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- How to add new bitmaps to wxWidgets UI elements
- ===============================================
- 0. Introduction
- ---------------
- Since the introduction of wxArtProvider class, it is no longer desired to
- hardcode art resources (e.g. icons and toolbar or button bitmaps) into the
- code. This was previously done either by including the bitmap in win32
- resource file (include/wx/msw/wx.rc) or by including XPM files in the code.
- wxArtProvider should be used instead, to allow users to customize the look of
- their wxWidgets app. This technote is a detailed description of steps needed
- when adding new bitmap/icon.
- 1. Adding new resource
- ----------------------
- (Please see wxArtProvider reference documentation for explanation of "art ID"
- and "art client" terms.)
- First of all, you have to add new wxArtID constant to include/wx/artprov.h.
- Look for "Art IDs" and add new definition to the list, e.g.
- #define wxART_MY_BITMAP wxART_MAKE_ART_ID(wxART_MY_BITMAP)
- Add it to interface/wx/artprov.h, too.
- It may happen that the intended use of the new resource doesn't fit into any
- of defined client categories (search for "Art clients" in the header). In case
- the new resource is part of a larger category, you need to define a new
- client. Just add it to the list of existing clients (and don't forget to
- update artprov.tex):
- #define wxART_MY_CLIENT wxART_MAKE_CLIENT_ID(wxART_MY_CLIENT)
- Alternatively, you may use wxART_OTHER when accessing the resource if the
- bitmap is standalone.
- Once the header is updated, it's time to add XPM file with the bitmap to
- $(wx)/art. Add it to $(wx)/art if it is platform-independent or to
- $(wx)/art/$(toolkit) if it is something specific to one of the toolkits. Note
- that "specific to one of the toolkits" doesn't mean that the bitmap is *used*
- by only one toolkit, but that it doesn't make sense for any of the others! For
- example, a GTK wxART_WARNING icon ($(wx)/art/gtk/warning.xpm) is specific to
- wxGTK, but new_dir.xpm makes sense even under wxMSW even though it is
- currently only used by the generic file dialog. Remember that wxArtProvider
- can be used by users, not only the library.
- Finally, wxDefaultArtProvider in $(wx)/src/common/artstd.cpp must be updated.
- This consists of two steps:
- a) add #include line for your XPM file, e.g. #include "../../art/my_bmp.xpm"
- b) add ART(...) line to wxDefaultArtProvider::CreateBitmap(). The first
- argument is wxArtID, the other is XPM file name (w/o extension), e.g.
- ART(wxART_MY_BITMAP, my_bmp)
- That's all. The bitmap is now available to wxArtProvider users.
- Note: there's no difference between icons and bitmaps, always treat them as
- bitmaps inside wx(Default)ArtProvider.
- 1b. Adding Tango version of the resource.
- -----------------------------------------
- While all the bitmaps are provided in XPM format so that they are available in
- all builds of wxWidgets, we also provide most of them in PNG format with full
- transparency support that is not available in XPM. Another advantage of the PNG
- versions is that the icons used are those of the Tango project and so have the
- consistent look, unlike the XPM ones.
- So if you an icon exists in http://tango.freedesktop.org/Tango_Icon_Gallery you
- should add it too. For this you need to:
- 1. Convert the PNG to a C array of bytes suitable for inclusion in the code.
- This is done using misc/scripts/png2c.py script, e.g. if the variable "f"
- contains the name of the icon you want to add and you have installed Tango
- icons in a standard location under a Linux system:
- ./misc/scripts/png2c.py -s /usr/share/icons/Tango/{16x16,24x24}/*/$f.png >
- art/tango/${f//-/_}.h
- Of course, the same command may be ran with different paths under Windows.
- Just remember to add both 16 and 24 pixel versions of the bitmap to the
- header and use the "-s" option to embed the image size in its array name.
- 2. Add #include for the newly created file to src/common/arttango.cpp.
- 3. Add an entry to s_allBitmaps array in the same file.
- 2. Accessing the resource
- -------------------------
- The file that will use the bitmap needs to include "wx/artprov.h". The code to
- access the bitmap (or icon) is trivial:
- wxBitmap bmp = wxArtProvider::GetBitmap(wxART_MY_BITMAP, wxART_MY_CLIENT);
- // this would be "wxBitmap bmp(my_bmp_xpm);" before
- wxIcon icon = wxArtProvider::GetIcon(wxART_MY_ICON, wxART_MY_CLIENT);
- Substitute wxART_MY_CLIENT in the example with a suitable client ID. If the
- client is wxART_OTHER you may write only
- wxArtProvider::GetBitmap(wxART_MY_BITMAP).
- 3. Providing a demo
- -------------------
- It is highly desirable to let the users know what stock bitmaps are available
- in wxWidgets. The "artprov" sample serves this purpose: it contains a browser
- dialog that displays all available art resources.
- It has to be updated to accommodate for new bitmaps. Fortunately, this is
- trivial: open $(wx)/samples/artprov/artbrows.cpp in text editor and
- ART_ICON(wxART_MY_BITMAP) line to the FillBitmaps() function.
- Similarly, if you add a new client, please update FillClients() by adding new
- client to the end of the list.
- === EOF ===
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