We should be able to create an UIImage() from an Image (and maybe from scratch or other objects), and getting a GraphicsContext from it so we can paint on it as an offscreen Canvas object. The UIImage should be able to be the fastest representation to paint an image on the screen.
E.g.
local img = UIImage(app.activeImage)
Dialog():canvas{ ...
onpaint=function(ev)
local ctx = ev.context
ctx:drawImage(img, 0, 0)
end
}
We should be able to create an
UIImage()from anImage(and maybe from scratch or other objects), and getting aGraphicsContextfrom it so we can paint on it as an offscreenCanvasobject. TheUIImageshould be able to be the fastest representation to paint an image on the screen.E.g.