class Fl_Pixmap
#include <FL/Fl_Pixmap.H>
This object encapsulates the data from an XPM image, and allows you to
make an Fl_Object use a pixmap as a label, or to just draw the pixmap
directly. Under X it will create an offscreen pixmap the first
time it is drawn, and copy this each subsequent time it is drawn.
The current implementation converts the pixmap to 8 bit color data
and uses fl_draw_image() to draw
it. Thus you will get dithered colors on an 8 bit screen.
Fl_Pixmap(char * const * data);
Construct from XPM data. The data pointer is simply copied to the
object, so it must point at persistent storage. To use an XPM file,
#include "foo.xpm"
, and then do "new
Fl_Pixmap(foo)
"
~Fl_Pixmap()
The destructor will destroy any X pixmap created. It does not do
anything to the data.
void fl_draw(Fl_Pixmap *b,int x,int y,int w,int h);
Draw the pixmap centered in (and possibly clipped to) the given
bounding box. If there is any error decoding the pixmap data then
nothing is drawn.
void Fl_Pixmap::label(Fl_Object *);
Change the label() and the labeltype() of the object to draw the
pixmap. You can use the same pixmap for many objects.
(back to contents)