Let's look at the RMagick equivalent of "Hello, world". This program reads an image file named "Cheetah.jpg" and displays1 it on your monitor
require "rmagick" cat = Magick::ImageList.new("Cheetah.jpg") cat.display exit
MS Windows users note: The display method does not work on native MS Windows. You must use an external viewer to view the images you create.
Line 1 requires the rmagick.rb file, which defines the Magick module. The Magick module contains 3 major classes, ImageList, Image, and Draw. This section - Basic Concepts - describes the ImageList and Image classes. The Draw class is explained in the Drawing on and adding text to images section, below.
The statement on line 5 creates an imagelist object and initializes it by reading the Cheetah.jpg
file in the current directory.
Line 6 sends the display
method to the object. When you send display
to an imagelist, it causes all the images in the imagelist
to be displayed on the default X Window screen. In this case, the display
method makes a picture of a cheetah appear on your monitor.
Type this program in and try running it now. The
Cheetah.jpg
file is in the ex/images
subdirectory where you installed the RMagick documentation.
The Image and ImageList classes are closely related. An Image object describes one image or one frame in an image with multiple frames. (An animated GIF or a Photoshop image with multiple layers are examples of images with multiple frames.) You can create a image object from an image file such as a GIF, PNG, or JPEG. You can create a image from scratch by specifying its dimensions. You can write an image to disk, display it on a screen, change its size or orientation, convert it to another format, or otherwise modify it using one of over 100 methods.
An ImageList object is a list of images. It contains zero or more images and a scene number. The scene number indicates the current image. The ImageList class includes methods that operate on all the images in the list. Also, with a very few exceptions, any method defined in the Image class can be used as well. Since Image methods always operate on a single image, when an Image method is sent to an imagelist, the ImageList class sends the method to the current image, that is, the image specified by the scene number.
The ImageList class is a subclass of the Array class, so you can use most Array methods to change the images in the imagelist. For example, you can use
the <<
method to add an image to the list.
Going back to the example, let's make one modification.
require "rmagick" cat = Magick::ImageList.new("Cheetah.jpg") smallcat = cat.minify smallcat.display exit
The difference is the statement on line 5. This statement sends the
minify
method to the imagelist. The minify
method is an Image method that reduces the size of an image to half its original
size. Remember, since minify
is an Image method, the ImageList class sends minify
to the current (and only) image. The return
value is a new image, half the size of the original.
Line 6 demonstrates the Image class's display
method, which displays a single image on the X Window screen.
Image#display
makes a picture of a (in this case, small) cheetah appear on your monitor.
Here's how to write the small cheetah to a file in GIF format.
require "rmagick" cat = Magick::ImageList.new("Cheetah.jpg") smallcat = cat.minify smallcat.display smallcat.write("Small-Cheetah.gif") exit
The statement on line 7 writes the image to a file. Notice that the filename extension is gif
. When writing images, ImageMagick uses the
filename extension to determine what image format to write. In this example, the Small-Cheetah.gif
file will be in the GIF format. Notice how
easy it is to covert an image from one format to another? (For more details, see Image formats and filenames.)
So why, in the previous example, did I create cat
as an ImageList object containing just one image, instead of creating an Image object? No
reason, really. When you only have one image to deal with, imagelists and images are pretty much interchangeable.
Note: In most cases, an Image method does not modify the image to which it is sent. Instead, the method returns a new image, suitably
modified. For example, the resize
method returns a new image, sized as specified. The receiver image is
unaltered. (Following the Ruby convention, when a method alters the receiver object, the method name ends with "!". For example, the
resize!
method resizes the receiver in place.)
You've already seen that you can create an imagelist and initialize it by specifying the name of an image file as the argument to
ImageList.new
. In fact, new
can take any number of file name arguments. If the file contains a single image, new
reads the file, creates an
image, and adds it to the imagelist. If the file is a multi-frame image file, new
adds an image for each frame or layer in the file. Lastly,
new
changes the scene number to point to the last image in the imagelist. In the simple case, new
reads a single image from a
file and sets the scene number to 0.
You can also create an image from scratch by calling
Image.new
. This method takes 2 or 3 arguments. The first argument is the number of columns in the new image (its width). The second argument is the number of rows
(its height). If present, the 3rd argument is a Fill
object. To add a "scratch" image to an imagelist, call
ImageList#new_image
. This method calls Image.new
, adds the new image to the imagelist, and sets the scene number to point to the new image. Scratch images are
good for drawing on or creating images by compositing.
Like many other methods in the Image and ImageList classes,
Image.new
accepts an optional block that can be used to set additional optional parameters. If the block is present,
Image.new
creates a parameter object and yields to the block in the scope of that object. You set the parameters by
calling attribute setter methods defined in the parameter object's class. For example, you can set the background color of a new image to red with the
background_color=
method, as shown here:
require "rmagick" # Create a 100x100 red image. f = Magick::Image.new(100,100) { |options| options.background_color = "red" } f.display exit
Within the parameter block you must use self
so that Ruby knows that this statement is a method call, not an assignment to a variable.
You can create an image by capturing it from the XWindow screen using
Image.capture
. This method can capture the root window, a window identified by name or ID number, or perform an interactive capture whereby you designate the desired
window by clicking it or by drawing a rectangle on the screen with your mouse.
Both the Image class and the ImageList class have
write
methods. Both accept a single argument, the name of the file to be written.
Image#write
simply writes the image to a file. Like the Image#read
method,
write
yields to an optional block that you can use to set parameters that control how the image is written.
If an ImageList object contains only one image, then
ImageList#write
is the same as Image#write
. However, if the imagelist contains multiple images
and the file format (determined by the file name extension, as I mentioned earlier) supports multi-frame images, Image#write
will
automatically create a multi-frame image file.
For example, the following program reads three GIF files and then uses
ImageList#write
to combine all the images in those files (remember, each input file can contain multiple images) into one animated GIF file.
require "rmagick" anim = Magick::ImageList.new("start.gif", "middle.gif", "finish.gif") anim.write("animated.gif") exit
RMagick defines 3 methods for displaying images and imagelists. Both the Image class and the ImageList class have a display
method. The
Image#display
method displays the image on the default X Window screen. For imagelists with just one image,
ImageList#display
is identical to Image#display
. However, if the imagelist contains multiple
images, ImageList#display
displays each of the images in turn. With both methods, right-clicking the display window will produce a menu of
other options.
The ImageList#animate
method repeatedly cycles through all the images in an imagelist, displaying each one
in turn. You can control the speed of the animation with the ImageList#delay=
method.
Once you've created an image or imagelist, what can you do with it? The Image and ImageList classes define over 100 methods for examining and modifying images, both individually and in groups. Remember, unless the ImageList class defines a method with the same name, you can send any method defined in the Image class to an instance of the ImageList class. The ImageList class sends the method to the current image and returns the result.
The methods can be classified into the following broad groups. ImageList method descriptions look like this. Some of the listed methods are not available in some releases of ImageMagick. See the method documentation for details.
ImageList, Image, Draw, and Pixel objects are marshaled using custom serialization methods. Images are marshaled with ImageMagick's Binary Large OBject
functions ImageToBlob
(for dumping) and BlobToImage
(for loading).
The Draw class is the third major class in the Magick module. This class defines two kinds of methods, drawing methods and annotation methods.
ImageMagick supports a set of 2D drawing commands that are very similar to the commands and elements defined by the W3C's
Scalable Vector Graphics (SVG) 1.1 Specification. In RMagick, each command (called a primitive) is
implemented as a method in the Draw
class. To draw on an image, simply
Draw
class.draw
method.
The primitive methods do not draw anything directly. When you call a primitive method, you are simply adding the primitive and its arguments to a
list of primitives stored in the Draw
object. To "execute" the primitive list, call draw
. Drawing the primitives does not
destroy them. You can draw on another image by calling draw
again, specifying a different image as the "canvas." Of course you can also draw
on an image with multiple Draw
objects, too. The canvas can be any image or imagelist, created by reading an image file or from scratch using
ImageList#new_image
or Image.new
. (If you pass an imagelist object to draw
, it draws on the current image.)
Here's an illustration of the default drawing coordinate system. The origin is in the top left corner. The x axis extends to the right. The y axis extends downward. The units are pixels. 0° is at 3 o'clock and rotation is clockwise. The units of rotation are usually degrees.2
You can change the default coordinate system by specifying a scaling, rotation, or translation transformation.
(Click the image to see the Ruby program that created it.)
RMagick's primitive methods include methods for drawing points, lines, Bezier curves, shapes such as ellipses and rectangles, and text. Shapes and lines have a fill color and a stroke color. Shapes are filled with the fill color unless the fill opacity is 0. Similarly, shapes are stroked with the stroke color unless the stroke opacity is 0. Text is considered a shape and is stroked and filled. Other rendering properties you can set include the stroke width, antialiasing, stroke patterns, and fill patterns.
As an example, here's the section of the Ruby program that created the circle in the center of the above image.
require "rmagick" canvas = Magick::ImageList.new canvas.new_image(250, 250, Magick::HatchFill.new('white', 'gray90')) circle = Magick::Draw.new circle.stroke('tomato') circle.fill_opacity(0) circle.stroke_opacity(0.75) circle.stroke_width(6) circle.stroke_linecap('round') circle.stroke_linejoin('round') circle.ellipse(canvas.rows/2,canvas.columns/2, 80, 80, 0, 315) circle.polyline(180,70, 173,78, 190,78, 191,62) circle.draw(canvas)
The statements on lines 4 and 5 create the drawing canvas with a single 250x250 image. The HatchFill
object fills the image with light-gray
lines 10 pixels apart. The statement on line 7 creates a Draw object. The method calls on lines 8-15 construct a list of primitives that are "executed" by
the draw
method call on line 16.
The stroke
method sets the stroke color, as seen on line 8. Normally, shapes are filled (opacity = 1.0), but the call to
fill_opacity
on line 9 sets the opacity to 0, so the background will show through the circle. Similarly, the stroke lines are normally
opaque, but the tomato-colored stroke line in this example is made slightly transparent by the call to stroke_opacity
on line 10. The method
calls on lines 11 through 13 set the stroke width and specify the appearance of the line ends and corners.
The ellipse
method call on line 14 describes an circle in the center of the canvas with a radius of 80 pixels. The ellipse occupies 315°
of a circle, starting at 0° (that is, 3 o'clock). The polyline
call on line 15 adds the arrowhead to the circle. The arguments (always an
even number) are the x- and y-coordinates of the points the line passes through.
Finally, the draw
method on line 16 identifies the canvas to be drawn on and executes the stored primitives.
The annotate
method draws text on an image. In its simplest form,
annotate
requires only arguments that describe where to draw the text and the text string.
Most of the time, you'll want to specify text properties such as the font, its size, font styles such as italic, font weights such as bold, the fill and
stroke color, etc. The Draw class defines
attribute writers for this purpose. You can set the desired text properties by calling the attribute writers before calling
annotate
, or you can call them in an image block associated with the annotate
call.
The following example shows how to use annotate
to produce this image.
require "rmagick" # Demonstrate the annotate method Text = 'RMagick' granite = Magick::ImageList.new('granite:') canvas = Magick::ImageList.new canvas.new_image(300, 100, Magick::TextureFill.new(granite)) text = Magick::Draw.new text.font_family = 'helvetica' text.pointsize = 52 text.gravity = Magick::CenterGravity text.annotate(canvas, 0,0,2,2, Text) { |options| options.fill = 'gray83' } text.annotate(canvas, 0,0,-1.5,-1.5, Text) { |options| options.fill = 'gray40' } text.annotate(canvas, 0,0,0,0, Text) { |options| options.fill = 'darkred' } canvas.write('rubyname.gif') exit
This program uses three calls to annotate
to produce the "etched" appearance. All three calls have some parameters in common but the fill
color and location are different.
First, the statements in lines 8-10 create the background. See
Fill classes
for information about the TextureFill
class. The "granite:" image format is one of
ImageMagick's built-in image formats. See "Built-in image formats" for more information. The statement on line
12 creates the Draw object that does the annotation. The next 3 lines set the values of the attributes that are common to all 3
annotate
calls.
The first annotate
argument is the image on which the text will be drawn. Arguments 2-5, width
, height
,
x
, and y
, describe a rectangle about which the text is drawn. This rectangle, combined with the value of gravity
,
define the position of the text. When the gravity
value is CenterGravity
the values of
width
and height
are unused.
The first call to annotate
, on lines 17-19, draws the text 2 pixels to the right and down from the center. The
options.fill = 'gray83'
statement sets the text color to light gray. The second call to annotate
, on lines 21-22, draws dark
gray text 1.5 pixels to the left and up from the center. The last call, on lines 25-27, draws the text a third time, in dark red, exactly in the center of
the image.
The next section, "ImageMagick Conventions," describes some conventions that you need to know, such as how ImageMagick determines the graphic format of an image file, etc. The ImageMagick (www.imagemagick.org) web site (from which much of the information in these pages has been taken) offers a lot of detail about ImageMagick. While this web sites doesn't describe RMagick, you can often use the documentation to learn more about a RMagick method by reading about the Magick API the method calls. (In the Reference section of this document, most of the method descriptions include the name of the Magick API that the method calls.) Check out the example programs. Almost every one of the methods is demonstrated in one of the examples.
Good luck!
1The display
and animate
methods do not work on MS Windows. You will have to write the image to a
file and view it with a separate image viewer.
2The rotation attributes rx
and ry
in the
AffineMatrix
class use radians instead of degrees.