Table Of Contents
Image¶
Core classes for loading images and converting them to a
Texture
. The raw image data can be keep in
memory for further access.
In-memory image loading¶
New in version 1.9.0: Official support for in-memory loading. Not all the providers support it, but currently SDL2, pygame, pil and imageio work.
To load an image with a filename, you would usually do:
from kivy.core.image import Image as CoreImage
im = CoreImage("image.png")
You can also load the image data directly from a memory block. Instead of passing the filename, you’ll need to pass the data as a BytesIO object together with an “ext” parameter. Both are mandatory:
import io
from kivy.core.image import Image as CoreImage
data = io.BytesIO(open("image.png", "rb").read())
im = CoreImage(data, ext="png")
By default, the image will not be cached as our internal cache requires a filename. If you want caching, add a filename that represents your file (it will be used only for caching):
import io
from kivy.core.image import Image as CoreImage
data = io.BytesIO(open("image.png", "rb").read())
im = CoreImage(data, ext="png", filename="image.png")
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class
kivy.core.image.
Image
(arg, **kwargs)[source]¶ Bases:
kivy.event.EventDispatcher
Load an image and store the size and texture.
Changed in version 1.0.7: mipmap attribute has been added. The texture_mipmap and texture_rectangle have been deleted.
Changed in version 1.0.8: An Image widget can change its texture. A new event ‘on_texture’ has been introduced. New methods for handling sequenced animation have been added.
Parameters: - arg: can be a string (str), Texture, BytesIO or Image object
A string path to the image file or data URI to be loaded; or a Texture object, which will be wrapped in an Image object; or a BytesIO object containing raw image data; or an already existing image object, in which case, a real copy of the given image object will be returned.
- keep_data: bool, defaults to False
Keep the image data when the texture is created.
- mipmap: bool, defaults to False
Create mipmap for the texture.
- anim_delay: float, defaults to .25
Delay in seconds between each animation frame. Lower values means faster animation.
- ext: str, only with BytesIO arg
File extension to use in determining how to load raw image data.
- filename: str, only with BytesIO arg
Filename to use in the image cache for raw image data.
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anim_available
¶ Return True if this Image instance has animation available.
New in version 1.0.8.
-
anim_delay
¶ Delay between each animation frame. A lower value means faster animation.
New in version 1.0.8.
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anim_index
¶ Return the index number of the image currently in the texture.
New in version 1.0.8.
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anim_reset
(allow_anim)[source]¶ Reset an animation if available.
New in version 1.0.8.
Parameters: - allow_anim: bool
Indicate whether the animation should restart playing or not.
Usage:
# start/reset animation image.anim_reset(True) # or stop the animation image.anim_reset(False)
You can change the animation speed whilst it is playing:
# Set to 20 FPS image.anim_delay = 1 / 20.
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filename
¶ Get/set the filename of image
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height
¶ Image height
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image
¶ Get/set the data image object
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static
load
(filename, **kwargs)[source]¶ Load an image
Parameters: - filename: str
Filename of the image.
- keep_data: bool, defaults to False
Keep the image data when the texture is created.
-
load_memory
(data, ext, filename='__inline__')[source]¶ (internal) Method to load an image from raw data.
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nocache
¶ Indicate whether the texture will not be stored in the cache or not.
New in version 1.6.0.
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on_texture
(*largs)[source]¶ - This event is fired when the texture reference or content has
- changed. It is normally used for sequenced images.
New in version 1.0.8.
-
read_pixel
(x, y)[source]¶ For a given local x/y position, return the pixel color at that position.
Warning
This function can only be used with images loaded with the keep_data=True keyword. For example:
m = Image.load('image.png', keep_data=True) color = m.read_pixel(150, 150)
Parameters: - x: int
Local x coordinate of the pixel in question.
- y: int
Local y coordinate of the pixel in question.
-
remove_from_cache
()[source]¶ Remove the Image from cache. This facilitates re-loading of images from disk in case the image content has changed.
New in version 1.3.0.
Usage:
im = CoreImage('1.jpg') # -- do something -- im.remove_from_cache() im = CoreImage('1.jpg') # this time image will be re-loaded from disk
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save
(filename, flipped=False)[source]¶ Save image texture to file.
The filename should have the ‘.png’ extension because the texture data read from the GPU is in the RGBA format. ‘.jpg’ might work but has not been heavily tested so some providers might break when using it. Any other extensions are not officially supported.
The flipped parameter flips the saved image vertically, and defaults to False.
Example:
# Save an core image object from kivy.core.image import Image img = Image('hello.png') img.save('hello2.png') # Save a texture texture = Texture.create(...) img = Image(texture) img.save('hello3.png')
New in version 1.7.0.
Changed in version 1.8.0: Parameter flipped added to flip the image before saving, default to False.
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size
¶ Image size (width, height)
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texture
¶ Texture of the image
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width
¶ Image width
-
class
kivy.core.image.
ImageData
(width, height, fmt, data, source=None, flip_vertical=True, source_image=None, rowlength=0)[source]¶ Bases:
builtins.object
Container for images and mipmap images. The container will always have at least the mipmap level 0.
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add_mipmap
(level, width, height, data, rowlength)[source]¶ Add a image for a specific mipmap level.
New in version 1.0.7.
-
data
¶ Image data. (If the image is mipmapped, it will use the level 0)
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flip_vertical
¶ Indicate if the texture will need to be vertically flipped
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fmt
¶ Decoded image format, one of a available texture format
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get_mipmap
(level)[source]¶ Get the mipmap image at a specific level if it exists
New in version 1.0.7.
-
height
¶ Image height in pixels. (If the image is mipmapped, it will use the level 0)
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mipmaps
¶ Data for each mipmap.
-
rowlength
¶ Image rowlength. (If the image is mipmapped, it will use the level 0)
New in version 1.9.0.
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size
¶ Image (width, height) in pixels. (If the image is mipmapped, it will use the level 0)
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source
¶ Image source, if available
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width
¶ Image width in pixels. (If the image is mipmapped, it will use the level 0)
-