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.
Attribute Ver ISG Type ----------------------------------- --- --- -------------------- MUIA_Bitmap_Bitmap V8 ISG struct BitMap * MUIA_Bitmap_Height V8 ISG LONG MUIA_Bitmap_MappingTable V8 ISG UBYTE * MUIA_Bitmap_Precision V11 ISG LONG MUIA_Bitmap_RemappedBitmap V11 ..G struct BitMap * MUIA_Bitmap_SourceColors V8 ISG ULONG * MUIA_Bitmap_Transparent V8 ISG LONG MUIA_Bitmap_UseFriend V11 I.. BOOL MUIA_Bitmap_Width V8 ISG LONG
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
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
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
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
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.
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
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
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.
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
© 1997, Stefan Stuntz | [MUI Homepage] [Autodoc Index] [Feedback] | Updated: 29-Mar-97 |