This function loads and stitches together a tiled image, returning a HIGEAR handle to the image in memory.
Declaration:
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AT_ERRCOUNT ACCUAPI IG_load_tiles_stitch(
const LPSTR lpszFileName,
UINT nPage,
LPAT_STITCH lpStitch,
LPHIGEAR lphIGear
);
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Arguments:
Name |
Type |
Description |
lpszFileName |
const LPSTR |
Set to the filename of the image to load and stitch. |
nPage |
UINT |
Page number to load and stitch if this is a multi-page file. Note that page numbers begin at 1, not 0. Set nPage to 1 if this is not a multi-page file. |
lpStitch |
LPAT_STITCH |
Set to a structure of type AT_STITCH, which defines the reference tile number, and the number of row and columns of tiles. |
lphIGear |
LPHIGEAR |
ImageGear returns a HIGEAR handle to the newly stitched image in memory. |
Return Value:
Returns 0 if successful. Otherwise, returns the number of ImageGear errors that occurred during this function call.
Supported Raster Image Formats:
All pixel formats supported by ImageGear for C and C++.
Sample:
Filters
Example:
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AT_ERRCOUNT nErrCount;
HIGEAR hIGear = 0;
AT_STITCH stitch = {1, 1, 1};
CHAR* szFile = "picture.tif";
nErrCount = IG_load_tiles_stitch(szFile, 1, &stitch, &hIGear);
//...
// Destroy the image
if(IG_image_is_valid(hIGear))
{
IG_image_delete(hIGear);
}
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Remarks:
The AT_STITCH structure allows you to supply ImageGear with information on which tiles to use as the upper-left corner in the new stitched image, and how many tile rows and columns should be stitched together. For a graphical representation of how this works, see Working with Tiled Images.
The nPage argument is set to 1 or greater if you are loading from a multi-page file, to indicate which page (image) you want to load. Set nPage to 1 for a non-multi-page file.
If you set nPage to < 1, ImageGear will default the value to 1; if you set nPage to greater than the number of pages in the document, ImageGear will default the value to the last page number.
See also IG_load_tiles_stitch_FD, IG_load_tiles_stitch_mem, IG_tile_count_get functions.
For a complete discussion of working with tiled images see Working with Tiled Images.