I am totally confused by the documentation and some of the postings on this list
regarding Color bitmaps. Will someone please clarify the following. I couldn't find
any concrete examples of displaying a bitmap in a form in the examples, but maybe I
missed something. All these questions are for CONSTRUCTOR, not ResEdit.
1) What is the relationship between the id specified in a form bitmap, the id of a
bitmap family, and the various ids of the individual bitmaps specified in the family?
Which do I put in the form bitmap? (I tried the bitmap family id,and that just crashed
with a reference to NULL. I then tried the individual bitmap numbers, but it appeared
that the benefits of the bitmap family did not occur.)
2) What happens to a bitmap family when it gets munched at build time? Do the
individual bitmaps it points to go away? The final bitmap that gets created from all
the other bitmaps, what is its id number?
3) Do you have to put the screen in any kind of special mode to draw color bitmaps? My
color bitmaps all come out black and white, even though the colors for various other
items on the screen, like buttons and text, appear in color.
4) Is there any special naming convention needed? The documentation specifically says
that you have to use the special naming convention for OS 3.5, but David's response
below says you don't.
5) Is there a recommended way to put a bitmap on a form and have the form be backwards
compatible all the way to OS 2.0?
Thanks,
Shannon
> >Okay, more color questions: is it possible to just splash an 8-bit
> >bitmap to the screen, without having to do it color by color (ie,
> >with gray scale, I can preface a bitmap name with /-2/ to tell
> >Constructor to handle it as a 2-bit bitmap, but the same trick
> >doesn't work with /-8/.) Any pointers?
>
>Are you saying that you have a single 8-bit bitmap, which you want to have
>automatically converted at prc build time into 1, 2 and 8 bit depths so
>that the OS will pick the best depth for the screen?
>
>If so, I'm fairly certain that doing a bitmap family with three depths in
>it, with the same bitmap id for each depth, would do it. It'll take a
>"full share" of memory since the conversion happens on the desktop.
>
>(And once you get the newer tools for 3.5, don't use the /-2/ syntax - the
>families take care of that in a much better and more understandable way.)
>
>Alternatively, if you're on a 3.5 device you can always draw an 8 bit image
>and the OS can convert it for you. That'd save memory but decrease
>performance. Earlier OS versions don't know anything about 8 bit so they
>wouldn't be able to do that.
>
>-David Fedor
>Palm Developer Support
>
>
>
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