package Win32::GUI::BitmapInline; require Exporter; @ISA = qw(Exporter); @EXPORT = qw(inline); $VERSION = "0.01"; $Counter = 1; require Win32::GUI; require MIME::Base64; sub new { my($class, $data) = @_; open(BMP, ">~$$.tmp") or return undef; binmode(BMP); print BMP MIME::Base64::decode($data); close(BMP); my $B = new Win32::GUI::Bitmap("~$$.tmp"); unlink("~$$.tmp"); return $B; } sub inline { my ($file, $name) = @_; $name = "Bitmap" . $Win32::GUI::BitmapInline::Counter++ unless $name; open(BMP, $file) or $! = "Bitmap file '$file' not found", return undef; my $oldsep = $/; undef $/; binmode(BMP); my $ret = ""; $ret .= "\$$name = new Win32::GUI::BitmapInline( q(\n"; $ret .= MIME::Base64::encode( ); $ret .= ") );\n"; close(BMP); $/ = $oldsep; print $ret; return length($ret); } 1; __END__ =head1 NAME Win32::GUI::BitmapInline - Inline bitmap support for Win32::GUI =head1 SYNOPSIS To create a BitmapInline: perl -MWin32::GUI::BitmapInline -e inline('image.bmp') >>script.pl To use a BitmapInline (in script.pl): use Win32::GUI; use Win32::GUI::BitmapInline (); $Bitmap1 = new Win32::GUI::BitmapInline( q( Qk32AAAAAAAAAHYAAAAoAAAAEAAAABAAAAABAAQAAAAAAIAAAAAAAAAAAAAAABAAAAAQAAAAAAAA AACcnABjzs4A9/f3AJzO/wCc//8Azv//AP///wD///8A////AP///wD///8A////AP///wD///8A ////AHd3d3d3d3d3d3d3d3d3d3dwAAAAAAAABxIiIiIiIiIHFkVFRUVEQgcWVVRUVFRCBxZVVVVF RUIHFlVVVFRUUgcWVVVVVUVCBxZVVVVUVFIHFlVVVVVVQgcWZmZmZmZSBxIiIiIRERF3cTZlUQd3 d3d3EREQd3d3d3d3d3d3d3d3 ) ); =head1 DESCRIPTION This module can be used to "inline" a bitmap file in your script, so that it doesn't need to be accompained by several external files (less hassle when you need to redistribute your script or move it to another location). The C function is used to create an inlined bitmap resource; it will print on STDOUT the packed data including the lines of Perl needed to use the inlined bitmap resource; it is intended to be used as a one-liner whose output is appended to your script. The function takes the name of the bitmap file to inline as its first parameter; an additional, optional parameter can be given which will be the name of the bitmap object in the resulting scriptlet, eg: perl -MWin32::GUI::BitmapInline -e inline('image.bmp','IMAGE') $IMAGE = new Win32::GUI::BitmapInline( q( ... If no name is given, the resulting object name will be $Bitmap1 (the next ones $Bitmap2 , $Bitmap3 and so on). Note that the object returned by C is a regular Win32::GUI::Bitmap object. =head1 WARNINGS =over 4 =item * B ...and, of course, Win32::GUI :-) =for html

=item * B BitmapInline was designed for small bitmaps, such as toolbar items, icons, et alia; it is not at all performant. Inlined data takes approximatively the size of your bitmap file plus a 30%; thus, if you inline a 100k bitmap you're adding about 130k of bad-looking data to your script... =for html

=item * B When inlined data are used in your script (with C) a temporary file is created, then loaded as a regular bitmap and then immediately deleted. This will fail if your script is not able to create and delete files in the current directory at the moment of the call. One workaround could be to change directory to a safer place before constructing the bitmap: chdir("c:\\temp"); $Bitmap1 = new Win32::GUI::BitmapInline( ... ); A better solution could pop up in some future release... =for html

=item * B by default> For practical reasons (see one-liners above), C is exported by default into your C

namespace; to avoid this side-effect is recommended to use the module in your production scripts as follows: use Win32::GUI::BitmapInline (); =back =head1 VERSION Win32::GUI::BitmapInline version 0.01, 02 April 1999. =head1 AUTHOR Aldo Calpini ( C ). =cut