The Image class is a subclass of Area class and it is used to
display builtin images.
Of course, you may give an Image object a Frame, a Background
and an Inputmode, to make it act like an image button
See
MakeObj()
| ATTRIBUTES
|
| Name |
Type |
Class |
Note |
| FontMatch |
B |
I |
|
| FontMatchWidth |
B |
I |
|
| FreeHoriz |
B |
I |
|
| FreeVert |
B |
I |
|
| Spec |
SS |
I |
Note |
| State |
SS |
I |
|
Spec
Specify the type of your image.
You may use a string or a number here.
The string may be one of:
- WindowBack
- RequesterBack
- ButtonBack
- ListBack
- TextBack
- PropBack
- PopupBack
- SelectedBack
- ListCursor
- ListSelect
- ListSelCur
- ArrowUp
- ArrowDown
- ArrowLeft
- ArrowRight
- CheckMark
- RadioButton
- Cycle
- PopUp
- PopFile
- PopDrawer
- PropKnob
- Drawer
- HardDisk
- Disk
- Chip
- Volume
- RegisterBack
- Network
- Assign
- TapePlay
- TapePlayBack
- TapePause
- TapeStop
- TapeRecord
- GroupBack
- SliderBack
- SliderKnob
- TapeUp
- TapeDown
- PageBack
- ReadListBack
- Count
- BACKGROUND
- SHADOW
- SHINE
- FILL
- SHADOWBACK
- SHADOWFILL
- SHADOWSHINE
- FILLBACK
- FILLSHINE
- SHINEBACK
- FILLBACK2
- HSHINEBACK
- HSHADOWBACK
- HSHINESHINE
- HSHADOWSHADOW
- MARKSHINE
- MARKHALFSHINE
- MARKBACKGROUND,
Or a MUI image specification:
0:<x> where <x> is an integer identifying a builtin pattern
2:<r>,<g>,<b> where <r>, <gr> and <br> are 32-bit RGB
color values specified as 8-digit hex
string (e.g. 00000000 or ffffffff).
Kick 2.x users will get an empty image
3:<n> where <n> is the name of an external boopsi
image class
4:<n> where <n> is the name of an external MUI brush
5:<n> where <n> is the name of an external picture
file that should be loaded with datatypes.
Kick 2.x users will get an empty image
6:<x> where <x> is an integer identifying a
preconfigured image/background
State is one of:
- NORMAL
- SELECTED
- DISABLED
- BUSY
- INDETERMINATE
- INACTIVENORMAL
- INACTIVESELECTED
- INACTIVEDISABLED
- SELECTEDDISABLED
| METHODS
|
| Name |
Parameters |
Note |
| none defined |