ImageLabel

Show Deprecated

An ImageLabel renders a rectangle, like a Frame does, with an image asset. The display of the image can be manipulated through the ImageColor3 and ImageTransparency properties. To display only the image and hide the rectangle, set GuiObject.BackgroundTransparency to 1.

Advanced ImageLabel usage includes:

Summary

Properties

Properties inherited from GuiObjectProperties inherited from GuiBase2d

Methods

Methods inherited from GuiObject

Events

Events inherited from GuiObjectEvents inherited from GuiBase2d

Properties

Image

ContentId
Read Parallel

The Image property is a content-type property that should hold the asset ID of a decal or image uploaded to Roblox. It functions identically to Decal.Texture with regards to loading the image from Roblox. The rendered image can be modified using ImageColor3 and ImageTransparency.

ImageColor3

Read Parallel

The ImageColor3 property determines how an image is colorized. When set to white, no colorization occurs. This property is very useful for reusing image assets; if the source image is completely white with transparency, you can set the entire color of the image at once with this property.

ImageContent

Hidden
Read Parallel

ImageRectOffset

Read Parallel

Allows the partial display of an image in conjunction with ImageRectSize. This property determines the pixel offset (from the top-left) of the image area to be displayed.

ImageRectSize

Read Parallel

Allows the partial display of an image in conjunction with ImageRectOffset. This property determines the pixel size of the image area to be displayed. If either dimension is set to 0, the entire image is displayed instead.

ImageTransparency

Read Parallel

ImageTransparency determines the alpha of a UI element's rendered image. A value of 0 is completely opaque and a value of 1 is completely transparent (invisible).

Code Samples

Oscillate ImageTransparency

local RunService = game:GetService("RunService")
local imageLabel = script.Parent
local function onRenderStep()
-- Oscillate ImageTransparency from 0 to 1 using a sine wave
imageLabel.ImageTransparency = math.sin(workspace.DistributedGameTime * math.pi) * 0.5 + 0.5
end
RunService.RenderStepped:Connect(onRenderStep)

IsLoaded

Read Only
Not Replicated
Read Parallel

The IsLoaded property indicates if the ImageLabel.Image property has finished loading from Roblox. Images declined by moderation will never load.

Code Samples

Image Load Time

local imageLabel = script.Parent
local startTime = workspace.DistributedGameTime
-- Wait for the image to load
while not imageLabel.IsLoaded do
task.wait()
end
-- Measure and display how long it took to load
local deltaTime = workspace.DistributedGameTime - startTime
print(("Image loaded in %.3f seconds"):format(deltaTime))

ResampleMode

Read Parallel

Determines how the image looks when it is scaled. By default, the image smooths out texturing when displayed on the screen larger or smaller than its size in texture memory. When set to Enum.ResamplerMode.Pixelated, the image preserves the sharp edges of pixels.

Read Parallel

The ScaleType property determines in what way an ImageLabel.Image is rendered when the UI element's absolute size differs from the source image's size.

By default, this property is Enum.ScaleType.Stretch which will simply stretch/compact the image dimensions so it fits the UI element's space exactly. Since transparent pixels are set to black when uploading to Roblox, transparent images should apply alpha blending to avoid a blackish outline around scaled images.

For Enum.ScaleType.Slice, the SliceCenter property will be revealed in the Properties window. This is for nine-slice UI: when scaling up, the corners will remain the source image size. The edges of the image will stretch to the width/height of the image. Finally, the center of the image will stretch to fill the center area of the image.

Finally, for Enum.ScaleType.Tile, the TileSize property will be revealed in the Properties window. This is for tiled images, where the size of each image tile is determined by the TileSize property.

SliceCenter

Read Parallel

The SliceCenter property sets the slice boundaries of a 9-sliced image when ScaleType is set to Enum.ScaleType.Slice. Please note that this property is only visible in the Properties window under this condition.

To learn more about 9-slice images, see UI 9 Slice Design.

SliceScale

Read Parallel

Scales the 9-slice edges by the specified ratio. This means that the edges around the 9-slice will grow as if you'd uploaded a new version of the texture upscaled. Defaults to 1.0.

See also ScaleType, SliceCenter, and SliceScale.

TileSize

Read Parallel

TileSize sets the tiling size of the ImageLabel with a default of UDim2.new(1, 0, 1, 0). Tiling starts at the top-left corner of the image. This property is only active if the ScaleType for the ImageLabel is set to Enum.ScaleType.Tile.

Code Samples

Image ScaleType Demo

local imageLabel = script.Parent
-- Set the source image to be a 64x64 padlock
imageLabel.Image = "rbxassetid://284402752"
imageLabel.BackgroundTransparency = 0
imageLabel.BackgroundColor3 = Color3.new(1, 1, 1) -- White
imageLabel.ImageColor3 = Color3.new(0, 0, 0) -- Black
local function resizeInACircle()
for theta = 0, 2, 0.02 do
imageLabel.Size = UDim2.new(
0,
100 + math.cos(theta * 2 * math.pi) * 50,
0,
100 + math.sin(theta * 2 * math.pi) * 50
)
task.wait()
end
end
while true do
-- Stretch simply stretches the source image to fit
-- the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Stretch
resizeInACircle()
-- Tile will render the source image multiple times
-- enough to fill the UI element's space
imageLabel.ScaleType = Enum.ScaleType.Tile
imageLabel.TileSize = UDim2.new(0, 64, 0, 64)
resizeInACircle()
-- Slice will turn the image into a nine-slice UI.
imageLabel.ScaleType = Enum.ScaleType.Slice
imageLabel.SliceCenter = Rect.new(30, 30, 34, 34)
resizeInACircle()
end

Methods

Events