Class: Image


Summary

An image object


Methods

MethodDescription
 draw Draw, or stretch, an image.
 getFrameCount Get the number of frames contained within this image
 getFrameTime Get the time, in milliseconds, the frame should stay on screen for.
 getSize Get the size, in pixels, of the image.


Examples

c.onDraw = function ( dc, rc, textColour, programme )
{
switch( programme.certificate )
{
case "12":
var image = system.getImage( "%DGIMAGEDIR%cert_12.gif" );
break;
case "12A":
var image = system.getImage( "%DGIMAGEDIR%cert_12a.gif" );
break;
case "15":
var image = system.getImage( "%DGIMAGEDIR%cert_15.gif" );
break;
case "18":
var image = system.getImage( "%DGIMAGEDIR%cert_18.gif" );
break;
case "PG":
var image = system.getImage( "%DGIMAGEDIR%cert_pg.gif" );
break;
case "R18":
var image = system.getImage( "%DGIMAGEDIR%cert_r18.gif" );
break;
case "U":
var image = system.getImage( "%DGIMAGEDIR%cert_u.gif" );
break;
case "UC":
var image = system.getImage( "%DGIMAGEDIR%cert_uc.gif" );
break;
default:
return;
}

//
// adjust the size so it doesn't spill out, and also keep aspect ratio of the image
var rcLocal = new Rect( rc );
var divisor = image.getSize().cx / rcLocal.height();
rcLocal.setWidth( image.getSize().cy / divisor );
image.draw( 0, dc, rcLocal );
}


See Also

  • System : getImage


    Requirements

    build 1065