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mui_bitmap.doc
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TABLE OF CONTENTS
Bitmap.mui/Bitmap.mui
Bitmap.mui/MUIA_Bitmap_Bitmap
Bitmap.mui/MUIA_Bitmap_Height
Bitmap.mui/MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_Precision
Bitmap.mui/MUIA_Bitmap_RemappedBitmap
Bitmap.mui/MUIA_Bitmap_SourceColors
Bitmap.mui/MUIA_Bitmap_Transparent
Bitmap.mui/MUIA_Bitmap_UseFriend
Bitmap.mui/MUIA_Bitmap_Width
Bitmap.mui/Bitmap.mui
The Bitmap class allows including self-made image data in MUI
applications. Usually, image class was intended to be used for
this purpose but unfortunately, its design was not very useful.
In its most simple usage, Bitmap class just display a given
BitMap. However, you can also tell it to do automatic color
remapping to match the current display context and you can
define a transparent color to make the BitMap appear on any
background.
Bitmap.mui/MUIA_Bitmap_Bitmap
NAME
MUIA_Bitmap_Bitmap -- (V8 ) [ISG], struct BitMap *
FUNCTION
This attribute specifies a pointer to a struct BitMap. Note
that specifying only a BitMap isn't enough, you have to tell
MUI about the pixel width and height with MUIA_Bitmap_Width
and MUIA_Bitmap_Height too.
SEE ALSO
MUIA_Bitmap_Width, MUIA_Bitmap_Height, MUIA_Bitmap_Transparent,
MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_Height
NAME
MUIA_Bitmap_Height -- (V8 ) [ISG], LONG
FUNCTION
Define the pixel height of the BitMap.
Note: By default, the bitmap object has a minimum size of
1 pixel and an unlimited maxium size. If the space is
too small to hold your BitMap, it will be clipped.
Usually, you will use MUIA_FixWidth and MUIA_FixHeight
with BitMap objects to make them always exactly as big as
the bitmap.
SEE ALSO
MUIA_Bitmap_Bitmap, MUIA_Bitmap_Width, MUIA_Bitmap_Transparent,
MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_MappingTable
NAME
MUIA_Bitmap_MappingTable -- (V8 ) [ISG], UBYTE *
FUNCTION
Address of an array of UBYTEs, one for each color of the
source BitMap. MUI will remap the BitMap according to the
contents of the array.
Since MUI applications usually don't know about their
display environment, this tag is rarely used. Instead,
MUIA_Bitmap_SourceColors can be used to allow context
sensitive color remapping.
SEE ALSO
MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Width,
MUIA_Bitmap_Transparent
Bitmap.mui/MUIA_Bitmap_Precision
NAME
MUIA_Bitmap_Precision -- (V11) [ISG], LONG
FUNCTION
Specify the precision value for remapping images. Use
the same predefined values as for ObtainBestPen() here,
e.g.
PRECISION_EXACT
PRECISION_IMAGE
PRECISION_ICON
PRECISION_GUI
Bitmap.mui/MUIA_Bitmap_RemappedBitmap
NAME
MUIA_Bitmap_RemappedBitmap -- (V11) [..G], struct BitMap *
FUNCTION
Between MUIM_Setup and MUIM_Cleanup, this attribute will
hold a pointer to the remapped bitmap.
Bitmap.mui/MUIA_Bitmap_SourceColors
NAME
MUIA_Bitmap_SourceColors -- (V8 ) [ISG], ULONG *
FUNCTION
This attribute defines the color palette of the source
BitMap. If specified, MUI will try to locate these colors
on the current screen and remap the BitMap accordingly.
You can e.g. specify some great looking 8-color images
for several buttons of your application and MUI will
ensure they look fine even on 4-color screens or on
screens with completely different colors.
When running Kickstart V39 or higher, MUI will use
ObtainBestPen() to find or create your colors.
Below V39, a simple color-map search is performed
to find the best matching entry, but no colors will
be changed.
The source palette is specified with an array of
ULONGs, three entries per color, 32 bits per gun.
EXAMPLE
/* MagicWB-like palette for an 8-color image */
const ULONG aboutlogo_colors[24] =
{
0xaaaaaaaa,0xaaaaaaaa,0xa0a0a0a0,
0x00000000,0x00000000,0x00000000,
0xffffffff,0xffffffff,0xffffffff,
0x66666666,0x88888888,0xbbbbbbbb,
0x99999999,0x99999999,0x99999999,
0xbbbbbbbb,0xbbbbbbbb,0xbbbbbbbb,
0xbbbbbbbb,0xaaaaaaaa,0x99999999,
0xffffffff,0xbbbbbbbb,0xaaaaaaaa
};
SEE ALSO
MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Width,
MUIA_Bitmap_MappingTable, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_Transparent
NAME
MUIA_Bitmap_Transparent -- (V8 ) [ISG], LONG
FUNCTION
If specified, MUI will consider this color of the BitMap
to be transparent. A mask plane will be generated and
used for blitting, the background will shine through.
Currently, only 0 is supported, i.e. only color 0 can
be made the "shine through" color.
SEE ALSO
MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Width,
MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_UseFriend
NAME
MUIA_Bitmap_UseFriend -- (V11) [I..], BOOL
FUNCTION
This attribute will make MUI to try to allocate the remapped
bitmap in a way that allows fastest displaying.
Bitmap.mui/MUIA_Bitmap_Width
NAME
MUIA_Bitmap_Width -- (V8 ) [ISG], LONG
FUNCTION
Define the pixel width of the BitMap.
Note: By default, the bitmap object has a minimum size of
1 pixel and an unlimited maxium size. If the space is
too small to hold your BitMap, it will be clipped.
Usually, you will use MUIA_FixWidth and MUIA_FixHeight
with BitMap objects to make them always exactly as big as
the bitmap.
SEE ALSO
MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Transparent,
MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable