Launch4J uses the BMP-format, because this is used by
windows-native-graphic-device. If Grzegorz wants to support
PNG, he has to implement the whole libpng to decode PNGs to
BMP format at runtime. This will bloat the launcher extremly.
Reagrds,
octane
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Well, the reading part and the core functions. But only this
will bloat the launche. One of the biggest features is its
small size. If you are able to use smaller image in case of
PNG support, you'll have a bigger launcher. You see?
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forgot to mention that a PNG file is in a worst case scenario
probably only a 3th of the size of the BMP.
So with the 240KiB 320x240sized picture it whould be say
76KiB that whould leave 164KiB for pnglib before your size
equals the bitmap.
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But how about to let the user supply a png which on creation
of the installer which finally is transformed to a bitmap.
Of course this will not reduce the launcher's size but it
would bring more freedom to the developer (not being forced
to also create a bmp copy from his png).
I would also like to see both of the features mentioned here: transparency (i.e.
non-rectangular splash screens) and support for PNG. For my uses, file size is
not critical, so either runtime or build-time PNG support would be acceptable.
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I'm currently working on a ImageIO service provider that allows writing of ICO files. Give me a few more days, and conversion from anything that ImageIO can read into ICO should be no problem.
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Launch4J uses the BMP-format, because this is used by
windows-native-graphic-device. If Grzegorz wants to support
PNG, he has to implement the whole libpng to decode PNGs to
BMP format at runtime. This will bloat the launcher extremly.
Reagrds,
octane
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the whole libpng or only the reading part ?
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Well, the reading part and the core functions. But only this
will bloat the launche. One of the biggest features is its
small size. If you are able to use smaller image in case of
PNG support, you'll have a bigger launcher. You see?
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you can ofcourse use png if it's in favor of the launcher size. I
mean a 320x240 BMP picture is no matter it's contents
240KiB.
can you tell the sizes of the core+reading functions of pnglib?
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forgot to mention that a PNG file is in a worst case scenario
probably only a 3th of the size of the BMP.
So with the 240KiB 320x240sized picture it whould be say
76KiB that whould leave 164KiB for pnglib before your size
equals the bitmap.
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Well, thinking about this facts: you are right. Lets see,
what Grzegorz thinks about this.
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But how about to let the user supply a png which on creation
of the installer which finally is transformed to a bitmap.
Of course this will not reduce the launcher's size but it
would bring more freedom to the developer (not being forced
to also create a bmp copy from his png).
Also how about to take transparency into account. Here is an
MSDN article about transparency with bmp:
http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/dnargdi/html/msdn_transblt.asp
Then on translating a png with transparency the "magic
masking" of the bmp could be done on creating the launcher.
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I would also like to see both of the features mentioned here: transparency (i.e.
non-rectangular splash screens) and support for PNG. For my uses, file size is
not critical, so either runtime or build-time PNG support would be acceptable.
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I'm currently working on a ImageIO service provider that allows writing of ICO files. Give me a few more days, and conversion from anything that ImageIO can read into ICO should be no problem.
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I'm still working on the reast of my project, but the icon writer should be fairly usable already. You can access the sources via SVN:
http://jnori.svn.sourceforge.net/viewvc/jnori/trunk/imageio-icons/
the issue was copied to http://code.google.com/p/jliftoff/issues/list