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1995-05-05
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Instructions for !Widget5 by Andrew Sellors
*****************************************************************************
* NOTE: *
* !Widget5 is FreeWare. *
* This means that you may freely copy and distribute it, provided that it *
* is complete with all original files, and that you do not sell it. *
* PD libraries may charge a nominal fee for the cost of duplication, *
* postage etc. *
* In no circumstances shall the author be liable for any damage, loss of *
* profits, time or data or any indirect or consequential loss rising out of *
* the use of this software or inability to use this software. *
*****************************************************************************
Contents:
~~~~~~~~~
About Widget 5
Compatibility
Operation
Adding you own pre-defined filters
Setting the 3D bit
Contacting the author
********************************************************************************
About Widget 5:
~~~~~~~~~~~~~~~
* Widget 5 is a 256 grey level image processing package for square pixel Sprites.
* Widget 5 will work with any size of image, memory permitting.
* Widget 5 loads any file as a 256 grey level image, disregarding any palette.
(Useful for owners of the Brainsoft video digitizer)
* Images are stored in 6 separate "Image Banks" in memory.
* Widget 5 can be run in any screen mode, but those which have 256 grey levels
in the palette will result in the best images.
* Widget 5 supports the following image manipulation functions:
* Add two images
* Average two images
* Mix two images
* Convolve an image to another using a 3x3 matrix
* 3x3 median filter an image
* Changing image greylevels by:
* Drawing the mapping function using the mouse
* Applying a threshold value
* Applying a gamma correction value
* Applying histogram equalization
* Applying Saturating Linear Contrast Enhancement
* Scaling an image by resampling using bi-linear interpolation
* Widget 5 allows the image to be zoomed using the usual magnifier window
* Widget 5 can draw the following graphs from an image:
* Greylevel histogram
* Cumulative histogram
* Widget 5 uses the 3D bit in CMOS RAM to select 2D or 3D windows _and_
iconsprites on startup. (See the "Setting the 3D bit" section if you don't
like 2D windows)
********************************************************************************
Compatibility:
~~~~~~~~~~~~~~
This program is for RISC OS 3.10 or later.
It has been tested on both RISC OS 3.10 and RISC OS 3.50.
********************************************************************************
Operation:
~~~~~~~~~~
NOTE: Clicking on an action icon with Adjust performs the action but leaves the
window open
If a window contains icons where text can be entered in then pressing the
RETURN key when in the last icon has the affect of selecting the default
action button (the one with the yellow border if 3D windows are used).
About Image Banks
=================
When held in memory, an image is assigned an Image Bank number so that it can be
referenced to for subsequent operations. This is shown on the title of the
image window and also on the menu displayed when the menu button on the mouse
is pressed over an image.
Operations chosen from the menu on the image window always use that Image Bank
for the source image.
When an image window is closed, the image is discarded from memory and the Image
Bank becomes free.
Starting up
===========
The !Widget5 application starts up when you double-click on its filer icon.
Creating a blank image
======================
Clicking on the icon bar icon displays the create image window.
The size of the image can be changed by typing or using the arrow icons.
The radio icons determine which image bank the image is created in.
Used image banks icons are greyed out.
Loading a file
==============
When a sprite file is dragged to the icon it is loaded into memory and the
place image window is displayed.
This allows the image to be placed into one of the Image Banks.
Unavailable banks are greyed out, if they are all greyed out then free one of
the banks by closing the window, but remember to save the image first if you
want to keep it!
More that one image can be loaded without being placed in a bank, and an image
can be loaded (but not placed) when all the image banks are used.
Image menu
==========
Pressing the menu button over one of the Image Banks displays the menu for that
bank. The Image Bank number is repeated on the menu title.
The "Info" subwindow shows the size and memory usage of the Image Bank.
The "Save" submenu allows the image to be saved as a 256 grey level sprite.
The "Process" submenu allows one of the image processing operations to be
selected. These operation will use the Image Bank as source that the menu was
open over.
The "Graph" submenu allows graphs to be generated for that particular image.
The "Zoom" subwindow allows the size of the image to be changed on screen.
Processes
=========
Copy:
-----
This copies the image to another bank.
Add:
----
This adds the grey levels in the source bank to those in the destination bank.
Average:
--------
This adds the grey levels in the source bank to those in the destination bank
and then divides by 2.
Mix:
----
This mixed the image in the source bank with another to produce a third which
can be placed in the same bank as the second source image.
Clicking on "Start" on the source and destination selection window replaces it
with a second window containing a horizontal slider. This slider allows the
proportions of each image (shown below each end of the slider) to be changed
by dragging the sliderbar.
Normally the resulting image is only created when the "Mix" icon is clicked on
, but if the destination Image Bank is different from both the source Image
Banks then the "Real-time" option can be selected. This updates the resulting
image when the mouse is released from the slider allowing different values to
be tried out easily.
Convolution:
------------
This performs a 3x3 convolution using the matrix and anchor point selected.
The values of the matrix and anchor point can be entered by typing numbers
into the icons or selecting pre-defined filters from the pop-up menu.
The 3x3 matrix is overlayed on the source pixel (positioned under the anchor
point) and the overlapping values multiplied and summed together. This sum
is scaled back down using a automatically generated scale factor, calculated
from the matrix values, and placed in the destination image as the pixel
greylevel.
If you want to add your own filters to the menu the read the section titled
"Adding you own pre-defined filters" further on in this manual.
Median Filter:
--------------
This performs a 3x3 median filter on the source image.
This process takes the source pixel and the surrounding eight pixels and
places the one with the middle value in the list into the destination pixel.
This is a smoothing process which is particularly suited to removing scratches
from images.
Greylevel Edit:
---------------
This allows the greylevels in the source bank to be mapped to different ones
and the resulting image placed in another bank.
Clicking on "Start" on the source and destination selection window replaces it
with a second window that performs the actual functions.
The large box shows the mapping function that maps the greylevels in the
source image (along the bottom of the box) to the resulting image (up the
side of the box). "0" is completely black and "255" is completely white.
The mapping function can be changed by clicking in the box and drawing the
line for the new mapping function. When you hold the button down, the
greylevels in the source and destination images for the current point in the
box are