Can images be read from a file into an array?
#1
I have a folder containing several images (.jpg) that I want to place in an array, then pick any (or all) from that array to display. I don't see any appropriate commands that allow this; are there any? (simplicity is important to me!)  Wink
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, W.A.) Big Grin
Reply
#2
Use File Listings to Arrays to put the filenames in an array.   https://staging.qb64phoenix.com/showthread.php?tid=68

Have the user select which files to view from those names.

Use an Array with _LOADIMAGE to load the users choices.

PUTIMAGE to screen as appropriate.
Reply
#3
(02-17-2023, 12:47 AM)SMcNeill Wrote: Use File Listings to Arrays to put the filenames in an array.   https://staging.qb64phoenix.com/showthread.php?tid=68

Have the user select which files to view from those names.

Use an Array with _LOADIMAGE to load the users choices.

PUTIMAGE to screen as appropriate.

Ahah, didn't look in _commands for image-related items, silly me!
On the trail now, thanks Steve.
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, W.A.) Big Grin
Reply
#4
(02-17-2023, 12:34 AM)PhilOfPerth Wrote: I have a folder containing several images (.jpg) that I want to place in an array, then pick any (or all) from that array to display. I don't see any appropriate commands that allow this; are there any? (simplicity is important to me!)  Wink

I do this all the time in my games. I use an array of LONG INTEGERS to preload images then call upon each array index when I need the images.

DIM Image(10) AS LONG

Image(0) = _LOADIMAGE("image001.jpg", 32)
Image(1) = _LOADIMAGE("image002.jpg", 32)
Image(2) = _LOADIMAGE("image003.jpg", 32)
Image(3) = _LOADIMAGE("image004.jpg", 32)
Image(4) = _LOADIMAGE("image005.jpg", 32)
etc..
etc..

You can assign descriptive variable names if you like as well:

WaterFall& = Image(0)
Forest& = Image(1)
SunSet& = Image(2)
etc..

_PUTIMAGE (0, 0), SunSet&
or
_PUTIMAGE (0, 0), Image(2)


Don't forget to free the images before your program terminates:

FOR i = 0 TO 10
    _FREEIMAGE Image(i)
NEXT i

Look at the code for any of my games and you'll see I use this method quite extensively.
Software and cathedrals are much the same — first we build them, then we pray.
QB64 Tutorial
Reply
#5
(02-17-2023, 12:34 AM)PhilOfPerth Wrote: I have a folder containing several images (.jpg) that I want to place in an array, then pick any (or all) from that array to display. I don't see any appropriate commands that allow this; are there any? (simplicity is important to me!)  Wink

If your images have numbers for the filename you can also do it this way . . . (example is from my game but gives you the general idea).

Code: (Select All)
  CONST PLAYERDROP = 50 ' number of player animation frames       
  DIM SHARED dropplayer(PLAYERDROP) AS LONG ' player ship animations   
   
    LOCATE 3, 1: PRINT "loading opening animation"
    i = 1
    DO WHILE i <= PLAYERDROP
        drop$ = "SCRAPSHIP\x\gfx\playerdroppng\" + LTRIM$(STR$(i)) + ".png"
        dropplayer(i) = _LOADIMAGE(drop$)
        i = i + 1
    LOOP

Then afterwards use good ole _PUTIMAGE. Using an array like this is great for animations. 
See attached picture for an example of the folder contents that the array is iterating through.


Attached Files Image(s)
   
Reply
#6
(02-17-2023, 01:17 AM)TerryRitchie Wrote:
(02-17-2023, 12:34 AM)PhilOfPerth Wrote: I have a folder containing several images (.jpg) that I want to place in an array, then pick any (or all) from that array to display. I don't see any appropriate commands that allow this; are there any? (simplicity is important to me!)  Wink

I do this all the time in my games. I use an array of LONG INTEGERS to preload images then call upon each array index when I need the images.

DIM Image(10) AS LONG

Image(0) = _LOADIMAGE("image001.jpg", 32)
Image(1) = _LOADIMAGE("image002.jpg", 32)
Image(2) = _LOADIMAGE("image003.jpg", 32)
Image(3) = _LOADIMAGE("image004.jpg", 32)
Image(4) = _LOADIMAGE("image005.jpg", 32)
etc..
etc..

You can assign descriptive variable names if you like as well:

WaterFall& = Image(0)
Forest& = Image(1)
SunSet& = Image(2)
etc..

_PUTIMAGE (0, 0), SunSet&
or
_PUTIMAGE (0, 0), Image(2)


Don't forget to free the images before your program terminates:

FOR i = 0 TO 10
    _FREEIMAGE Image(i)
NEXT i

Look at the code for any of my games and you'll see I use this method quite extensively.

Thanks Terry.
This looks exactly like what I'm trying to do.
But when I used this to build a simple model to work on, by typing this:

Dim Image(10) As Long
Image(0) = _LoadImage("RecPics/cat.jpg", 32)
Image(1) = _LoadImage("RecPics/cat.jpg", 32)
Image(2) = _LoadImage("RecPics/cat.jpg", 32)
Image(3) = _LoadImage("RecPics/cat.jpg", 32)
Image(4) = _LoadImage("RecPics/cat.jpg", 32)
_PutImage (0, 0), Image(2)
Sleep
_FreeImage (Image(2))

I get an "Illegal function call" error on line 7 (the _PutImage line).
(I have the cat.jpg image in a folder called RecPicS)

I'll have a look at some of your progs to see if i can spot what I'm doing wrong.
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, W.A.) Big Grin
Reply
#7
(02-17-2023, 01:53 AM)PhilOfPerth Wrote: Dim Image(10) As Long
Image(0) = _LoadImage("RecPics/cat.jpg", 32)
Image(1) = _LoadImage("RecPics/cat.jpg", 32)
Image(2) = _LoadImage("RecPics/cat.jpg", 32)
Image(3) = _LoadImage("RecPics/cat.jpg", 32)
Image(4) = _LoadImage("RecPics/cat.jpg", 32)
_PutImage (0, 0), Image(2)
Sleep
_FreeImage (Image(2))

I get an "Illegal function call" error on line 7 (the _PutImage line).
(I have the cat.jpg image in a folder called RecPicS)


I noticed you referenced RecPics/cat in the sample code above but then said your folder was RecPicS (note the capital S at the end). Probably a typo but pointing it out just in case.
And depending on how your program is structured you might have to use DIM SHARED Image(10) AS LONG for it to work properly
Reply
#8
If Image(2) = -1 after _LoadImage, it couldn't find the image. You might need to set up a graphics screen for _Putimage.
b = b + ...
Reply
#9
I can fix this one!  SuperSteve to the Save!

Code: (Select All)
SCREEN _NEWIMAGE(800,600,32) 'dont forget me!
Dim Image(10) As Long
Image(0) = _LoadImage("RecPics/cat.jpg", 32)
Image(1) = _LoadImage("RecPics/cat.jpg", 32)
Image(2) = _LoadImage("RecPics/cat.jpg", 32)
Image(3) = _LoadImage("RecPics/cat.jpg", 32)
Image(4) = _LoadImage("RecPics/cat.jpg", 32)
_PutImage (0, 0), Image(2)
Sleep
_FreeImage (Image(2))



You mention: "I get an "Illegal function call" error on line 7 (the _PutImage line)."

1 -- Dim Image(10) As Long
2 -- Image(0) = _LoadImage("RecPics/cat.jpg", 32)
3 -- Image(1) = _LoadImage("RecPics/cat.jpg", 32)
4 -- Image(2) = _LoadImage("RecPics/cat.jpg", 32)
5 -- Image(3) = _LoadImage("RecPics/cat.jpg", 32)
6 -- Image(4) = _LoadImage("RecPics/cat.jpg", 32)
7 -- _PutImage (0, 0), Image(2)

Only way that's line 7 is if that's the complete code, in which case, it's missing the call to work in a graphic screen. Big Grin
Reply
#10
(02-17-2023, 02:10 AM)SMcNeill Wrote: I can fix this one!  SuperSteve to the Save!

Code: (Select All)
SCREEN _NEWIMAGE(800,600,32) 'dont forget me!
Dim Image(10) As Long
Image(0) = _LoadImage("RecPics/cat.jpg", 32)
Image(1) = _LoadImage("RecPics/cat.jpg", 32)
Image(2) = _LoadImage("RecPics/cat.jpg", 32)
Image(3) = _LoadImage("RecPics/cat.jpg", 32)
Image(4) = _LoadImage("RecPics/cat.jpg", 32)
_PutImage (0, 0), Image(2)
Sleep
_FreeImage (Image(2))

Bingo!
Steve wins the choccy frog! I was missing the _NewImage line. And there's my pussycat!
Now, I just have to select it (easy), size it (ok...), and position it (hmm...)
i think I'll be ok now. Thanks all for the help.  Big Grin  


You mention: "I get an "Illegal function call" error on line 7 (the _PutImage line)."

1 -- Dim Image(10) As Long
2 -- Image(0) = _LoadImage("RecPics/cat.jpg", 32)
3 -- Image(1) = _LoadImage("RecPics/cat.jpg", 32)
4 -- Image(2) = _LoadImage("RecPics/cat.jpg", 32)
5 -- Image(3) = _LoadImage("RecPics/cat.jpg", 32)
6 -- Image(4) = _LoadImage("RecPics/cat.jpg", 32)
7 -- _PutImage (0, 0), Image(2)

Only way that's line 7 is if that's the complete code, in which case, it's missing the call to work in a graphic screen.  Big Grin
 Yep, as Steve pointed out, I needed the _NewImage bit to make it work. That was the complete code for experimenting on. Thanks.
Of all the places on Earth, and all the planets in the Universe, I'd rather live here (Perth, W.A.) Big Grin
Reply




Users browsing this thread: 6 Guest(s)