Bitmap Editor Windows 10

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  1. Lets you scale the loaded bitmap up or down, making the bitmap smaller or larger. You can make the loaded bitmap as small as 10 times smaller than its original size, and as big as 10 times larger than its original size. Fit Adjusts the Scale of the loaded bitmap so that the width of the bitmap fits the bitmap viewer of the Bitmap Editor.
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  1. Bitmap Editor Windows 10 Installer
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You can create a new image, bitmap, icon, cursor, or toolbar, and then use the Image Editor to customize its appearance. You can also create a new bitmap patterned after a resource template.

Bitmap Editor Windows 10

Runs on: Win2000, WinXP, Win7 x32, Win7 x64, Windows 8, Windows 10, WinServer, WinOther, WinVista, WinVista x64 Related: Bitmap Editor Windows - Hex Bitmap Editor - Bitmap Audio Editor - Editor Bitmap Font - Gif Bitmap Editor.

Icons and Cursors: Image Resources for Display Devices

Icons and cursors are graphical resources that can contain multiple images in different sizes and color schemes for different types of display devices. A cursor also has a hot spot, the location Windows uses to track its position. Both icons and cursors are created and edited using the Image Editor, as are bitmaps and other images.

When you create a new icon or cursor, the Image Editor first creates an image of a standard type. The image is initially filled with the screen (transparent) color. If the image is a cursor, the hot spot is initially the upper-left corner with coordinates 0,0.

By default, the Image Editor supports the creation of additional images for the devices shown in the following table. You can create images for other devices by typing width, height, and color-count parameters into the Custom Image dialog box.

ColorWidth (pixels)Height (pixels)
Monochrome1616
Monochrome3232
Monochrome4848
Monochrome6464
Monochrome9696
161616
163232
166464
164848
169696
2561616
2563232
2564848
2566464
2569696

Create a device image (icon or cursor)

When you create a new icon or cursor resource, the Image Editor first creates an image in a specific style (32 × 32, 16 colors for icons and 32 × 32, Monochrome for cursors). You can then add images in different sizes and styles to the initial icon or cursor and edit each additional image, as needed, for the different display devices. You can also edit an image by using a cut-and-paste operation from an existing image type or from a bitmap created in a graphics program.

When you open the icon or cursor resource in the Image Editor, the image most closely matching the current display device is opened by default.

Note

If your project doesn't already contain an .rc file, see Creating a New Resource Script File.

The New <Device> Image Type dialog box enables you to create a new device image of a specified type. To open the New <Device> Image dialog box, go to menu Image > New Image Type. The following properties included are Target Image Type and Custom.

The Target Image Type property lists the available image types where you select the image type you want to open:

16 x 16, 16 colors
32 x 32, 16 colors
48 x 48, 16 colors
64 x 64, 16 colors
96 x 96, 16 colors

16 x 16, 256 colors
32 x 32, 256 colors
48 x 48, 256 colors
64 x 64, 256 colors
96 x 96, 256 colors

16 x 16, Monochrome
32 x 32, Monochrome
48 x 48, Monochrome
64 x 64, Monochrome
96 x 96, Monochrome

Note

Any existing images will not be displayed in this list.

The Custom property opens the Custom Image dialog box in which you can create a new image with a custom size and number of colors.

The Custom Image dialog box enables you to create a new image with a custom size and number of colors. The following properties included are:

PropertyDescription
WidthProvides a space for you to enter the width of the custom image in pixels (1 - 512, limit of 2048).
HeightProvides a space for you to enter the height for the custom image in pixels (1 - 512, limit of 2048).
ColorsProvides a space for you to choose the number of colors for the custom image: 2, 16, or 256.

Use the Open <Device> Image dialog box to open device images in C++ projects. It lists existing device images in the current resource (images that are part of the current resource). The following property included is:

PropertyDescription
Current ImagesLists the images included in the resource. Select the image type you want to open.

To create a new icon or cursor

  1. In Resource View, right-click your .rc file, then choose Insert Resource. If you already have an existing image resource in your .rc file, such as a cursor, you can right-click the Cursor folder and select Insert Cursor.

  2. In the Insert Resource dialog box, select Icon or Cursor and choose New. For icons, this action creates an icon resource with a 32 × 32, 16-color icon. For cursors, a 32 × 32, Monochrome (2-color) image is created.

    If a plus sign (+) appears next to the image resource type in the Insert Resource dialog box, it means that toolbar templates are available. Select the plus sign to expand the list of templates, select a template, and choose New.

To add an image for a different display device

  1. Go to menu Image > New Device Image, or right-click in the Image Editor pane and choose New Device Image.

  2. Select the type of image you want to add. You can also select Custom to create an icon whose size isn't available in the default list.

To copy a device image

  1. Go to menu Image > Open Device Image and choose an image from the current images list. For example, choose the 32 × 32, 16-color version of an icon.

  2. Copy the currently displayed icon image (Ctrl+C).

  3. Open a different image of the icon in another Image Editor window. For example, open the 16 × 16, 16-color version of the icon.

  4. Paste the icon image (Ctrl+V) from one Image Editor window to the other. If you're pasting a larger size into a smaller size, you can use the icon handles to resize the image.

To delete a device image

While the icon image is displayed in the Image Editor, go to menu Image > Delete Device Image. When you delete the last icon image in the resource, the resource is also deleted.

Note

When you press the Del key, the images and colors you have drawn on an icon are deleted but the icon remains and you can now redesign it. If you press Del by mistake, press Ctrl+Z to undo the action.

To create transparent or inverse regions in device images

In the Image Editor, the initial icon or cursor image has a transparent attribute. Although icon and cursor images are rectangular, many don't appear so because parts of the image are transparent and the underlying image on the screen shows through the icon or cursor. When you drag an icon, parts of the image may appear in an inverted color. You create this effect by setting the screen color and inverse color in the Colors window.

The screen and inverse colors you apply to icons and cursors either shape and color the derived image or assign inverse regions. The colors indicate parts of the image that have those attributes. You can change the colors that represent the screen-color and inverse-color attributes in editing. These changes don't affect the appearance of the icon or cursor in your application.

Note

The dialog boxes and menu commands you see might differ from those described in Help depending on your active settings or edition. To change your settings, go to menu Tools > Import and Export Settings. For more information, see Personalize the Visual Studio IDE.

To create transparent or inverse regions

  1. In the Colors window, choose the selector Screen-Color or Inverse-Color.

  2. Apply the screen or inverse color onto your image using a drawing tool. For more information on drawing tools, see Using a Drawing Tool.

To change the screen or inverse color

  1. Select either the Screen-Color selector or the Inverse-Color selector.

  2. Choose a color from the Colors palette in the Colors window.

    The complementary color is automatically assigned for the other selector.

    Tip

    If you double-click the Screen-Color or Inverse-Color selector, the Custom Color Selector dialog box appears.

Use the 256-color palette

Using the Image Editor, icons and cursors can be sized large (64 × 64) with a 256-color palette to choose from. After creating the resource, a device image style is selected.

To create a 256-color icon or cursor

  1. In Resource View, right-click your .rc file, then choose Insert Resource. If you already have an existing image resource in your .rc file, such as a cursor, you can right-click the Cursor folder and select Insert Cursor.

  2. In the Insert Resource dialog box, select Icon or Cursor and choose New.

  3. Go to menu Image > New Device Image and select the 256-color image style you want.

To choose a color from the 256-color palette for large icons

To draw with a selection from the 256-color palette, you need to select the colors from the Colors palette in the Colors window.

  1. Select the large icon or cursor, or create a new large icon or cursor.

  2. Choose a color from the 256 colors displayed in the Colors palette in the Colors window.

    The color selected will become the current color in the Colors palette in the Colors window.

    Note

    The initial palette used for 256-color images matches the palette returned by the CreateHalftonePalette Windows API. All icons intended for the Windows shell should use this palette to prevent flicker during palette realization.

To set a cursor's hot spot

The hot spot of a cursor is the point to which Windows refers in tracking the cursor's position. By default, the hot spot is set to the upper-left corner of the cursor with coordinates 0,0. The Hotspot property in the Properties window shows the hot spot coordinates.

  1. On the Image Editor toolbar, choose the Set Hotspot tool.

  2. Select the pixel you want to assign as the cursor's hot spot.

    The Hotspot property in the Properties window displays the new coordinates.

To create and save a bitmap as a .gif or .jpeg

When you create a bitmap, the image is created in bitmap format (.bmp). You can, however, save the image as a GIF or JPEG or in other graphic formats.

Note

This process doesn't apply to icons and cursors.

  1. Go to menu File > Open, then select File.

  2. In the New File dialog box, choose the Visual C++ folder, then select Bitmap File (.bmp) in the Templates box and select Open.

    The bitmap opens in the Image Editor.

  3. Make changes to your new bitmap as needed.

  4. With the bitmap still open in the Image Editor, go to menu File > Save filename.bmp As.

  5. In the Save File As dialog box, type the name you want to give the file and the extension that denotes the file format you want in the File Name box. For example, myfile.gif.

    Note

    You must create or open the bitmap outside of your project in order to save it as another file format. If you create or open it within your project, the Save As command will be unavailable. For more information, see Viewing Resources in a Resource Script File Outside of a Project (Standalone).

  6. Select Save.

To convert an image from one format to another

You can open GIF or JPEG images in the Image Editor and save them as bitmaps. Also, you can open a bitmap file and save it as a GIF or JPEG. Images you work with need not be part of a project for editing in the development environment (see stand-alone image editing).

  1. Open the image in the Image Editor.

  2. Go to menu File > Save filename As.

  3. In the Save File As dialog box, in the File name box, type the file name and the extension that denotes the format you want.

  4. Select Save.

To add a new image resource to an unmanaged C++ project

  1. In Resource View, right-click your .rc file, then choose Insert Resource. If you already have an existing image resource in your .rc file, such as a cursor, you can simply right-click the Cursor folder and select Insert Cursor.

  2. In the Insert Resource dialog box, select the type of image resource you'd like to create (Bitmap, for example) then choose New.

    If a plus sign (+) appears next to the image resource type in the Insert Resource dialog box, it means that toolbar templates are available. Select the plus sign to expand the list of templates, select a template, and choose New.

To add a new image resource to a project in a .NET programming language

  1. In Solution Explorer, right-click the project folder (for example, WindowsApplication1).

  2. From the shortcut menu, select Add, then choose Add New Item.

  3. In the Categories pane, expand the Local Project Items folder, then choose Resources.

  4. In the Templates pane, choose the resource type you'd like to add to your project.

    The resource is added to your project in Solution Explorer and the resource opens in the Image Editor. You can now use all the tools available in the Image Editor to modify your image. For more information on adding images to a managed project, see Loading a Picture at Design Time.

Requirements

None

See also

Image Editor for Icons
How to: Edit an Image
How to: Use a Drawing Tool
How to: Work with Color
Accelerator Keys

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Bitmap Editor Windows 10 Installer

This article describes how to work with the Visual Studio Image Editor to view and modify texture and image resources.

You can use the Image Editor to work with the kinds of rich texture and image formats that are used in DirectX app development. This includes support for popular image file formats and color encodings, features such as alpha-channels and MIP-mapping, and many of the highly compressed, hardware-accelerated texture formats that DirectX supports.

Supported formats

The Image Editor supports the following image formats:

Format nameFile Name Extension
Portable Network Graphics.png
JPEG.jpg, .jpeg, .jpe, .jfif
Direct Draw Surface.dds
Graphics Interchange Format.gif
Bitmap.bmp, .dib
Tagged Image File Format.tif, .tiff
TGA (Targa).tga

Get started

This section describes how to add an image to your Visual Studio project and configure it for your requirements.

Add an image to your project

  1. In Solution Explorer, open the shortcut menu for the project that you want to add the image to, and then choose Add > New Item.

  2. In the Add New Item dialog box, under Installed, select Graphics, and then select an appropriate file format for the image.

    Note

    If you don't see the Graphics category in the Add New Item dialog, you may need to install the Image and 3D model editors component. Close the dialog and then select Tools > Get Tools and Features from the menu bar, to open the Visual Studio Installer. Select the Individual components tab, and then select the Image and 3D model editors component under the Games and Graphics category. Select Modify.

    For information about how to choose a file format based on your requirements, see Choose the image format.

  3. Specify the Name of the image file and the Location where you want it to be created.

  4. Choose the Add button.

Choose the image format

Depending on how you plan to use the image, certain file formats might be more appropriate than others. For example, some formats might not support a feature that you need, for example, transparency or a specific color format. Some formats might not provide suitable compression for the kind of image content you have planned.

The following information can help you choose an image format that meets your needs:

Bitmap Image (.bmp)

The bitmap image format. An uncompressed image format that supports 24-bit color. The bitmap format doesn't support transparency.

GIF Image (.gif)

The Graphics Interchange Format (GIF) image format. An LZW-compressed, lossless image format that supports up to 256 colors. Unsuitable for photographs and images that have a significant amount of color detail, but provides good compression ratios for low-color images that have a high degree of color coherence.

JPG Image (.jpg)

The Joint Photographic Experts Group (JPEG) image format. A highly compressed, lossy image format that supports 24-bit color and is suitable for general-purpose compression of images that have a high degree of color coherence.

PNG Image (.png)

The Portable Network Graphics (PNG) image format. A moderately compressed, lossless image format that supports 24-bit color and alpha transparency. It is suitable for both natural and artificial images, but does not provide compression ratios as good as lossy formats such as JPG or GIF.

TIFF Image (.tif)

The Tagged Image File Format (TIFF or TIF) image format. A flexible image format that supports several compression schemes.

DDS Texture (.dds)

The DirectDraw Surface (DDS) texture format. A highly compressed, lossy texture format that supports 24-bit color and alpha transparency. Its compression ratios can be as high as 8:1. It's based on S3 Texture compression, which can be decompressed on graphics hardware.

TGA Image (.tga)

The Truevision Graphics Adapter (TGA) image format (also known as Targa). An RLE-compressed, lossless image format that supports both color-mapped (color palette) or direct-color images of up to 24-bit color and alpha transparency. Unsuitable for photographs and images that have a significant amount of color detail, but provides good compression ratios for images that have long spans of identical colors.

Configure the image

Before you begin to work with the image that you created, you can change its default configuration. For example, you can change its dimensions or the color format that it uses. For information about how to configure these and other properties of the image, see Image properties.

Note

Before you save your work, make sure to set the Color Format property if you want to use a specific color format. If the file format supports compression, you can adjust the compression settings when you save the file for the first time or when you choose Save As.

Work with the Image Editor

This section describes how to use the Image Editor to modify textures and images.

Commands that affect the state of the Image Editor are located on the Image Editor Mode toolbar together with advanced commands. The toolbar is located along the topmost edge of the Image Editor design surface. Drawing tools are located on the Image Editor toolbar along the leftmost edge of the Image Editor design surface.

Image Editor Mode toolbar

Bitmap Editor Windows 10 Free

The following table describes the items on the Image Editor Mode toolbar, which are listed in the order in which they appear from left to right:

Toolbar ItemDescription
SelectEnables selection of a rectangular region of an image. After you select a region, you can cut, copy, move, scale, rotate, flip, or delete it. When there is an active selection, drawing tools only affect the selected region.
Irregular SelectionEnables selection of an irregular region of an image. After you select a region, you can cut, copy, move, scale, rotate, flip, or delete it. When there is an active selection, drawing tools only affect the selected region.
Wand SelectionEnables selection of a similarly colored region of an image. The tolerance—that is, the maximum difference between adjacent colors within which they are considered similar—can be configured to include a smaller or wider range of similar colors. After you select a region, you can cut, copy, move, scale, rotate, flip, or delete it. When there is an active selection, drawing tools only affect the selected region.
PanEnables movement of the image relative to the window frame. In Pan mode, select a point on the image and then move it around.
You can temporarily activate Pan mode by pressing and holding the Ctrl key.
ZoomEnables the display of more or less image detail relative to the window frame. In Zoom mode, select a point on the image and then move it right or down to zoom in, or left or up to zoom out.
You can zoom in or out by pressing and holding Ctrl while you either use the mouse wheel or press the plus sign (+) or minus sign (-).
Zoom to Actual SizeDisplays the image by using a 1:1 relationship between the pixels of the image and the pixels of the screen.
Zoom To FitDisplays the full image in the window frame.
Zoom To WidthDisplays the full width of the image in the window frame.
GridEnables or disables the grid that shows pixel boundaries. The grid might not appear until you zoom into the image.
View Next MIP LevelActivates the next larger MIP level in a MIP map chain. The active MIP level is displayed on the design surface. This item is only available for textures that have MIP levels.
View Previous MIP LevelActivates the next smaller MIP level in a MIP map chain. The active MIP level is displayed on the design surface. This item is only available for textures that have MIP levels.
Red Channel
Green Channel
Blue Channel
Alpha Channel
Enables or disables the specific color channel. Note: By systematically enabling or disabling color channels, you can isolate problems that are related to one or more of them. For example, you could identify incorrect alpha transparency.
BackgroundEnables or disables display of the background through transparent parts of the image. You can configure how the background is displayed by choosing from these options:
Checkerboard
Uses a green color together with the specified background color to display the background as a checkerboard pattern. You can use this option to help make transparent parts of the image more apparent.
White Background
Uses the color white to display the background.
Black Background
Uses the color black to display the background.
Animate Background
Pans the checkerboard pattern slowly. You can use this option to help make transparent parts of the image more apparent.
PropertiesAlternately opens or closes the Properties window.
AdvancedContains additional commands and options.
Filters
Provides several common image filters: Black and White, Blur, Brighten, Darken, Edge Detection, Emboss, Invert Colors, Ripple, Sepia Tone, and Sharpen.
Graphics Engines
Render with D3D11
Uses Direct3D 11 to render the Image Editor design surface.
Render with D3D11WARP
Uses Direct3D 11 Windows Advanced Rasterization Platform (WARP) to render the Image Editor design surface.
Tools
Flip Horizontal
Transposes the image around its horizontal, or x, axis.
Flip Vertical
Transposes the image around its vertical, or y, axis.
Generate Mips
Generates MIP levels for an image. If MIP levels already exist, they are recreated from the largest MIP level. Any changes that were made to smaller MIP levels are lost. To save the MIP levels that you have generated, you must use the .dds format to save the image.
View
Frame Rate
When enabled, displays the frame rate in the upper-right corner of the design surface. The frame rate is the number of frames that are drawn per second. Tip: You can choose the Advanced button to run the last command again.

Image Editor toolbar

The following table describes the items on the Image Editor toolbar, which are listed in the order in which they appear from top to bottom:

Toolbar ItemDescription
PencilUses the active color selection to draw an aliased stroke. You can set the color and thickness of the stroke in the Properties window.
BrushUses the active color selection to draw an anti-aliased stroke. You can set the color and thickness of the stroke in the Properties window.
AirbrushUses the active color selection to draw an anti-aliased stroke that blends together with the image and becomes more saturated as a function of time. You can set the color and thickness of the stroke in the Properties window.
EyedropperSets the active color selection to the color of the selected pixel.
FillUses the active color selection to fill a region of the image. The affected region is defined as the pixel where the fill is applied, together with every pixel that is connected to it by pixels of the same color and that is the same color itself. If the fill is applied within an active selection, then the affected region is constrained by the selection.
By default, the active color selection is blended together with the affected region of the image according to its alpha component. To use the active color selection to overwrite the affected region, press and hold the Shift key when you use the fill tool.
EraserSets pixels to the fully transparent color if the image supports an alpha channel. Otherwise, sets the pixels to the active background color.
Line, Rectangle, Rounded Rectangle, EllipseDraws a shape on the image. You can set the color and thickness of the outline in the Properties window.
To draw a primitive that has equal width and height, press and hold Shift as you draw.
TextUses the foreground color selection to draw text. The background color is determined by the background color selection. For a transparent background, the alpha value of the background color selection must be 0. While the text region is active, you can set whether the text is drawn with an anti-aliased stroke, and you can set the text Value, Font, Size, and style—Bold, Italics, or Underlined—in the Properties window. The content and appearance of the text is finalized when the text region is no longer active.
RotateRotates the image 90 degrees clockwise.
TrimTrims the image to the active selection.

Work with MIP levels

Some image formats, for example, DirectDraw Surface (.dds), support MIP levels for texture-space Level-of-Detail (LOD). For information about how to generate and work with MIP levels, see How to: Create and modify MIP levels

Work with transparency

Some image formats, for example, DirectDraw Surface (.dds), support transparency. There are several ways you can use transparency, depending on the tool that you're using. To specify the level of transparency for a color selection, in the Properties window, set the A (alpha) component of the color selection.

The following table describes how different kinds of tools control how transparency is applied:

ToolDescription
Pencil, Brush, Airbrush, Line, Rectangle, Rounded Rectangle, Ellipse, TextTo blend the active color selection together with the image, in the Properties window, expand the Channels property group and set the Draw checkbox on the Alpha channel, and then draw normally.
To draw by using the active color selection and leave the alpha value of the image in place, clear the Draw checkbox of the Alpha channel, and then draw normally.
FillTo blend the active color selection together with the image, just choose the area to fill.
To use the active color selection—including the value of the alpha channel—to overwrite the image, press and hold Shift and then choose the area to fill.

Image properties

You can use the Properties window to specify various properties of the image. For example, you can set the width and height properties to resize the image.

The following table describes image properties:

PropertyDescription
WidthThe width of the image.
HeightThe height of the image.
Bits Per PixelThe number of bits that represent each pixel. The value of this property depends on the Color Format of the image.
Transparent SelectionTrue to blend the selection layer together with the main image, based on the alpha value of the selection layer; otherwise, False. This item is only available for images that support alpha.
FormatThe color format of the image. You can specify a variety of color formats, depending on the image format. The color format defines the number and kind of color channels that are included in the image, and also the size and encoding of various channels.
Mip LevelThe active MIP level. This item is only available for textures that have MIP levels.
Mip Level CountThe total number of MIP levels in the image. This item is only available for textures that have MIP levels.
Frame CountThe total number of frames in the image. This item is only available for images that support texture arrays.
FrameThe current frame. Only the first frame can be viewed; all other frames are lost when the image is saved.
Depth Slice CountThe total number of depth slices in the image. This item is only available for images that support volume textures.
Depth SliceThe current depth slice. Only the first slice can be viewed; all other slices are lost when you save the image.

Note

Because the Rotate by property applies to all tools and selected regions, it always appears at the bottom of the Properties window together with other tool properties. Rotate by is always displayed because the whole image is implicitly selected when there is no other selection or active tool. For more information about the Rotate by property, see [Tool properties](#tool -properties).

Resize images

There are two ways to resize an image. In both cases, the Image Editor uses bilinear interpolation to resample the image.

  • In the Properties window, specify new values for the Width and Height properties.

  • Select the entire image and use the border markers to resize the image.

Bitmap Editor Windows 10

Selected regions

Selections in the Image Editor define regions of the image that are active. Active regions are affected by tools and transformations. When there is an active selection, areas outside the selected region are not affected by most tools and transformations. If there is not an active selection, the entire image is active.

Most tools (Pencil, Brush, Airbrush, Fill, Eraser, and 2D primitives) and transformations (Rotate, Trim, Invert Colors, Flip Horizontal, and Flip Vertical) are constrained or defined by the active selection. However, some tools (Eyedropper and Text) and transformations (Generate Mips) aren't affected by any active selection. These tools always behave as if the entire image is the active selection.

While you're selecting a region, you can press and hold Shift to make a proportional (square) selection. Otherwise, the selection is not constrained.

Resize selections

After you select a region, you can resize it or its image contents by changing the size of the selection marker. While you're resizing the selected region, you can use the following modifier keys to change the behavior of the selected region as you resize it:

Ctrl - Copies the contents of the selected region before it's resized. This leaves the original image intact while the copy is resized.

Shift - Resizes the selected region in proportion to its original size.

Alt - Changes the size of the selection region. This leaves the image unmodified.

The following table describes the valid modifier key combinations:

CtrlShiftAltDescription
Resizes the content of the selected region.
ShiftProportionally resizes the content of the selected region.
AltResizes the selected region. This defines a new selection region.
ShiftAltProportionally resizes the selected region. This defines a new selection region.
CtrlCopies and then resizes the content of the selected region.
CtrlShiftCopies and then proportionally resizes the content of the selected region.

Tool properties

While a tool is selected, you can use the Properties window to specify details about how it affects the image. For example, you can set the thickness of the Pencil tool or the color of the Brush tool.

You can set both a foreground color and a background color. Both support an alpha channel to provide user-defined opacity. The settings apply to all tools. If you use a mouse, the left mouse button corresponds to the foreground color, and the right mouse button corresponds to the background color.

The following table describes tool properties:

ToolProperties
All tools and selectionsRotate by
Defines the amount, in degrees, that the selection or tool effect is rotated in the clockwise direction.
Pencil, Brush, Airbrush, EraserThickness
Defines the size of the area that is affected by the tool.
TextAnti-alias
Draws text that has anti-aliased edges. This gives text a smoother appearance.
Value
The text to be drawn.
Font
The font used to draw the text.
Size
The size of the text.
Bold
Makes the font bold.
Italics
Makes the font italic.
Underlined
Makes the font underlined.
2D PrimitiveAnti-alias
Draws primitives that have anti-aliased edges. This gives them a smoother appearance.
Thickness
Defines the thickness of the line that forms the boundary of the primitive.
Radius X
(Rounded rectangle only) Defines the rounding radius for the top and bottom edges of the primitive.
Radius Y
(Rounded rectangle only) Defines the rounding radius for the left and right edges of the primitive.
Pencil, Brush, Airbrush, 2D PrimitiveChannels
Enables or disables specific color channels for viewing and drawing. If View is set for a specific color channel, that channel is visible in the image; otherwise, it is not visible. If Draw is set for a specific color channel, that channel is affected by drawing operations; otherwise, it is not.
Wand Selection, FillTolerance
Defines the maximum difference between adjacent colors within which they are considered similar, so that fewer or more similar colors are made a part of the affected or selected region. By default, the value is 32, which means that adjacent pixels within 32 shades (lighter or darker) of the original color are considered to be part of the region.

Keyboard shortcuts

Bitmap Editor Windows 10 Download

CommandKeyboard shortcuts
Switch to Select modeS
Switch to Zoom modeZ
Switch to Pan modeK
Select allCtrl+A
Delete the current selectionDelete
Cancel the current selectionEsc (escape)
Zoom inCtrl+Mouse wheel forward
Ctrl+PageUp
Plus Sign (+)
Zoom outCtrl-Mouse wheel backward
Ctrl-PageDown
Minus Sign (-)
Pan the image upMouse wheel backward
PageDown
Pan the image downMouse wheel forward
PageUp
Pan the image leftShift+Mouse wheel backward
Mouse wheel left
Shift+PageDown
Pan the image rightShift+Mouse wheel forward
Mouse wheel right
Shift+PageUp
Zoom to actual sizeCtrl+0 (zero)
Fit image to windowCtrl+G, Ctrl+F
Fit image to window widthCtrl+G, Ctrl+I
Toggle gridCtrl+G, Ctrl+G
Crop image to current selectionCtrl+G, Ctrl+C
View next (higher detail) MIP levelCtrl+G, Ctrl+6
View previous (lower detail) MIP levelCtrl+G, Ctrl+7
Toggle red color channelCtrl+G, Ctrl+1
Toggle green color channelCtrl+G, Ctrl+2
Toggle blue color channelCtrl+G, Ctrl+3
Toggle alpha (transparency) channelCtrl+G, Ctrl+4
Toggle alpha checkerboard patternCtrl+G, Ctrl+B
Switch to irregular selection toolL
Switch to wand selection toolM
Switch to pencil toolP
Switch to brush toolB
Switch to fill toolF
Switch to eraser toolE
Switch to text toolT
Switch to color-select (eyedropper) toolI
Move the active selection, and its contents.Arrow keys.
Resize the active selection, and its contents.Ctrl+Arrow keys
Move the active selection, but not its contents.Shift+Arrow keys
Resize the active selection, but not its contents.Shift+Ctrl+Arrow keys
Commit the current layerReturn
Decrease tool thickness[
Increase tool thickness]

Related topics

TitleDescription
Working with 3D assets for games and appsProvides an overview of the tools that you can use in Visual Studio to work with graphics assets such as textures and images, 3D models, and shader effects.
Model editorDescribes how to use the Visual Studio Model Editor to work with 3D models.
Shader designerDescribes how to use the Visual Studio Shader Designer to work with shaders.