Part 4
Creating the MBM's
In which we'll identify graphics that we'll need, and
create our first MBM graphics file using MBMWhizzard.
Creating MBM's
If you go back to our sketch of what we wanted Master to
look like, then you should be able to break it down into windows
and bitmaps. The window part is the easiest. The outside status
bars, titles and CBA bars are something controlled from code,
and do not need graphical windows. Our main display can be
represented by one window (in fact, it needs to be as it will
have the background).
Looking at the bitmaps we'll need, we find the following...
- The FreEPOC Logo
Standard FreEPOC practice is to have the FreEPOC logo available
as the first bitmap in any mbm, even if it is not shown
in the program. If you have your own logo, this is a good
place to put it.
- The Program Icon
Used in the About box, this will be the same as the icon
we eventually use to represent the program in the Extras
screen. we'll do that later in the course, but for the meantime,
we still need the large size available as a bitmap. This
is it.
- The Balls
Cunningly, we store all our balls in one strip, along with
an initial blank grid square in the first space, and a 'mask'
in the second space we can use to punch out a hole in the
background wallpaper so the balls can be copied over to
preserve the background. This technique will be discussed
later in it's own section, because it's really important
and something you can use in pretty much any application.
- The Clues
In a similar way to the Balls bitmaps, this is the bitmap
that gives the user the clues to what is in the right place
and in the wrong place.
- The Cursor
used to move up and down the grid so the user can see what
ball they will change.
- Background Wallpaper
Pretty self explanatory. The wallpaper here is a simple
blue sheet of paper, but you can substitute whatever you
want.
Create your bitmaps in any graphics application (personally
I use Windows Paint, it gives you pixel perfect control -
but anything will do). Save them as Windows/OS2 bitmaps into
an easily findable folder. To get you started, here's
a download of the bitmaps we'll use in Master, although
you're free to design your own!
Using MBM Whizard
Dazler has programmed a GUI for the Symbian utility bmpconv.exe
which is normally used for creating and opening mbm files
on the PC. You can download MBM Wizard from Dazler's
Nokia site. On this site there is the program itself as
well as a very useful tutorial on how to use both bmpconv
and MBM Whizard.
Using MBMWhizard is very straight forward. MBM Whizard is
a Windows GUI for Bmconv. It allows you to quickly create/update
archives and even browse them. All the functions of MBM Whizard
are a combination of bmconv commands. Only the converting
of images from Jpg,Gif and Bmp to bmp is done by MBM Whizard.
When you open MBM Whizard you will be presented with a new
project. You can now include files in the project and specify
their colour. After this you can use Save/Save as to make
the mbm file. You can start a new project at all time by selecting
New in the File menu.
Go and have a play with MBMWhizard - it should be obvious
how everything works, and if it is now - then there is some
great documentation with the program.
Conclusion
It's hard to belive, but you've now coded almost everything
you will see in Master. Planning the program before starting
to code means that all we have left is to change the Event
Core to reflect the new app, add in the subroutines for key
presses and events and we'll have the app running to a good
standard. That should take us over the next two or three lessons!
Got any questions or comments arising from this tutorial.
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