CompuServe Thread

Initial Window Graphics

7 messages in this thread
#20519From: Michael A McCormickFeb 18, 1992 10:16 PM
I need some guidance on opening an Intuition Window with the graphics already defined. What I'm doing is including a GIF viewer as part of a larger program I'm writing. What I would like to see is the viewer do all the decoding invisibly while it's loading the bitmap for the window. When the decoding is done I want to open the custom screen then open the window so that the GIF picture comes up all at once. Alternately, I could open the screen and window *behind* the WorkBench screen and bring it forward when the picture is done, but I still want to do it very quickly. All the data jammed into the planes of a bitmap or view before being sent to the window. From reading the various books I have, I've been getting the impression that I should use a View and Viewports along with a bitmap and RastPort structure. But none of the books show any sample code using Views and I'm not sure how a View relates to a Window anyway. My mind is possibly clouded by the "Views" used by VAX Screen Management, which is the other machine and windows system I program in. Sample code and clear explanations greatly appreciated, Michael McCormick
#20764From: Steve Jackson GamesFeb 24, 1992 12:58 AM
One simple way to do it is to store the desired picture in an Image structure, then use DrawImage to plop it on the required screen. It saves mucking about with ViewPorts. Loyd
#20781From: Michael A McCormickFeb 24, 1992 9:36 PM
True, but in this case I'm dealing with full screen size pictures, decompressed from GIF format. Using an Image structure, I would have to allocate that much more memory space to hold it, whereas the memory in the BitMap planes is already there. Mike McCormick
#20783From: Doug WingerFeb 24, 1992 11:10 PM
Mike, The secret is to read the enough of the file to find out what size bitmap you're dealing with, then setting it up. Doug
#20768From: John Toebes/SYSOPFeb 24, 1992 5:48 AM
Well, it looks like my previous response to this message might have been lost so I will try again. One thing that you can do is to read it into a bitmap structure that you have created yourself and then to do the open window using that bitmap instead of a default bitmap. Note that in order to do this, the windows must be a SUPER_BITMAP window. ALternatively since you are opening a screen, you can specify the bitmap when you open the screen and then open up a simple window whose only job is to get input from the user.
#20782From: Michael A McCormickFeb 24, 1992 9:36 PM
That is one thing I haven't tried that I think I should try. Especially since I'm under the impression that oversized pictures need to be stored in a Super-BitMap in order to scroll them. Mike McCormick
#20883From: John Toebes/SYSOPFeb 27, 1992 8:11 PM
They don't HAVE to be stored in a superbit map, it is just a lot easier to let the system deal with the scrolling if you do it that way.