Use this object to display an image on the form. The icon for this object is on the Additional page.
PALETTE ICON & EXAMPLE
The following are the properties that apply to this object. Some are defined in Common Properties and are linked to their appropriate page.
|Transparent||Some .BMP files have backgrounds that can be made transparent. If this option is checked (set to .True.) that will be the case. This can be changed at runtime.|
|Center||If you want to center the image in the object space then choose this option (set to .True.). This can be changed during runtime.|
IncrementalDisplay If the image is very large you can display it a little at a time by choosing this option (set to .True.). This is probably not necessary on most computers today. This can be changed during runtime.
|Picture||The image you want to display. This can be any .BMP, .ICO, .EMF or .WMF file. You can choose the file by entering a file name (including a full path if necessary), using the Load Image Editor, or during runtime by specifying the file name (including a full path if necessary). You can also set this value during runtime by using the LOAD_PICTURE command. Note: Since version 7 We now suport many other graphic formats.|
NOTE: We are working on including .JPG and .GIF files also. These should be available soon. These formats and more and now supported.
|Stretch||If this option is checked (set to .True.) the image will stretch to match the size of the object, if possible. .ICO files will not stretch. This can be changed during runtime.|
|AutoSize||Size the object box to fit the image loaded. If you want to use the Stretch property above then you should not choose this property (set to .False.). If this is checked (set to .True.) it will override the Stretch setting.|
This object has a single event that is called if your user clicks on the object. This event looks to your program for a special label. It is made up of the object Name, a period (.) and the Event name (Click). The full event name would be ObjectName.Click:. You would not return a value from the program, just a simple RET is all that is required. So, the user clicks on the object, if the event label exists the routine is called, you return from the routine, and the user has control again.
NOTE: You can have multiple objects call the same routine by 'stacking' the event labels on top of each other. For example, if you had two buttons you wanted to call the same event, you could do the following:
//event routine code would go here.
The labels are not part of the code executed. They are just place keepers and tell the program where to go.