TABLE OF CONTENTS

Bitmap.mui/Bitmap.mui
Bitmap.mui/MUIA_Bitmap_Bitmap
Bitmap.mui/MUIA_Bitmap_Height
Bitmap.mui/MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_Precision
Bitmap.mui/MUIA_Bitmap_RemappedBitmap
Bitmap.mui/MUIA_Bitmap_SourceColors
Bitmap.mui/MUIA_Bitmap_Transparent
Bitmap.mui/MUIA_Bitmap_UseFriend
Bitmap.mui/MUIA_Bitmap_Width
Bitmap.mui/Bitmap.mui

	The Bitmap class allows including self-made image data in MUI
	applications. Usually, image class was intended to be used for
	this purpose but unfortunately, its design was not very useful.

	In its most simple usage, Bitmap class just display a given
	BitMap. However, you can also tell it to do automatic color
	remapping to match the current display context and you can
	define a transparent color to make the BitMap appear on any
	background.
Bitmap.mui/MUIA_Bitmap_Bitmap

    NAME
	MUIA_Bitmap_Bitmap -- (V8 ) [ISG], struct BitMap *

    FUNCTION
	This attribute specifies a pointer to a struct BitMap. Note
	that specifying only a BitMap isn't enough, you have to tell
	MUI about the pixel width and height with MUIA_Bitmap_Width
	and MUIA_Bitmap_Height too.

    SEE ALSO
	MUIA_Bitmap_Width, MUIA_Bitmap_Height, MUIA_Bitmap_Transparent,
	MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_Height

    NAME
	MUIA_Bitmap_Height -- (V8 ) [ISG], LONG

    FUNCTION
	Define the pixel height of the BitMap.

	Note: By default, the bitmap object has a minimum size of
	1 pixel and an unlimited maxium size. If the space is
	too small to hold your BitMap, it will be clipped.
	Usually, you will use MUIA_FixWidth and MUIA_FixHeight
	with BitMap objects to make them always exactly as big as
	the bitmap.

    SEE ALSO
	MUIA_Bitmap_Bitmap, MUIA_Bitmap_Width, MUIA_Bitmap_Transparent,
	MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_MappingTable

    NAME
	MUIA_Bitmap_MappingTable -- (V8 ) [ISG], UBYTE *

    FUNCTION
	Address of an array of UBYTEs, one for each color of the
	source BitMap. MUI will remap the BitMap according to the
	contents of the array.

	Since MUI applications usually don't know about their
	display environment, this tag is rarely used. Instead,
	MUIA_Bitmap_SourceColors can be used to allow context
	sensitive color remapping.

    SEE ALSO
	MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Width,
	MUIA_Bitmap_Transparent
Bitmap.mui/MUIA_Bitmap_Precision

    NAME
	MUIA_Bitmap_Precision -- (V11) [ISG], LONG

    FUNCTION
	Specify the precision value for remapping images. Use
	the same predefined values as for ObtainBestPen() here,
	e.g.

	PRECISION_EXACT
	PRECISION_IMAGE
	PRECISION_ICON
	PRECISION_GUI
Bitmap.mui/MUIA_Bitmap_RemappedBitmap

    NAME
	MUIA_Bitmap_RemappedBitmap -- (V11) [..G], struct BitMap *

    FUNCTION
	Between MUIM_Setup and MUIM_Cleanup, this attribute will
	hold a pointer to the remapped bitmap.
Bitmap.mui/MUIA_Bitmap_SourceColors

    NAME
	MUIA_Bitmap_SourceColors -- (V8 ) [ISG], ULONG *

    FUNCTION
	This attribute defines the color palette of the source
	BitMap. If specified, MUI will try to locate these colors
	on the current screen and remap the BitMap accordingly.

	You can e.g. specify some great looking 8-color images
	for several buttons of your application and MUI will
	ensure they look fine even on 4-color screens or on
	screens with completely different colors.

	When running Kickstart V39 or higher, MUI will use
	ObtainBestPen() to find or create your colors.
	Below V39, a simple color-map search is performed
	to find the best matching entry, but no colors will
	be changed.

	The source palette is specified with an array of
	ULONGs, three entries per color, 32bits per gun.

    EXAMPLE
	/* MagicWB-like palette for an 8-color image */

	const ULONG aboutlogo_colors[24] =
	{
	   0xaaaaaaaa,0xaaaaaaaa,0xa0a0a0a0,
	   0x00000000,0x00000000,0x00000000,
	   0xffffffff,0xffffffff,0xffffffff,
	   0x66666666,0x88888888,0xbbbbbbbb,
	   0x99999999,0x99999999,0x99999999,
	   0xbbbbbbbb,0xbbbbbbbb,0xbbbbbbbb,
	   0xbbbbbbbb,0xaaaaaaaa,0x99999999,
	   0xffffffff,0xbbbbbbbb,0xaaaaaaaa
	};


    SEE ALSO
	MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Width,
	MUIA_Bitmap_MappingTable, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_Transparent

    NAME
	MUIA_Bitmap_Transparent -- (V8 ) [ISG], LONG

    FUNCTION
	If specified, MUI will consider this color of the BitMap
	to be transparent. A mask plane will be generated and
	used for blitting, the background will shine through.

	Currently, only 0 is supported, i.e. only color 0 can
	be made the "shine through" color.

    SEE ALSO
	MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Width,
	MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable
Bitmap.mui/MUIA_Bitmap_UseFriend

    NAME
	MUIA_Bitmap_UseFriend -- (V11) [I..], BOOL

    FUNCTION
	This attribute will make MUI to try to allocate the remapped
	bitmap in a way that allows fastest displaying.
Bitmap.mui/MUIA_Bitmap_Width

    NAME
	MUIA_Bitmap_Width -- (V8 ) [ISG], LONG

    FUNCTION
	Define the pixel width of the BitMap.

	Note: By default, the bitmap object has a minimum size of
	1 pixel and an unlimited maxium size. If the space is
	too small to hold your BitMap, it will be clipped.
	Usually, you will use MUIA_FixWidth and MUIA_FixHeight
	with BitMap objects to make them always exactly as big as
	the bitmap.

    SEE ALSO
	MUIA_Bitmap_Bitmap, MUIA_Bitmap_Height, MUIA_Bitmap_Transparent,
	MUIA_Bitmap_SourceColors, MUIA_Bitmap_MappingTable