L_LTIMGSFX_API L_INT L_ColoredBallsBitmap(pBitmap, uNumBalls, uSize, uSizeVariation, nHighLightAng, crHighLight, crBkgColor, crShadingColor, pBallColors, uNumOfBallColors, uAvrBallClrOpacity, uBallClrOpacityVariation, uRipple, uFlags)
This function adds colored balls to the bitmap. Various parameters control the color and appearance of the balls.
Pointer to the bitmap handle referencing the bitmap to be changed.
Number of balls that will be drawn in the image.
Average ball size, in pixels.
Ball size variation. Valid values range from 0 to 100. Use 0 to have all balls the same size. Use 100 to have the size vary from 0 to 2 X
Light source direction of the highlight color on the ball. This value is in hundredths of degrees (+/-). A positive value will rotate the highlight color clockwise, while a negative value will rotate the highlight color counter-clockwise. Possible values range from 36000 to + 36000.
Shade (or gradient) color.
Pointer to an array of ball colors.
The number of ball colors.
Average ball color opacity. Valid values range from 0 to 255 for 8-bit , 0 to 4095 for 12-bit and 0 to 65535 for 16-bit.
Ball color opacity variation. Valid values range from 0 to 100. Use 0 to have all pixels assigned the same opacity. Use 100 to have the opacity vary from 0 to 2 X
The number of shades that are used to produce the background. This value is divided internally by 100. For example, if uRipple = 200 the actual frequency is 2. This value is ignored if the CLRBALLS_SHADING_SINGLE flag is set.
Flags that indicate which background color, shade (or gradient) type, ball type and ball color type to use. You can use a bit wise OR (|) to specify one flag from each group. Possible values are:
|How to draw the shading:|
|CLRBALLS_SHADING_SINGLE||[0x0001] Use only the background color (i.e. no shading).|
|CLRBALLS_SHADING_LEFTRIGHT||[0x0002] Draw shading as vertical lines that move from left to right.|
|CLRBALLS_SHADING_TOPBOTTOM||[0x0003] Draw shading as horizontal lines that move from top to bottom.|
|CLRBALLS_SHADING_CIRCULAR||[0x0004] Draw shading as concentric circles.|
|CLRBALLS_SHADING_ELLIPTICAL||[0x0005] Draw shading as concentric ellipses.|
|Type of ball to use:|
|CLRBALLS_STICKER||[0x0010] Use Balls that will overlap like stickers.|
|CLRBALLS_BALL||[0x0020] Use Balls that will adjust like bubbles.|
|How to treat the background:|
|CLRBALLS_IMAGE||[0x0100] Make the background the same as the image.|
|CLRBALLS_COLOR||[0x0200] Make the background using
|Type of ball coloring to use:|
|CLRBALLS_BALLCLR_MASK||[0x1000] Have the Ball color block image colors.|
|CLRBALLS_BALLCLR_OPACITY||[0x2000] Use the opacity value when combining image colors with ball colors.|
|SUCCESS||The function was successful.|
|< 1||An error occurred. Refer to Return Codes.|
This function does not support signed data images. It returns the error code ERROR_SIGNED_DATA_NOT_SUPPORTED if a signed data image is passed to this function.
The CLRBALLS_STICKER flag produces balls with more distinct edges than the CLRBALLS_BALL option.
To update a status bar or detect a user interrupt during execution of this function, refer to L_SetStatusCallback.
This function supports 12 and 16-bit grayscale and 48 and 64-bit color images. Support for 12 and 16-bit grayscale and 48 and 64-bit color images is available in the Document and Medical Imaging toolkits.
If the bitmap has a region, this function works only on the region. If the bitmap does not have a region, this function works on the entire bitmap.
This function does not support 32-bit grayscale images. It returns the error code ERROR_GRAY32_UNSUPPORTED if a 32-bit grayscale image is passed to this function.
Required DLLs and Libraries
The following example loads a bitmap, and applies the colored ball effect:
pBallColors = RGB(230,50,50);
pBallColors = RGB(230,200,160);
pBallColors = RGB(255,255,128);
pBallColors = RGB(240,50,100);
pBallColors = RGB(255,255,180);
pBallColors = RGB(170,240,100);
pBallColors = RGB(255,255,255);
/* Load the bitmap, keeping the bits per pixel of the file */
nRet = L_LoadBitmap (MAKE_IMAGE_PATH(TEXT("cannon.jpg")), &LeadBitmap, sizeof(BITMAPHANDLE), 0, ORDER_BGR,NULL,NULL);
/*Apply the effect*/
nRet = L_ColoredBallsBitmap(&LeadBitmap, 1000, 25, 15, 31500, RGB(255,255,255),
RGB(255,0,0), RGB(255,255,0), pBallColors, 7, 64, 10, 100,
nRet = L_SaveBitmap(MAKE_IMAGE_PATH(TEXT("Result.BMP")), &LeadBitmap, FILE_BMP, 24, 0, NULL);
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