Image: Difference between revisions
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To change an image at runtime, use | To change an image at runtime, use | ||
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Image1 | Image1.src = "a.jpg" | ||
</pre> | </pre> | ||
Revision as of 02:12, 27 December 2013
Description
The Image control is used to display an image. The image can be any common format, including jpg, bmp, gif or png. The image is scaled to fit the bounds.
To add an image to your app, choose the Image icon in the Toolbar, then position it on the Design Screen. Use the Property Editor to set the properties you need, then add functions to your code to respond to the events that come from the button: usually, just onclick.
Images should be in your project folder or a subfolder.
For more control of images at runtime, use the PictureBox control.
Properties
Standard properties are supported, plus:
src | The name of the file. For example, mario.jpg. The file should be in the current project or a subfolder of it. |
Events
Standard events are supported.
Example (Basic)
Rem Image Example Function Image1_onmouseover() Msgbox "Over!" End Function
To change an image at runtime, use
Image1.src = "a.jpg"
To get the name of the image clicked on:
Function Image1_onclick() MsgBox event.currentTarget.id End Function
Example (JavaScript)
//Image Example Image1.onmouseover = function() { alert("Over!"); }
To change an image at runtime, use
Image1.src = "a.jpg"
To get the name of the image clicked on:
Image1.onclick = function() { alert(event.currentTarget.id); }