User's Guide
-
- This section applies only to VisualAge for Windows.
To prepare icons for use with VisualAge for Windows, do the
following:
- Create a C source file as follows:
/* empty.c */
#include <windows.h>
static char appName [] = "userpal";
int FAR PASCAL LibMain (HANDLE hInstance,
WORD wDataSeg,
WORD wHeapSize,
LPSTR lpszCmdLine)
{
if (wHeapSize > 0)
UnlockData (0) ;
return 1 ;
}
- Compile the empty source file to create an object file. If you are
using the Microsoft C compiler, the following command will work:
cl -c -AMw -Gsw -Ow -W2 -Zp empty.c
- Create a module definition file for the linker. The following
example is named userpal.def:
LIBRARY userpal
DESCRIPTION 'Icons for user-extended palette'
EXETYPE WINDOWS
CODE PRELOAD MOVEABLE DISCARDABLE
DATA PRELOAD MOVEABLE SINGLE
- Link the object file, using your module definition file, to create an
empty DLL. Here is a command that links the files above, to create
userpal.dll:
link empty libentry,userpal.dll/align:16,NUL,/nod \
mdllcew libw, userpal
- Create a resource script file. This file identifies the icons to be
included in the DLL, and assigns an identifier to each icon. Here are
the contents of an example resource file, named
userpal.rc. Notice that the identifier and resource
type are reversed from the OS/2 version of your resource script file.
100 ICON athltcat.ico
101 ICON runner.ico
102 ICON world.ico
- Compile your resource script file and merge the compiled resources into
your DLL with the following command:
RC userpal.rc userpal.dll
Your icons are now ready for use with VisualAge.
The procedure for building a resource DLL using bitmaps is the same, except
that you use lines in the .rc file that look like
this:
801 BITMAP runner.bmp
You can include icons and bitmaps in the same DLL.
[ Top of Page | Previous Page | Next Page | Table of Contents | Index ]