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 Post subject: GFX_Wizzard_BF - [Modules - All OS]
PostPosted: Tue Nov 08, 2016 8:12 pm 
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GFX-Wizzard_BF

GFX_Wizzard_BF is the compatible successor and further development of BucketFill_advanced

Graphic enhancement for PB graphic functions

Sprites with alpha blending and flicker free animation also for canvas


Enhanced GIF handling functions


100% full editable source codes :!:

Rock stable :!:

Can directly draw on canvas gadgets, PB sprites, images and screen

This tool create all graphic effects and sprites self, screen mode is available, but not needed ! :o

Works fine on Windows, Linux and Macintosh

Enhance your Graphic !

http://www.nachtoptik.de
Author W. Albus ©

The codes are to large for the forum
Please load the latest code packet here :

http://purearea.net/ - The official PB support site

Visit purearea net - For news, codes, annoncements, PureBasic purchase and trial versions

Image

Direct download :
http://www.purearea.net/pb/download/modules/GFX_Wizzard_BF.zip


What can do this tool :
Can output all PB graphic functions with textures, images or photos
Can output all things animated directly on images and canvas with a function similar PB FlipBuffers
Can directly output on images, PB sprites, canvas, screen, full automatic
Simple extensible with many functions from the PB graphic librarys
Supports the vector graphic library
Supports CSS sprites
Inclusive creating tool for creating CSS image sprite sheets from GIF pictures
Enhanced GIF output with many features
GIF output same sprites directly on images, canvas and screen
Can output sprites on images and canvas without a needed screen mode
Rotating and mirroring for sprites, images, photos and textures
Functions for creating professional photo retouching tools
Functions for creating phantastic effects with any photos, textures or pictures
Replacing colors with other colors
BucketFill - Replacing colors with textures, pictures or photos
FloodFill - Supports colors, gradient colors, textures, pictures or photos
Recoloring textures and sprites
Output sprites and textures with invisible color and alpha blending
Color distance function for sprites invisible color
Color distance function for texture bucket fill and flood fill
Color distance function for standard fill with a color
Simple enhancing many PB standard graphic functions
Can use textures or sprites with any size
Can use masked sprites
Can use Images with alpha channel as sprites
Can create high quality standard sprites with included mask from any pictures with alpha channel
Can create pictures with alpha channel from masked sprites
Can create gradient color sprites
Can use JPG encoded standard sprites with included mask
Can use all self maded sprites
Mask cleaning function for JPG encoded sprites available with the special color distance function for sprites
Using defined parties from textures or sprites
Creating pattern with any sizes from sprites and textures or both combined
Declaring start position for each texture or sprite output
Multiple texture or sprite output
Automatic tiling function
Automatic scrolling function
Can output fine looking seamless photos (Works also with textures)
Manipulating FloodFill Buffer available
Manipulating BucketFill Buffer available
FloodFill and BucketFill Buffer register any modified pixel automatically
You can endless create and manipulate sprites and textures
All functions are combinable
And many more....

Many samples come directly added to the modules

Amazing possibilities :o
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The BF Image button can make fine seamless animations, tousends variants available

BF advanced can simple output seamless photos directly on images or canvas (Works also with textures)
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BucketFill advanced can automatically create high quality masked sprites from pictures with alpha channel
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Be creative, make your own professional photo retouching tool with BucketFill advanced
It is simple, you get all things you need for developing very quick and high efficient photo retouching :shock:
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Normaly you can not use masked sprites with JPG compression as sprites
Compression artifacts in the as invisible declared color you become not invisible
Same problems you get mostly you use fill or retouch functions for creating sprite masks from any pictures
BucketFill advanced can automatically clean the sprite masks
So you can use also lossly compressed images or any hand maded sprites simple with BF advanced :wink:
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Looking, right the originale photo, left the demo result, created in one minute !
The needed demo code for texture and photo brush you found here :
http://www.purebasic.fr/english/viewtop ... 12&t=67278
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A phantastic feature - BucketFill advanced can output all PB graphic functions with textures, images, photos
Directly on images and canvas - with alpha blending and flicker free animations
:shock:
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Incredible sprite output, with alpha blending and gradient color functions, on images, PB sprites, canvas, screen
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Incredible texture flood fill, with color distance, alpha blending, gradient color and many more, for images, PB sprites, canvas
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BoxGo_BF and LineGo_BF - Very nice animated boxes and lines
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DrawText_BF - Nearly endless abilities for text output
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Simple create your own powerful BF enhanced applications
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Create powerfull GIF and sheet outputs
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ImageGadget_BF - Many abilities- simplest for using
You can scroll text blocks and images on all directions at the same time
You can output also images with invisible background
You can output without Gadget frames and visible background
You can use same the PB ImageGadgets, inclusive his flags and gadget states
Inclusive FitSize, no unwanted resizing of the ImageGadget
Automatic proportionally correct fitting of images and text
Full compatible with the PB ImageGadget
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Inclussive progressbar professional (PP)
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Demo videos :

Sprite and GIF output

http://www.quick-aes-256.de/Video/Sprite_and_GIF_1.mp4


A little video for demonstrating how sprite output works on BF

http://www.quick-aes-256.de/Video/Sprite_Demo_1.mp4


A little vodeo for demonstrating triple buffering on two canvas and a windowed screen

http://www.quick-aes-256.de/Video/Canva ... reen_1.mp4


Two Videos for demonstrating how progressbar professional (PP) works

http://www.quick-aes-256.de/Video/Progressbar_1.mp4

http://www.quick-aes-256.de/Video/Progressbar_2.mp4


A Video for demonstrating BoxGo and LineGo, very nice animations for lines and boxes

http://www.quick-aes-256.de/Video/BoxGo_1.mp4


Color distance sprite demo on windowed screen with alpha blending

http://www.quick-aes-256.de/Video/Sprit ... Screen.mp4


Color distance sprite demo on windowed screen - with alpha blending and sprite recoloring

http://www.quick-aes-256.de/Video/Sprit ... reen_1.mp4


BF sprite enhanced PB sprite output on windowed screen


http://www.quick-aes-256.de/Video/Sprit ... prites.mp4

BF Sprite tool - Three little videos about handling base functions[/b]

http://www.quick-aes-256.de/Video/Sprit ... eaning.mp4

http://www.quick-aes-256.de/Video/Sprit ... ndling.mp4

http://www.quick-aes-256.de/Video/Sprit ... import.mp4

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Last edited by walbus on Tue May 29, 2018 6:20 pm, edited 418 times in total.

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 Post subject: Re: Replace any colors with textures - little base code
PostPosted: Tue Nov 08, 2016 9:15 pm 
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Can you provide some example images and their result?

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 Post subject: Re: Replace any colors with textures
PostPosted: Tue Nov 08, 2016 9:23 pm 
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Last edited by walbus on Sat Dec 23, 2017 6:49 pm, edited 91 times in total.

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 Post subject: Re: Replace any colors with textures - little base code
PostPosted: Wed Nov 09, 2016 7:42 am 
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If you don't mind using a recent PB version, you can also use VectorSourceImage to fill with a texture.

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 Post subject: Re: Replace any colors with textures
PostPosted: Wed Nov 09, 2016 8:39 am 
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Primary, yes, but it has to many restrictions and can not handle color distance

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Last edited by walbus on Sat Dec 23, 2017 6:52 pm, edited 22 times in total.

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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 3:17 am 
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I see how it works now. There is a similar feature for bucket filling with a pattern in Photoshop. Thanks for the illustration. :)

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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 4:25 am 
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if you move the Window partially off Screen and back again ,
then that part of the Texture gets erased :(

How can erasing be prevented ??

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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 8:22 am 
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This is a Windows "feature", just use a canvas, it doesn't happen there.
Otherwise, you will have to redraw the content yourself.
Look at #PB_Event_Repaint

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Last edited by walbus on Sun Dec 24, 2017 11:15 am, edited 4 times in total.

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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 1:35 pm 
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would not a CustomFilterCallback() work for this too? drawing one image onto the other and in the callback check for the target color, and if pixel is appropriate draw the source color (or even blend it).

for the bucket/floodfill there is FillArea() but that only supports a fixed border color.


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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 2:38 pm 
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Last edited by walbus on Sun Dec 24, 2017 11:20 am, edited 4 times in total.

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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 9:17 pm 
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but your code can be adjusted for use with sprites, which are not officially supported by CustomFilterCallback().


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 Post subject: Re: Replace colors with textures - Full featured procedure
PostPosted: Thu Nov 10, 2016 9:23 pm 
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Last edited by walbus on Sun Dec 24, 2017 11:20 am, edited 5 times in total.

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 Post subject: Re: Bucket Fill advanced & Sprite support for Images and Can
PostPosted: Sun Nov 20, 2016 12:36 am 
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Hey walbus,

I just tried your new versions (d20 m11 y2016).

The old 'image' version just gave me a blank screen and it may have had something to do with WindowOutput needing to look for a re-draw event (possibly).

The new 'image' version just give me an error 'invalid memory access' on this line (456) and the window is never opened.
Code:
    CopyMemory(*drawing_buffer_grabed_image, DrawingBuffer_(),
               MemorySize(*drawing_buffer_grabed_image)) ; Refresh image


The new CanvasGadget code gives me many pictures (works ok) but then gives me the same error on line 464.

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 Post subject: Re: Bucket Fill advanced & Sprite support for Images and Can
PostPosted: Sun Nov 20, 2016 1:13 am 
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In the code are no checks if something was ok or not.

It should be always:
Code:
If StartDrawing()
and
Code:
If drawing_buffer_grabed_image


In the else path you can add debug messages to see when it fails.

For better reading also an * should be used to see that it is a 'pointer', but that's only a personal point.

Bernd


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 Post subject: Re: Bucket Fill advanced & Sprite support for Images and Can
PostPosted: Sun Nov 20, 2016 1:19 am 
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And for demo codes inside of a pbi listing I use always
Code:
CompilerIf #PB_Compiler_IsMainFile
  EnableExplicit
CompilerEndIf
at the beginning and
Code:
CompilerIf #PB_Compiler_IsMainFile
:
:
CompilerEndIf
to write the demo code at the end of the file.
So you don't need to change something when you include it in an other file or project.

Bernd


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