Bitmap32
Properties
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                  Version of the content. lock+unlock mutates this version to allow for example to re-upload the bitmap to the GPU when synchronizing bitmaps into textures
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                  Functions
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                  fun applyColorTransform(ct: ColorTransform, x: Int = 0, y: Int = 0, width: Int = this.width - x, height: Int = this.height - y)
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                  fun Bitmap.distanceMap(out: DistanceBitmap = DistanceBitmap(width, height), thresold: Double = 0.5): DistanceBitmap
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                  fun Bitmap32.drawText(font: BitmapFont, str: String, pos: Point = Point.ZERO, color: RGBA = Colors.WHITE, size: Double = font.fontSize, alignment: TextAlignment = TextAlignment.TOP_LEFT): Bitmap32
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                  suspend fun Bitmap.encode(formats: ImageFormat = RegisteredImageFormats, props: ImageEncodingProps = ImageEncodingProps()): ByteArray
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                  Gets the color v in the x, y coordinates in RGBAPremultiplied
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                  fun Bitmap.sdf(out: DistanceBitmap = DistanceBitmap(width, height), thresold: Double = 0.5): DistanceBitmap
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                  inline fun setEachPremultiplied(sx: Int = 0, sy: Int = 0, width: Int = this.width - sx, height: Int = this.height - sy, callback: (x: Int, y: Int) -> RGBAPremultiplied)
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                  fun Bitmap.toAwt(out: BufferedImage = BufferedImage(
		width.coerceAtLeast(1),
		height.coerceAtLeast(1),
		if (this.premultiplied) BufferedImage.TYPE_INT_ARGB_PRE else BufferedImage.TYPE_INT_ARGB
	)): BufferedImage
fun Bitmap32.toAwt(out: BufferedImage = BufferedImage(
		width.coerceAtLeast(1),
		height.coerceAtLeast(1),
		if (this.premultiplied) BufferedImage.TYPE_INT_ARGB_PRE else BufferedImage.TYPE_INT_ARGB
	)): BufferedImage
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                  fun Bitmap.toFloatBMP32(out: FloatBitmap32 = FloatBitmap32(width, height, premultiplied = premultiplied)): FloatBitmap32
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                  fun Bitmap.toPaint(transform: Matrix = Matrix.IDENTITY, cycleX: CycleMethod = CycleMethod.NO_CYCLE, cycleY: CycleMethod = CycleMethod.NO_CYCLE, smooth: Boolean = true, units: GradientUnits = GradientUnits.OBJECT_BOUNDING_BOX): BitmapPaint
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                  Creates a new bitmap with the rows and columns transposed
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                  fun withColorTransform(ct: ColorTransform, x: Int = 0, y: Int = 0, width: Int = this.width - x, height: Int = this.height - y): Bitmap32
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                  fun writeDecoded(color: ColorFormat, data: ByteArray, offset: Int = 0, littleEndian: Boolean = true): Bitmap32
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                  suspend fun Bitmap.writeTo(file: VfsFile, formats: ImageFormat = RegisteredImageFormats, props: ImageEncodingProps = ImageEncodingProps()): Long
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