::floodFillTextureImage::floodFillTextureImage( const Magick::Geometry &point_, const Magick::Image &texture_, const Magick::Color &borderColor_ ) : _x(point_.xOff()), _y(point_.yOff()), _texture(texture_), _borderColor(borderColor_) { } void Magick::floodFillTextureImage::operator()( Magick::Image &image_ ) const { if ( _borderColor.isValid() ) { image_.floodFillTexture( _x, _y, _texture, _borderColor ); } else { image_.floodFillTexture( _x, _y, _texture ); } } // 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 ); } // Floodfill designated area with a matte value Magick::matteFloodfillImage::matteFloodfillImage( const Color &target_ , const unsigned int matte_, const ssize_t x_, const ssize_t y_, const PaintMethod method_ ) : _target( target_ ), _matte( matte_ ), _x( x_ ), _y( y_ ), _method( method_ ) { } void Magick::matteFloodfillImage::operator()( Magick::Image &image_ ) const { image_.matteFloodfill( _target, _matte, _x, _y, _method ); } // 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 ); } // 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 columnms and rows) Magick::rollImage::rollImage( const Magick::Geometry &roll_ ) : _columns( roll_.width() ), _rows( 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 ammount Magick::spreadImage::spreadImage( const size_t amount_ ) : _amount( amount_ ) { } void Magick::spreadImage::operator()( Magick::Image &image_ ) const { image_.spread( _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 ); } // Transform image based on image and crop geometries Magick::transformImage::transformImage( const Magick::Geometry &imageGeometry_ ) : _imageGeometry( imageGeometry_ ), _cropGeometry( ) { } Magick::transformImage::transformImage( const Magick::Geometry &imageGeometry_, const Geometry &cropGeometry_ ) : _imageGeometry( imageGeometry_ ), _cropGeometry( cropGeometry_ ) { } void Magick::transformImage::operator()( Magick::Image &image_ ) const { if ( _cropGeometry.isValid() ) image_.transform( _imageGeometry, _cropGeometry ); else image_.transform( _imageGeometry ); } // 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 // // Anti-alias Postscript and TrueType fonts (default true) Magick::antiAliasImage::antiAliasImage( const bool flag_ ) : _flag( flag_ ) { } void Magick::antiAliasImage::operator()( Magick::Image &image_ ) const { image_.antiAlias( _flag ); } // 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 ); } // Chromaticity blue primary point (e.g. x=0.15, y=0.06) Magick::chromaBluePrimaryImage::chromaBluePrimaryImage( const double x_, const double y_ ) : _x( x_ ), _y( y_ ) { } void Magick::chromaBluePrimaryImage::operator()( Magick::Image &image_ ) const { image_.chromaBluePrimary( _x, _y ); } // Chromaticity green primary point (e.g. x=0.3, y=0.6) Magick::chromaGreenPrimaryImage::chromaGreenPrimaryImage( const double x_, const double y_ ) : _x( x_ ), _y( y_ ) { } void Magick::chromaGreenPrimaryImage::operator()( Magick::Image &image_ ) const { image_.chromaGreenPrimary( _x, _y ); } // Chromaticity red primary point (e.g. x=0.64, y=0.33) Magick::chromaRedPrimaryImage::chromaRedPrimaryImage( const double x_, const double y_ ) : _x( x_ ), _y( y_ ) { } void Magick::chromaRedPrimaryImage::operator()( Magick::Image &image_ ) const { image_.chromaRedPrimary( _x, _y ); } // Chromaticity white point (e.g. x=0.3127, y=0.329) Magick::chromaWhitePointImage::chromaWhitePointImage( const double x_, const double y_ ) : _x( x_ ), _y( y_ ) { } void Magick::chromaWhitePointImage::operator()( Magick::Image &image_ ) const { image_.chromaWhitePoint( _x, _y ); } // 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 Geometry &geomery_ ) : _geomery( geomery_ ) { } void Magick::densityImage::operator()( Magick::Image &image_ ) const { image_.density( _geomery ); } // 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 FilterTypes 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( _pointsize ); } // GIF disposal method Magick::gifDisposeMethodImage::gifDisposeMethodImage( const size_t 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 ); } // Linewidth for drawing vector objects (default one) Magick::lineWidthImage::lineWidthImage( const double lineWidth_ ) : _lineWidth( lineWidth_ ) { } void Magick::lineWidthImage::operator()( Magick::Image &image_ ) const { image_.lineWidth( _lineWidth ); } // 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::matteImage::matteImage( const bool matteFlag_ ) : _matteFlag( matteFlag_ ) { } void Magick::matteImage::operator()( Magick::Image &image_ ) const { image_.matte( _matteFlag ); } // 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 ); } // Pen color Magick::penColorImage::penColorImage( const Color &penColor_ ) : _penColor( penColor_ ) { } void Magick::penColorImage::operator()( Magick::Image &image_ ) const { image_.penColor( _penColor ); } // Pen texture image. Magick::penTextureImage::penTextureImage( const Image &penTexture_ ) : _penTexture( penTexture_ ) { } void Magick::penTextureImage::operator()( Magick::Image &image_ ) const { image_.penTexture( _penTexture ); } // 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 ); } // 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 ); } // FlashPix viewing parameters Magick::viewImage::viewImage( const std::string &view_ ) : _view( view_ ) { } void Magick::viewImage::operator()( Magick::Image &image_ ) const { image_.view( _view ); } // 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 ); }