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[DEPRECATED] The module is available as a component of Goost.

ImageTools

Build Status Build status

DEPRECATED: use Goost extension instead

The module is no longer maintained by the original author(s) and only critical bug fixes are accepted.

The module's entire functionality is merged as part of the Goost extension. Users and past contributors (if any) are encouraged to switch to use the extension.


This is a Godot module aimed to extend, optimize, and/or simplify various operations that can be performed on an image. It provides and exposes the main ImageTools singleton for easy image processing. It aims to build upon Godot's built-in Image class to cater specific user needs.

Compatibility

There are separate branches which are targeted for specific Godot Engine's major version.

Regarding latest module version in development, switch to

Similarly, you may use any of the stable branches with a similar branch encoding, such as 1.0-gd3 or 1.0-gd4, if available.

List of public methods:

Method Short Description
replace_color Replaces all occurrences of a given color with another one within an image.
bucket_fill Fills the area with a color confined by opaque pixels.
resize_hqx Expands the image using either HQ2X or HQ3X algorithms.
has_pixel Tells whether a pixel lies inside image coordinates.
get_pixel_or_null Returns a pixel at specified image coordinates, or null if doesn't exist.

List of classes:

Class Short Description
ImageIndexed Adds pseudo support for indexed images with a color palette.
ImageBlender Provides advanced image blending methods (derived from OpenGL specification).

Installation

Before installing, you must be able to compile Godot Engine from source.

# Change directory to `modules` subfolder of Godot repository
cd godot/modules/
# Clone the module under directory named `imagetools`
git clone https://github.com/Xrayez/godot-imagetools.git imagetools && cd ..
# Compile the engine manually, for instance:
scons platform=windows target=release_debug bits=64

Contributing

See Contributing if you are interested in extending the module in any way.

Any new features are encouraged to be developed against the latest Godot Engine's stable version, which may be optionally ported to the latest engine's development version.

License:

The module is under MIT license.

For the full list of third-party libraries used by the module, see thirdparty/README.md.