public DiceEffectCommand(
int xblock,
int yblock,
int randomize,
DiceEffectCommandFlags flags,
RasterColor borderColor
)
public:
DiceEffectCommand(
int xblock,
int yblock,
int randomize,
DiceEffectCommandFlags flags,
RasterColor borderColor
)
__init__(self,xblock,yblock,randomize,flags,borderColor) # Overloaded constructor
xblock
If the DiceEffectCommandFlags.ResizeImage flag is set, this parameter represents the width of each block, in pixels. If the DiceEffectCommandFlags.Count flag is set, this parameter represents the number of blocks per row. Only positive values are accepted.
yblock
If the DiceEffectCommandFlags.ResizeImage flag is set, this parameter represents the height of each block, in pixels. If the DiceEffectCommandFlags.Count flag is set, this parameter represents the number of blocks per column. Only positive values are accepted.
randomize
The starting point for the randomization process. Valid values range from 0 through 500. Use 0 to have the command select the value. Only positive values are accepted.
flags
Flag that specifies how to apply the effect.
borderColor
Color of the border that will be drawn around the dice blocks. This parameter will be used only if the DiceEffectCommandFlags.Border flag is set.
Run the DiceEffectCommand on an image.
using Leadtools;
using Leadtools.Codecs;
using Leadtools.ImageProcessing.SpecialEffects;
public void DiceEffectConstructorExample()
{
// Load an image
RasterCodecs codecs = new RasterCodecs();
codecs.ThrowExceptionsOnInvalidImages = true;
RasterImage image = codecs.Load(Path.Combine(LEAD_VARS.ImagesDir, @"ImageProcessingDemo\Image2.jpg"));
// Prepare the command
DiceEffectCommand command = new DiceEffectCommand(32, 32, 0, DiceEffectCommandFlags.Size | DiceEffectCommandFlags.Border, new RasterColor(0, 0, 0));
// Apply Dice Effect for this image.
command.Run(image);
codecs.Save(image, Path.Combine(LEAD_VARS.ImagesDir, "Result.jpg"), RasterImageFormat.Jpeg, 24);
}
static class LEAD_VARS
{
public const string ImagesDir = @"C:\LEADTOOLS23\Resources\Images";
}
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