VGDD:ContextHelp BitmapChooser

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Bitmap Chooser

VGDD BitmapChooser.png


This is the most important property of the Bitmap:

  1. FLASH_VGDD - default - The bitmap will be converted into C array by VGDD and the source code will be appended to the generated VGDD_<ScreenName>_Screens.c module. The Bitmap will be allocated into the internal Flash, thus reducing available Flash for the program. Good for small bitmaps. In particular, GRC will be automatically called by VGDD for conversion. All declarations and definitions will be automatically included in the generated code.
  2. FLASH - Same as above but VGDD will not convert them: the bitmap should be manually converted (using GRC) and added to the project. VGDD consider these bitmaps as extern and do nothing but use them
  3. EXTERNAL - Same as above, but of GOL type EXTERNAL (Spi Flash for example) - VGDD will do nothing but use them
  4. BINBMP_ON_SDFAT - If you declare a Bitmap with this type, then you need to add to your project the PutImageFromSD module. This enables the bitmap to be loaded from an SD card. The SD/MMC socket must be present in your hardware and directly connected to a SPI port to achieve maximum performance.


This property reports the size of the bitmap once converted to .bin format


This switch, default true, instructs VGDD on how to deal with your bitmap.

AllowScaling = true: widgets using this bitmap will be resizable, and VGDD will convert and scale your bitmap up or down to the size you choose for the widget. GRC conversion will happen not on the original but on a temporary bitmap file, generated by VGDD with your desired size and colour depth. This option allows you to use bitmaps in any graphics format and any colour depth, because the original bitmap will be internally converted to bmp format with the desired colour depth before being converted by GRC. If the final conversion result doesn't satisfy you, then you must switch to "manual mode" by setting this property to false and modify the bitmap with an external tool (i.e. GIMP).

AllowScaling = false then the original bitmap will be used as is. Bitmap will keep its original size, and format restriction apply (see GRC documentation).



These are size and colour depth of the original bitmap.



This is the size (in bytes) of the bitmap respectively before and after being compressed, when RLE or IPU mode are selected.


This is the desired size (in pixels) for the bitmap. It reflects resizing done while designing, but can be manually modified to a more precise value. During Code Generation, a temporary bitmap with this size will be created from the original bitmap and then passed to GRC for conversion.


Here you can set the desired number of Bits Per Pixel for the bitmap. During Code Generation, a temporary bitmap with this colour depth will be created from the original bitmap and then passed to GRC for conversion.


This is the Interpolation mode used when scaling bitmaps. Try different methods and choose the one that better suits your needs. As a rule of thumb, HighQualityBicubic is the best for photos and jpegs in general, while NearestNeighbor renders better with icons.


Here you can choose which compression algorithm to apply to your bitmap to shrink its size.

RLE compresses bitmaps with a good ratio, but it's available only for 4 and 8 BPP pictures.

IPU is available only on selected MCUs (i.e. PIC24FJxxxDA210)


This if set to True by VGDD during Code Generation when bitmap's name is used in at least one Widget's Event Code. For example, when you use a bitmap not by using it for a button but only in button's event code to change it when the button is pressed.


This if set to True by VGDD when the bitmap is assigned to at least one Widget


The name of the converted bitmap once put on the SD Card.