Posts: 627
Threads: 38
Joined: May 2009
Hey, I was just wondering how I would shrink an icon. I have this right now:
Code: bitmap = RPG::Cache.icon(item.icon_name) self.contents.font.color = normal_color self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 16, 16)) self.contents.draw_text(x + 20, y, width-80, 16, item.name)
It makes the area 16x16, but the icon is still normal sized.
My partner in crime = TREXRELL
Posts: 11,214
Threads: 648
Joined: May 2009
I use this to increase graphic sizes for a zoomed effect in my CharGen project
Code: def resize(bitmapped,flag)
if flag == true
temp_bmp = bitmapped.clone
rect = Rect.new(0, 0, temp_bmp.width, temp_bmp.height)
rect2 = Rect.new((temp_bmp.width/$game_zoom.chargen[1].to_i)*(($game_zoom.chargen[3].to_i)-1),
(temp_bmp.height/$game_zoom.chargen[2].to_i)*(($game_zoom.chargen[4].to_i)-1),
temp_bmp.width/$game_zoom.chargen[1].to_i,
temp_bmp.height/$game_zoom.chargen[2].to_i)
temp_bmp = Bitmap.new(temp_bmp.width, temp_bmp.height)
temp_bmp.stretch_blt(rect, bitmapped, rect2)
bitmapped = temp_bmp
end
return bitmapped
end
Okay.... it may be a mess. The thing is the temp_bmp.stretch_blt(rect, bitmapped, rect2) routine.
rect is the rectangle holding the size/shape of your original
rect2 is the rectangle of your shrunk/resized image
bitmapped is your file
and temp_bmp is your new one
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 627
Threads: 38
Joined: May 2009
I'm sorry, I sort of understand but how would I use this?
resize("icon name", true)
How does it know what size to switch to?
NVM let me figure this out! :) I've been trying to teach myself.
Thank you!
Ok, so I've been here... trying to figure this out. This is the new method.
Code: if item == nil
return
end
self.contents.font.color = normal_color
#self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 16, 16))
bitmap = RPG::Cache.icon(item.icon_name)
rect = Rect.new(0, 0, 16, 16)
icon = Rect.new(0, 0, 16, 16)
bitmap.stretch_blt(rect, bitmap,icon)
self.contents.draw_text(x + 20, y, width-80, 16, item.name)
It just comes up blank now.
My partner in crime = TREXRELL
Posts: 71
Threads: 4
Joined: Sep 2009
I didn't know you edited your post. Last I saw was "gonna figure this out". I woulda come earlier had I known.
Well, you commented out the line that pasted the revised icon and forgot to redo it after the resize. You also performed the resize, but didn't establish it as a new bitmap. I did a little editing as you can see here.
Code: if item == nil
return
end
self.contents.font.color = normal_color
bitmap = RPG::Cache.icon(item.icon_name)
newbitmap = bitmap.clone
rect = Rect.new(0, 0, 32, 32)
rect2 = Rect.new(0, 0, 16, 16)
newbitmap = bitmap.stretch_blt(rect, bitmap, rect2)
self.contents.blt(x, y + 4, newbitmap, rect2)
self.contents.draw_text(x + 20, y, width-80, 16, item.name)
DerVVulfman's 'regular Joe' account for testing and permissions use.
Who watches the Watchmen?
Posts: 627
Threads: 38
Joined: May 2009
I'm going to try this out asap. For some reason, I thought that the stretch blt was standalone and did not need the regular blt call.
My partner in crime = TREXRELL
Posts: 191
Threads: 81
Joined: Jul 2009
the stretch_blt is stand alone, but you didn't apply it to the window content
Change the
Code: bitmap.stretch_blt(rect, bitmap,icon)
self.contents.draw_text(x + 20, y, width-80, 16, item.name)
to
Code: self.contents.stretch_blt(rect, bitmap,icon)
self.contents.draw_text(x + 20, y, width-80, 16, item.name)
Posts: 627
Threads: 38
Joined: May 2009
Thanks I got it working properly.
My partner in crime = TREXRELL
|