From: "Richard Burmeister" <[EMAIL PROTECTED]>
Subject: Re: Loading and Displaying a Bitmap Resource
> From: "Bradly J. Barton" <[EMAIL PROTECTED]>

>> Does anyone have an example they'd be willing to share on how to load the
>> proper bitmap out of a bitmap family and draw it on the screen
>> dynamically?
>> I know I can use DmGetResource to load a bitmap and WinDrawBitmap to draw
>> it, but how do I decide which bitmap to load? Should I even use the
bitmap
>> family to do that?

> The whole purpose of using a Bitmap Family is to make it so you don't
have
> to pick which bitmap to display.  The OS picks which bitmap to display
based
> on the current screen bit depth on the device at the time the app
executes.
> If you want to force it to use a specific bitmap in the family, set the
> screen bit depth (with WinScreenMode or ScrDisplayMode) before you call
> WinDrawBitmap.

That didn't exactly answer the question I was asking. I know WinDrawBitmap
will draw the bitmap (I didn't realize that function chose the depth
automatically).. what I was trying to figure out was how to load the bitmap
in the first place. Do I pass the ID of the Bitmap family to DmGetResource?
What kind of resource type do I tell DmGetResource I am loading? There is no
"bitmap family" resource type defined in the documentation that I can find
(I may have out of date docs).

In other words, my question was about DmGetResource more than WinDrawBitmap.




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