I would like to be able to create a bitmap dynamically and then save it to a
resource database. I have something like:
------------------------------
void SaveBitmap ()
{
BitmapType *bmpP;
WinHandle win;
Err error;
RectangleType onScreenRect;
// making a simple b&w (depth=1) bitmap
bmpP = BmpCreate(10, 10, 1, NULL, &error);
if (bmpP) {
win = WinCreateBitmapWindow(bmpP, &error);
if (win) {
WinSetDrawWindow(win);
WinDrawLine (4,4,8,8);
WinDrawLine (0,0,9,2);
WinDrawLine (9,0,0,9);
WinDrawPixel (3,3);
// is it necessary to set the bounds?
onScreenRect.topLeft.x = 0;
onScreenRect.topLeft.y = 0;
onScreenRect.extent.x = 9;
onScreenRect.extent.y = 9;
WinSetBounds(win, &onScreenRect);
// now what?
------------------------------
And a couple of questions..
(1) Do I need to even set the bounds on this?
(2) I can do a DmAttachResource ... but I need a handle to the bitmap. How
do I convert the bitmap pointer to a handle?
(3) Would it be better (or possible) to use DnNewResource to obtain a handle
and then copy the bitmap into it? (That just seems inefficient.)
Thank you for any help,
Ellen
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