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wrote a very cursory documentation of FixedJpegStack and DynamicJpegS…

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commit 25f5f8509f1079743555b6eec2a3867f38d06ba0 1 parent 7090e1b
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  1. +91 −4 readme.txt
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95 readme.txt
@@ -7,19 +7,105 @@ His blog is at http://www.catonmat.net -- good coders code, great reuse.
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-The module exports `Jpeg` object that takes 5 arguments in its constructor:
+The module exports three objects: Jpeg, FixedJpegStack, DynamicJpegStack.
- var png = new Jpeg(buffer, width, height, quality, buffer_type);
+Jpeg allows to create fixed size jpegs from RGB, BGR, RGBA or BGRA buffers.
+FixedJpegStack allows to push multiple jpegs to a fixed size canvas.
+DynamicJpegStack allows to push multiple jpegs to a dynamic size canvas (it
+grows as you push jpegs to it).
+
+All objects provide synchronous and asynchronous interfaces.
+
+Jpeg
+----
+
+Jpeg object that takes 4 arguments in its constructor:
+
+ var jpeg = new Jpeg(buffer, width, height, [buffer_type]);
The first argument, `buffer`, is a nodee.js `Buffer` filled with RGBA or RGB
values.
The second argument is integer width of the image.
The third argument is integer height of the image.
-The fourth argument is the quality of output image.
-The fifth argument is buffer type, either 'rgb' or 'rgba'.
+The fourth argument is buffer type, either 'rgb' or 'rgba'. [Optional].
+
+After you have constructed the object, call .encode() or .encodeSync to produce
+a jpeg:
+
+ var jpeg_image = jpeg.encodeSync(); // synchronous encoding (blocks node.js)
+
+Or:
+
+ jpeg.encode(function (image, error) {
+ // jpeg image is in 'image'
+ });
See `examples/` directory for examples.
+
+FixedJpegStack
+--------------
+
+First you create a FixedJpegStack object of fixed width and height:
+
+ var stack = new FixedJpegStack(width, height, [buffer_type]);
+
+Then you can push individual fragments to it, for example,
+
+ stack.push(buf1, 10, 11, 100, 200); // pushes buf1 to (x,y)=(10,11)
+ // 100 and 200 are width and height.
+
+ // more pushes
+
+After you're done, call .encode() to produce final jpeg asynchronously or
+.encodeSync() (just like in Jpeg object). The final jpeg will be of size
+width x height.
+
+
+DynamicJpegStack
+----------------
+
+DynamicJpegStack is the same as FixedJpegStack except its canvas grows dynamically.
+
+First, create the stack:
+
+ var stack = new DynamicJpegStack([buffer_type]);
+
+Next push the RGB(A) buffers to it:
+
+ stack.push(buf1, 5, 10, 100, 40);
+ stack.push(buf2, 2, 210, 20, 20);
+
+Now you can call `encode` to produce the final jpeg:
+
+ var jpeg = stack.encodeSync();
+
+Now let's see what the dimensions are,
+
+ var dims = stack.dimensions();
+
+Same asynchronously:
+
+ stack.encode(function (jpeg, dims) {
+ // jpeg is the image
+ // dims are its dimensions
+ });
+
+In this particular example:
+
+The x position `dims.x` is 2 because the 2nd jpeg is closer to the left.
+The y position `dims.y` is 10 because the 1st jpeg is closer to the top.
+The width `dims.width` is 103 because the first jpeg stretches from x=5 to
+x=105, but the 2nd jpeg starts only at x=2, so the first two pixels are not
+necessary and the width is 105-2=103.
+The height `dims.height` is 220 because the 2nd jpeg is located at 210 and
+its height is 20, so it stretches to position 230, but the first jpeg starts
+at 10, so the upper 10 pixels are not necessary and height becomes 230-10= 220.
+
+
+How to install?
+---------------
+
To get it compiled, you need to have libjpeg and node installed. Then just run
node-waf configure build
@@ -27,6 +113,7 @@ To get it compiled, you need to have libjpeg and node installed. Then just run
to build the Jpeg module. It will produce a `jpeg.node` file as the module.
See also http://github.com/pkrumins/node-png module that produces PNG images.
+See also http://github.com/pkrumins/node-gif module that produces GIF images.
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