pub struct Image { /* private fields */ }
Expand description

core class Image inherits Resource (reference-counted).

This class has related types in the image module.

Official documentation

See the documentation of this class in the Godot engine’s official documentation. The method descriptions are generated from it and typically contain code samples in GDScript, not Rust.

Memory management

The lifetime of this object is automatically managed through reference counting.

Class hierarchy

Image inherits methods from:

Safety

All types in the Godot API have interior mutability in Rust parlance. To enforce that the official thread-safety guidelines are followed, the typestate pattern is used in the Ref and TRef smart pointers, and the Instance API. The typestate Ownership in these types tracks whether ownership is unique, shared, or exclusive to the current thread. For more information, see the type-level documentation on Ref.

Implementations

Constants

Creates a new instance of this object.

This is a reference-counted type. The returned object is automatically managed by Ref.

Alpha-blends src_rect from src image to this image at coordinates dest.

Alpha-blends src_rect from src image to this image using mask image at coordinates dst. Alpha channels are required for both src and mask. dst pixels and src pixels will blend if the corresponding mask pixel’s alpha value is not 0. src image and mask image must have the same size (width and height) but they can have different formats.

Copies src_rect from src image to this image at coordinates dst.

Blits src_rect area from src image to this image at the coordinates given by dst. src pixel is copied onto dst if the corresponding mask pixel’s alpha value is not 0. src image and mask image must have the same size (width and height) but they can have different formats.

Converts a bumpmap to a normalmap. A bumpmap provides a height offset per-pixel, while a normalmap provides a normal direction per pixel.

Default Arguments
  • bump_scale - 1.0

Removes the image’s mipmaps.

Compresses the image to use less memory. Can not directly access pixel data while the image is compressed. Returns error if the chosen compression mode is not available. See CompressMode and CompressSource constants.

Converts the image’s format. See Format constants.

Copies src image to this image.

Creates an empty image of given size and format. See Format constants. If use_mipmaps is true then generate mipmaps for this image. See the generate_mipmaps.

Creates a new image of given size and format. See Format constants. Fills the image with the given raw data. If use_mipmaps is true then loads mipmaps for this image from data. See generate_mipmaps.

Crops the image to the given width and height. If the specified size is larger than the current size, the extra area is filled with black pixels.

Decompresses the image if it is compressed. Returns an error if decompress function is not available.

Returns ALPHA_BLEND if the image has data for alpha values. Returns ALPHA_BIT if all the alpha values are stored in a single bit. Returns ALPHA_NONE if no data for alpha values is found.

Stretches the image and enlarges it by a factor of 2. No interpolation is done.

Fills the image with a given Color.

Blends low-alpha pixels with nearby pixels.

Flips the image horizontally.

Flips the image vertically.

Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image’s width/height is 0. Note: Mipmap generation is done on the CPU, is single-threaded and is always done on the main thread. This means generating mipmaps will result in noticeable stuttering during gameplay, even if generate_mipmaps is called from a Thread.

Default Arguments
  • renormalize - false

Returns a copy of the image’s raw data.

Returns the image’s format. See Format constants.

Returns the image’s height.

Returns the offset where the image’s mipmap with index mipmap is stored in the data dictionary.

Returns the color of the pixel at (x, y) if the image is locked. If the image is unlocked, it always returns a Color with the value (0, 0, 0, 1.0). This is the same as get_pixelv, but two integer arguments instead of a Vector2 argument.

Returns the color of the pixel at src if the image is locked. If the image is unlocked, it always returns a Color with the value (0, 0, 0, 1.0). This is the same as get_pixel, but with a Vector2 argument instead of two integer arguments.

Returns a new image that is a copy of the image’s area specified with rect.

Returns the image’s size (width and height).

Returns a Rect2 enclosing the visible portion of the image, considering each pixel with a non-zero alpha channel as visible.

Returns the image’s width.

Returns true if the image has generated mipmaps.

Returns true if the image is compressed.

Returns true if the image has no data.

Returns true if all the image’s pixels have an alpha value of 0. Returns false if any pixel has an alpha value higher than 0.

Loads an image from file path. See Supported image formats for a list of supported image formats and limitations. Warning: This method should only be used in the editor or in cases when you need to load external images at run-time, such as images located at the user:// directory, and may not work in exported projects. See also ImageTexture description for usage examples.

Loads an image from the binary contents of a BMP file. Note: Godot’s BMP module doesn’t support 16-bit per pixel images. Only 1-bit, 4-bit, 8-bit, 24-bit, and 32-bit per pixel images are supported.

Loads an image from the binary contents of a JPEG file.

Loads an image from the binary contents of a PNG file.

Loads an image from the binary contents of a TGA file.

Loads an image from the binary contents of a WebP file.

Locks the data for reading and writing access. Sends an error to the console if the image is not locked when reading or writing a pixel.

Converts the image’s data to represent coordinates on a 3D plane. This is used when the image represents a normalmap. A normalmap can add lots of detail to a 3D surface without increasing the polygon count.

Multiplies color values with alpha values. Resulting color values for a pixel are (color * alpha)/256.

Resizes the image to the given width and height. New pixels are calculated using the interpolation mode defined via Interpolation constants.

Default Arguments
  • interpolation - 1

Resizes the image to the nearest power of 2 for the width and height. If square is true then set width and height to be the same. New pixels are calculated using the interpolation mode defined via Interpolation constants.

Default Arguments
  • square - false
  • interpolation - 1

Converts a standard RGBE (Red Green Blue Exponent) image to an sRGB image.

Saves the image as an EXR file to path. If grayscale is true and the image has only one channel, it will be saved explicitly as monochrome rather than one red channel. This function will return [ERR_UNAVAILABLE][Self::ERR_UNAVAILABLE] if Godot was compiled without the TinyEXR module. Note: The TinyEXR module is disabled in non-editor builds, which means save_exr will return [ERR_UNAVAILABLE][Self::ERR_UNAVAILABLE] when it is called from an exported project.

Default Arguments
  • grayscale - false

Saves the image as a PNG file to path.

Sample code is GDScript unless otherwise noted.

Sets the Color of the pixel at (x, y) if the image is locked. Example:

var img = Image.new()
img.create(img_width, img_height, false, Image.FORMAT_RGBA8)
img.lock()
img.set_pixel(x, y, color) # Works
img.unlock()
img.set_pixel(x, y, color) # Does not have an effect

Sample code is GDScript unless otherwise noted.

Sets the Color of the pixel at (dst.x, dst.y) if the image is locked. Note that the dst values must be integers. Example:

var img = Image.new()
img.create(img_width, img_height, false, Image.FORMAT_RGBA8)
img.lock()
img.set_pixelv(Vector2(x, y), color) # Works
img.unlock()
img.set_pixelv(Vector2(x, y), color) # Does not have an effect

Shrinks the image by a factor of 2.

Converts the raw data from the sRGB colorspace to a linear scale.

Unlocks the data and prevents changes.

Methods from Deref<Target = Resource>

Duplicates the resource, returning a new resource with the exported members copied. Note: To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn’t have default values. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing true to the subresources argument which will copy the subresources. Note: If subresources is true, this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. Note: When duplicating a resource, only exported properties are copied. Other properties will be set to their default value in the new resource.

Default Arguments
  • subresources - false

Sample code is GDScript unless otherwise noted.

Emits the changed signal. If external objects which depend on this resource should be updated, this method must be called manually whenever the state of this resource has changed (such as modification of properties). The method is equivalent to:

emit_signal("changed")

Note: This method is called automatically for built-in resources.

If [resource_local_to_scene][Self::resource_local_to_scene] is enabled and the resource was loaded from a PackedScene instantiation, returns the local scene where this resource’s unique copy is in use. Otherwise, returns null.

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

Returns the RID of the resource (or an empty RID). Many resources (such as Texture, Mesh, etc) are high-level abstractions of resources stored in a server, so this function will return the original RID.

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

If true, the resource will be made unique in each instance of its local scene. It can thus be modified in a scene instance without impacting other instances of that same scene.

The name of the resource. This is an optional identifier. If [resource_name][Self::resource_name] is not empty, its value will be displayed to represent the current resource in the editor inspector. For built-in scripts, the [resource_name][Self::resource_name] will be displayed as the tab name in the script editor.

The path to the resource. In case it has its own file, it will return its filepath. If it’s tied to the scene, it will return the scene’s path, followed by the resource’s index.

This method is called when a resource with [resource_local_to_scene][Self::resource_local_to_scene] enabled is loaded from a PackedScene instantiation. Its behavior can be customized by overriding [_setup_local_to_scene][Self::_setup_local_to_scene] from script. For most resources, this method performs no base logic. ViewportTexture performs custom logic to properly set the proxy texture and flags in the local viewport.

Sets the path of the resource, potentially overriding an existing cache entry for this path. This differs from setting [resource_path][Self::resource_path], as the latter would error out if another resource was already cached for the given path.

Methods from Deref<Target = Object>

Adds a user-defined signal. Arguments are optional, but can be added as an Array of dictionaries, each containing name: String and type: int (see [enum Variant.Type]) entries.

Default Arguments
  • arguments - [ ]

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

Sample code is GDScript unless otherwise noted.

Calls the method on the object during idle time. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

call_deferred("set", "position", Vector2(42.0, 0.0))

Note: In C#, the method name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined methods where you should use the same convention as in the C# source (typically PascalCase).

Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

Sample code is GDScript unless otherwise noted.

Calls the method on the object and returns the result. Contrarily to call, this method does not support a variable number of arguments but expects all parameters to be via a single Array.

callv("set", [ "position", Vector2(42.0, 0.0) ])
Safety

This function bypasses Rust’s static type checks (aliasing, thread boundaries, calls to free(), …).

Returns true if the object can translate strings. See set_message_translation and tr.

Sample code is GDScript unless otherwise noted.

Connects a signal to a method on a target object. Pass optional binds to the call as an Array of parameters. These parameters will be passed to the method after any parameter used in the call to emit_signal. Use flags to set deferred or one-shot connections. See ConnectFlags constants. A signal can only be connected once to a method. It will throw an error if already connected, unless the signal was connected with CONNECT_REFERENCE_COUNTED. To avoid this, first, use is_connected to check for existing connections. If the target is destroyed in the game’s lifecycle, the connection will be lost. Examples:

connect("pressed", self, "_on_Button_pressed") # BaseButton signal
connect("text_entered", self, "_on_LineEdit_text_entered") # LineEdit signal
connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # User-defined signal

An example of the relationship between binds passed to connect and parameters used when calling emit_signal:

connect("hit", self, "_on_Player_hit", [ weapon_type, damage ]) # weapon_type and damage are passed last
emit_signal("hit", "Dark lord", 5) # "Dark lord" and 5 are passed first
func _on_Player_hit(hit_by, level, weapon_type, damage):
    print("Hit by %s (lvl %d) with weapon %s for %d damage" % [hit_by, level, weapon_type, damage])
Default Arguments
  • binds - [ ]
  • flags - 0

Disconnects a signal from a method on the given target. If you try to disconnect a connection that does not exist, the method will throw an error. Use is_connected to ensure that the connection exists.

Sample code is GDScript unless otherwise noted.

Emits the given signal. The signal must exist, so it should be a built-in signal of this class or one of its parent classes, or a user-defined signal. This method supports a variable number of arguments, so parameters are passed as a comma separated list. Example:

emit_signal("hit", weapon_type, damage)
emit_signal("game_over")

Returns the Variant value of the given property. If the property doesn’t exist, this will return null. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

Returns the object’s class as a String. See also is_class. Note: get_class does not take class_name declarations into account. If the object has a class_name defined, the base class name will be returned instead.

Returns an Array of dictionaries with information about signals that are connected to the object. Each Dictionary contains three String entries:

  • source is a reference to the signal emitter.
  • signal_name is the name of the connected signal.
  • method_name is the name of the method to which the signal is connected.

Gets the object’s property indexed by the given NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Examples: "position:x" or "material:next_pass:blend_mode".

Returns the object’s unique instance ID. This ID can be saved in EncodedObjectAsID, and can be used to retrieve the object instance with [method @GDScript.instance_from_id].

Returns the object’s metadata entry for the given name.

Returns the object’s metadata as a PoolStringArray.

Returns the object’s methods and their signatures as an Array.

Returns the object’s property list as an Array of dictionaries. Each property’s Dictionary contain at least name: String and type: int (see [enum Variant.Type]) entries. Optionally, it can also include hint: int (see [PropertyHint][PropertyHint]), hint_string: String, and usage: int (see [PropertyUsageFlags][PropertyUsageFlags]).

Returns the object’s Script instance, or null if none is assigned.

Returns an Array of connections for the given signal.

Returns the list of signals as an Array of dictionaries.

Returns true if a metadata entry is found with the given name.

Returns true if the object contains the given method.

Returns true if the given signal exists.

Returns true if the given user-defined signal exists. Only signals added using add_user_signal are taken into account.

Returns true if signal emission blocking is enabled.

Returns true if the object inherits from the given class. See also get_class. Note: is_class does not take class_name declarations into account. If the object has a class_name defined, is_class will return false for that name.

Returns true if a connection exists for a given signal, target, and method.

Returns true if the Node.queue_free method was called for the object.

Send a given notification to the object, which will also trigger a call to the [_notification][Self::_notification] method of all classes that the object inherits from. If reversed is true, [_notification][Self::_notification] is called first on the object’s own class, and then up to its successive parent classes. If reversed is false, [_notification][Self::_notification] is called first on the highest ancestor (Object itself), and then down to its successive inheriting classes.

Default Arguments
  • reversed - false

Notify the editor that the property list has changed, so that editor plugins can take the new values into account. Does nothing on export builds.

Removes a given entry from the object’s metadata. See also set_meta.

Assigns a new value to the given property. If the property does not exist, nothing will happen. Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

If set to true, signal emission is blocked.

Assigns a new value to the given property, after the current frame’s physics step. This is equivalent to calling set via call_deferred, i.e. call_deferred("set", property, value). Note: In C#, the property name must be specified as snake_case if it is defined by a built-in Godot node. This doesn’t apply to user-defined properties where you should use the same convention as in the C# source (typically PascalCase).

Sample code is GDScript unless otherwise noted.

Assigns a new value to the property identified by the NodePath. The node path should be relative to the current object and can use the colon character (:) to access nested properties. Example:

set_indexed("position", Vector2(42, 0))
set_indexed("position:y", -10)
print(position) # (42, -10)

Defines whether the object can translate strings (with calls to tr). Enabled by default.

Adds, changes or removes a given entry in the object’s metadata. Metadata are serialized and can take any Variant value. To remove a given entry from the object’s metadata, use remove_meta. Metadata is also removed if its value is set to null. This means you can also use set_meta("name", null) to remove metadata for "name".

Assigns a script to the object. Each object can have a single script assigned to it, which are used to extend its functionality. If the object already had a script, the previous script instance will be freed and its variables and state will be lost. The new script’s [_init][Self::_init] method will be called.

Returns a String representing the object. If not overridden, defaults to "[ClassName:RID]". Override the method [_to_string][Self::_to_string] to customize the String representation.

Translates a message using translation catalogs configured in the Project Settings. Only works if message translation is enabled (which it is by default), otherwise it returns the message unchanged. See set_message_translation.

Trait Implementations

Formats the value using the given formatter. Read more

The resulting type after dereferencing.

Dereferences the value.

Mutably dereferences the value.

The memory management kind of this type. This modifies the behavior of the Ref smart pointer. See its type-level documentation for more information. Read more

Creates an explicitly null reference of Self as a method argument. This makes type inference easier for the compiler compared to Option. Read more

Creates a new instance of Self using a zero-argument constructor, as a Unique reference. Read more

Performs a dynamic reference downcast to target type. Read more

Performs a static reference upcast to a supertype that is guaranteed to be valid. Read more

Creates a persistent reference to the same Godot object with shared thread access. Read more

Creates a persistent reference to the same Godot object with thread-local thread access. Read more

Creates a persistent reference to the same Godot object with unique access. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive. See also TRef::try_from_instance_id. Read more

Recovers a instance ID previously returned by Object::get_instance_id if the object is still alive, and panics otherwise. This does NOT guarantee that the resulting reference is safe to use. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.