/*******************************************************************************
* Copyright (c) 2000, 2013 IBM Corporation and others.
* All rights reserved. This program and the accompanying materials
* are made available under the terms of the Eclipse Public License v1.0
* which accompanies this distribution, and is available at
* http://www.eclipse.org/legal/epl-v10.html
*
* Contributors:
* IBM Corporation - initial API and implementation
*******************************************************************************/
package org.eclipse.swt.graphics;
import org.eclipse.jface.resource.ImageDescriptor;
/**
* Instances of this class are graphics which have been prepared
* for display on a specific device. That is, they are ready
* to paint using methods such as <code>GC.drawImage()</code>
* and display on widgets with, for example, <code>Button.setImage()</code>.
* <p>
* If loaded from a file format that supports it, an
* <code>Image</code> may have transparency, meaning that certain
* pixels are specified as being transparent when drawn. Examples
* of file formats that support transparency are GIF and PNG.
* </p><p>
* There are two primary ways to use <code>Images</code>.
* The first is to load a graphic file from disk and create an
* <code>Image</code> from it. This is done using an <code>Image</code>
* constructor, for example:
* <pre>
* Image i = new Image(device, "C:\\graphic.bmp");
* </pre>
* A graphic file may contain a color table specifying which
* colors the image was intended to possess. In the above example,
* these colors will be mapped to the closest available color in
* SWT. It is possible to get more control over the mapping of
* colors as the image is being created, using code of the form:
* <pre>
* ImageData data = new ImageData("C:\\graphic.bmp");
* RGB[] rgbs = data.getRGBs();
* // At this point, rgbs contains specifications of all
* // the colors contained within this image. You may
* // allocate as many of these colors as you wish by
* // using the Color constructor Color(RGB), then
* // create the image:
* Image i = new Image(device, data);
* </pre>
* <p>
* Applications which require even greater control over the image
* loading process should use the support provided in class
* <code>ImageLoader</code>.
* </p><p>
* Application code must explicitly invoke the <code>Image.dispose()</code>
* method to release the operating system resources managed by each instance
* when those instances are no longer required.
* </p>
*
* @see Color
* @see ImageData
* @see ImageLoader
* @see <a href="http://www.eclipse.org/swt/snippets/#image">Image snippets</a>
* @see <a href="http://www.eclipse.org/swt/examples.php">SWT Examples: GraphicsExample, ImageAnalyzer</a>
* @see <a href="http://www.eclipse.org/swt/">Sample code and further information</a>
*/
public class Image {
private final String img;
public Image(ImageDescriptor key) {
img = key.getImage();
}
public String getImg() {
return img;
}
}