268 lines
7.3 KiB
Markdown
268 lines
7.3 KiB
Markdown
# nativeImage
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> Create tray, dock, and application icons using PNG or JPG files.
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Process: [Main](../glossary.md#main-process), [Renderer](../glossary.md#renderer-process)
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In Electron, for the APIs that take images, you can pass either file paths or
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`NativeImage` instances. An empty image will be used when `null` is passed.
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For example, when creating a tray or setting a window's icon, you can pass an
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image file path as a `String`:
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```javascript
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const {BrowserWindow, Tray} = require('electron')
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const appIcon = new Tray('/Users/somebody/images/icon.png')
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let win = new BrowserWindow({icon: '/Users/somebody/images/window.png'})
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console.log(appIcon, win)
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```
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Or read the image from the clipboard which returns a `NativeImage`:
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```javascript
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const {clipboard, Tray} = require('electron')
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const image = clipboard.readImage()
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const appIcon = new Tray(image)
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console.log(appIcon)
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```
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## Supported Formats
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Currently `PNG` and `JPEG` image formats are supported. `PNG` is recommended
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because of its support for transparency and lossless compression.
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On Windows, you can also load `ICO` icons from file paths. For best visual
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quality it is recommended to include at least the following sizes in the:
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* Small icon
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* 16x16 (100% DPI scale)
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* 20x20 (125% DPI scale)
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* 24x24 (150% DPI scale)
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* 32x32 (200% DPI scale)
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* Large icon
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* 32x32 (100% DPI scale)
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* 40x40 (125% DPI scale)
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* 48x48 (150% DPI scale)
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* 64x64 (200% DPI scale)
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* 256x256
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Check the *Size requirements* section in [this article][icons].
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[icons]:https://msdn.microsoft.com/en-us/library/windows/desktop/dn742485(v=vs.85).aspx
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## High Resolution Image
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On platforms that have high-DPI support such as Apple Retina displays, you can
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append `@2x` after image's base filename to mark it as a high resolution image.
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For example if `icon.png` is a normal image that has standard resolution, then
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`icon@2x.png` will be treated as a high resolution image that has double DPI
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density.
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If you want to support displays with different DPI densities at the same time,
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you can put images with different sizes in the same folder and use the filename
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without DPI suffixes. For example:
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```text
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images/
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├── icon.png
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├── icon@2x.png
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└── icon@3x.png
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```
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```javascript
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const {Tray} = require('electron')
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let appIcon = new Tray('/Users/somebody/images/icon.png')
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console.log(appIcon)
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```
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Following suffixes for DPI are also supported:
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* `@1x`
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* `@1.25x`
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* `@1.33x`
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* `@1.4x`
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* `@1.5x`
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* `@1.8x`
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* `@2x`
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* `@2.5x`
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* `@3x`
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* `@4x`
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* `@5x`
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## Template Image
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Template images consist of black and clear colors (and an alpha channel).
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Template images are not intended to be used as standalone images and are usually
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mixed with other content to create the desired final appearance.
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The most common case is to use template images for a menu bar icon so it can
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adapt to both light and dark menu bars.
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**Note:** Template image is only supported on macOS.
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To mark an image as a template image, its filename should end with the word
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`Template`. For example:
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* `xxxTemplate.png`
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* `xxxTemplate@2x.png`
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## Methods
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The `nativeImage` module has the following methods, all of which return
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an instance of the `NativeImage` class:
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### `nativeImage.createEmpty()`
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Returns `NativeImage`
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Creates an empty `NativeImage` instance.
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### `nativeImage.createFromPath(path)`
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* `path` String
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Returns `NativeImage`
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Creates a new `NativeImage` instance from a file located at `path`. This method
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returns an empty image if the `path` does not exist, cannot be read, or is not
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a valid image.
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```javascript
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const nativeImage = require('electron').nativeImage
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let image = nativeImage.createFromPath('/Users/somebody/images/icon.png')
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console.log(image)
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```
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### `nativeImage.createFromBuffer(buffer[, options])`
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* `buffer` [Buffer][buffer]
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* `options` Object (optional)
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* `width` Integer (optional) - Required for bitmap buffers.
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* `height` Integer (optional) - Required for bitmap buffers.
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* `scaleFactor` Double (optional) - Defaults to 1.0.
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Returns `NativeImage`
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Creates a new `NativeImage` instance from `buffer`.
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### `nativeImage.createFromDataURL(dataURL)`
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* `dataURL` String
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Creates a new `NativeImage` instance from `dataURL`.
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## Class: NativeImage
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> Natively wrap images such as tray, dock, and application icons.
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Process: [Main](../glossary.md#main-process), [Renderer](../glossary.md#renderer-process)
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### Instance Methods
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The following methods are available on instances of the `NativeImage` class:
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#### `image.toPNG([options])`
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* `options` Object (optional)
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* `scaleFactor` Double (optional) - Defaults to 1.0.
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Returns `Buffer` - A [Buffer][buffer] that contains the image's `PNG` encoded data.
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#### `image.toJPEG(quality)`
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* `quality` Integer (**required**) - Between 0 - 100.
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Returns `Buffer` - A [Buffer][buffer] that contains the image's `JPEG` encoded data.
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#### `image.toBitmap([options])`
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* `options` Object (optional)
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* `scaleFactor` Double (optional) - Defaults to 1.0.
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Returns `Buffer` - A [Buffer][buffer] that contains a copy of the image's raw bitmap pixel
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data.
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#### `image.toDataURL([options])`
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* `options` Object (optional)
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* `scaleFactor` Double (optional) - Defaults to 1.0.
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Returns `String` - The data URL of the image.
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#### `image.getBitmap([options])`
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* `options` Object (optional)
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* `scaleFactor` Double (optional) - Defaults to 1.0.
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Returns `Buffer` - A [Buffer][buffer] that contains the image's raw bitmap pixel data.
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The difference between `getBitmap()` and `toBitmap()` is, `getBitmap()` does not
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copy the bitmap data, so you have to use the returned Buffer immediately in
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current event loop tick, otherwise the data might be changed or destroyed.
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#### `image.getNativeHandle()` _macOS_
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Returns `Buffer` - A [Buffer][buffer] that stores C pointer to underlying native handle of
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the image. On macOS, a pointer to `NSImage` instance would be returned.
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Notice that the returned pointer is a weak pointer to the underlying native
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image instead of a copy, so you _must_ ensure that the associated
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`nativeImage` instance is kept around.
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#### `image.isEmpty()`
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Returns `Boolean` - Whether the image is empty.
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#### `image.getSize()`
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Returns `Object`:
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* `width` Integer
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* `height` Integer
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#### `image.setTemplateImage(option)`
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* `option` Boolean
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Marks the image as a template image.
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#### `image.isTemplateImage()`
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Returns `Boolean` - Whether the image is a template image.
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#### `image.crop(rect)`
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* `rect` Object - The area of the image to crop
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* `x` Integer
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* `y` Integer
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* `width` Integer
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* `height` Integer
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Returns `NativeImage` - The cropped image.
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#### `image.resize(options)`
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* `options` Object
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* `width` Integer (optional)
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* `height` Integer (optional)
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* `quality` String (optional) - The desired quality of the resize image.
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Possible values are `good`, `better` or `best`. The default is `best`.
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These values express a desired quality/speed tradeoff. They are translated
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into an algorithm-specific method that depends on the capabilities
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(CPU, GPU) of the underlying platform. It is possible for all three methods
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to be mapped to the same algorithm on a given platform.
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Returns `NativeImage` - The resized image.
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If only the `height` or the `width` are specified then the current aspect ratio
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will be preserved in the resized image.
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#### `image.getAspectRatio()`
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Returns `Float` - The image's aspect ratio.
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[buffer]: https://nodejs.org/api/buffer.html#buffer_class_buffer
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