# Pixmap Selector dialog

The Pixmap Selector dialog is used to select pixmaps which can be used, for instance, as the image on a button. It is accessed from resource panels by clicking on the relevant resource buttons (usually down the left hand side of the dialog concerned).

The dialog is divided into two sections: bitmaps and pixmaps, the difference being that bitmaps have only two colors (the foreground and background of the widget) whereas Pixmaps may have many colours, the maximum being hardware dependent.

In Microsoft Windows Mode, if you create a Pixmap it will be converted into a Microsoft Windows Bitmap or Icon (depending on whether the selected widget is a button or label respectively) when you generate a Microsoft Windows resource file. You do not need to save the pixmap to a file when you create it.

Bitmaps can be specified by selecting from the Motif built-in XBitmaps list, or by specifying a bitmap filename. Type the file name into the text field below the XBitmaps list and press 'Add', or use a File Selection dialog by pressing the 'Open' button. Either will augment the built-in list with your selection.

Pixmaps are handled using the Pixmap Editor. Pixmaps entered into the Pixmap Editor can be bound to Pixmap objects. Pixmap objects are a global binding of a Pixmap to a name (my_pixmap). You can then specify anywhere that you can specify a pixmap. Your Design Window will display the appropriate pixmap. If you change the binding then all occurrences of the pixmap object will be updated. Either select a Pixmap object from the list of existing objects, or press the 'Edit' button to display the Pixmap Editor.

The currently selected Pixmap or Bitmap is displayed on a label at the top left of the dialog.

Once you have selected the pixmap you want, use the Apply button to set the resource value in the resource panel from which this dialog was invoked.

See also:

- Pixmap Editor
- Pixmap files selection
- Microsoft Windows Mode
- About WorkShop Visual