Icona 1 3 – Create Your Own Icons From Image

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  1. Icona 1 3 – Create Your Own Icons From Image Files
  2. Create Your Own Icons Free
  3. Icona 1 3 – Create Your Own Icons From Image Pdf

Icons provide a visual shorthand for an action, concept, or product. By compressing meaning into a symbolic image, icons can cross language barriers and help conserve an extremely valuable resource: screen space.

Images Posted: (3 days ago) Feb 15, 2019 To create a new icon or cursor. In Resource View, right-click your.rc file, then choose Insert Resource.If you already have an existing image resource in your.rc file, such as a cursor, you c an right-click the Cursor folder an d select Insert Cursor. Sep 24, 2020 Using the right type of icon. There are many ways to create an icon. You can use a symbol font like Segoe MDL2 Assets. You could create your own vector-based image. You can even use a bitmap image, although we don't recommend it. Here's a summary of the different ways you can add an icon to your app. Use a predefined icon.

Icons can appear in apps—and outside them:

Own

Icons inside the app

  1. Feb 15, 2019 When you create a new icon or cursor resource, the Image Editor first creates an image in a specific style (32 × 32, 16 colors for icons and 32 × 32, Monochrome for cursors). You can then add images in different sizes and styles to the initial icon or cursor and edit each additional image, as needed, for the different display devices.
  2. Sep 03, 2020 Unlike classic Microsoft Paint, Paint 3D allows you to create your image on a transparent background; however, you cannot create an icon file from directly within Paint 3D. Fortunately, you can use ICO Convert to turn your image with a transparent background into a more satisfactory icon file.

Inside your app, you use icons to represent an action, such as copying text or navigating to the settings page.

Icons outside the app

Outside your app, Windows uses an icon to represent your app in the start menu and in the taskbar. If the user chooses to pin your app to the start menu, your app's start tile can feature your app's icon. Your app's icon appears in the title bar and you can choose to create a splash screen with your app's logo.

This article describes icons within your app. To learn about icons outside your app (app icons), see the app and tile icons article.

When to use icons

Icons can save space, but when should you use them?


Use an icon for actions, like cut, copy, paste, and save, or for navigation items in a navigation menu.


Use an icon if one already exists for the concept you want to represent. (To see whether an icon exists, check the Segoe icon list.)


Use an icon if it's easy for the user to understand what the icon means and it's simple enough to be clear at small sizes.


Don't use an icon if its meaning isn't clear, or if making it clear requires a complex shape.

Using the right type of icon

There are many ways to create an icon. You can use a symbol font like Segoe MDL2 Assets. You could create your own vector-based image. You can even use a bitmap image, although we don't recommend it. Here's a summary of the different ways you can add an icon to your app.

Use a predefined icon.

Microsoft provides over 1000 icons in the form of the Segoe MDL2 Assets font. It might not be intuitive to get an icon from a font, but our font display technology means these icons will look crisp and sharp on any display, at any resolution, and at any size. For instructions, see Segoe MDL2 icons.

Use a font.

You don't have to use the Segoe MDL2 Assets font--you can use any font the user has installed on their system, such as Wingdings or Webdings.

Use a Scalable Vector Graphics (SVG) file.

SVG resources are ideal for icons, because they always look sharp at any size or resolution. Most drawing applications can export to SVG. For instructions, see SVGImageSource.

Use Geometry objects.

Like SVG files, geometries are a vector-based resource, so they always look sharp. However, creating a geometry is complicated because you have to individually specify each point and curve. It's really only a good choice if you need to modify the icon while your app is running (to animate it, for example). For instructions, see Move and draw commands for geometries.

You can also use a bitmap image, such as PNG, GIF, or JPEG, although we don't recommend it.

Bitmap images are created at a specific size, so they have to be scaled up or down depending on how large you want the icon to be and the resolution of the screen. When the image is scaled down (shrunk), it can appear blurry; when it's scaled up, it can appear blocky and pixelated. If you have to use a bitmap image we recommend using a PNG or GIF over a JPEG.

Make the icon do something

Once you have an icon, the next step is to make it do something by associating it with command or a navigation action. The best way to do this is to add the icon to a button or a command bar.

You can also animate an icon to draw attention to a UI component, such as the next button in a tutorial, or simply reflect the action associated with the icon in an entertaining and interesting way. See AnimatedIcon.

Create an icon button

You can put an icon in a standard button. Since you can use buttons in a wider variet of places, this gives you a little more flexibility for where your action icon appears.

The are a few ways to add an icon to a button:

Step 1
Set the button's font family to Segoe MDL2 Assets and its content property to the unicode value of the glyph you want to use:

Step 2
You can use one of the icon element objects: BitmapIcon,FontIcon,PathIcon,ImageIcon, orSymbolIcon. This gives you more types of icons to choose from, and enables you to combine icons and other types of content, such as text, if you want:

Create a series of icons in a command bar

When you have a series of commands that go together, such as cut/copy/paste or a set of drawing commands for a photo-editing program, put them together in a command bar. A command bar takes one or more app bar buttons or app bar toggle buttons, each of which represents an action. Each button has an Icon property you use to control which icon it displays. There are a variety of ways to specify the icon.

The easiest way is to use the list of predefined icons we provide—simply specify the icon name, such as 'Back' or 'Stop', and the system will draw it:

For the complete list of icon names, see the Symbol enumeration.

There are other ways to provide icons for a button in a command bar:

  • FontIcon - the icon is based on a glyph from the specified font family.
  • BitmapIcon - the icon is based on a bitmap image file with the specified Uri.
  • PathIcon - the icon is based on Path data.
  • ImageIcon - the icon is based on an image file type supported by the Image class.

To learn more about command bars, see the command bar article.

Related articles

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You can create a new image, bitmap, icon, cursor, or toolbar, and then use the Image Editor to customize its appearance. You can also create a new bitmap patterned after a resource template.

Icons and Cursors: Image Resources for Display Devices

Icons and cursors are graphical resources that can contain multiple images in different sizes and color schemes for different types of display devices. A cursor also has a hot spot, the location Windows uses to track its position. Both icons and cursors are created and edited using the Image Editor, as are bitmaps and other images.

When you create a new icon or cursor, the Image Editor first creates an image of a standard type. The image is initially filled with the screen (transparent) color. If the image is a cursor, the hot spot is initially the upper-left corner with coordinates 0,0.

By default, the Image Editor supports the creation of additional images for the devices shown in the following table. You can create images for other devices by typing width, height, and color-count parameters into the Custom Image dialog box.

ColorWidth (pixels)Height (pixels)
Monochrome1616
Monochrome3232
Monochrome4848
Monochrome6464
Monochrome9696
161616
163232
166464
164848
169696
2561616
2563232
2564848
2566464
2569696

Create a device image (icon or cursor)

When you create a new icon or cursor resource, the Image Editor first creates an image in a specific style (32 × 32, 16 colors for icons and 32 × 32, Monochrome for cursors). You can then add images in different sizes and styles to the initial icon or cursor and edit each additional image, as needed, for the different display devices. You can also edit an image by using a cut-and-paste operation from an existing image type or from a bitmap created in a graphics program.

When you open the icon or cursor resource in the Image Editor, the image most closely matching the current display device is opened by default.

Note

If your project doesn't already contain an .rc file, see Creating a New Resource Script File.

The New Image Type dialog box enables you to create a new device image of a specified type. To open the New Image dialog box, go to menu Image > New Image Type. The following properties included are Target Image Type and Custom.

The Target Image Type property lists the available image types where you select the image type you want to open:

16 x 16, 16 colors
32 x 32, 16 colors
48 x 48, 16 colors
64 x 64, 16 colors
96 x 96, 16 colors

16 x 16, 256 colors
32 x 32, 256 colors
48 x 48, 256 colors
64 x 64, 256 colors
96 x 96, 256 colors

16 x 16, Monochrome
32 x 32, Monochrome
48 x 48, Monochrome
64 x 64, Monochrome
96 x 96, Monochrome

Note

Any existing images will not be displayed in this list.

The Custom property opens the Custom Image dialog box in which you can create a new image with a custom size and number of colors.

Icona 1 3 – create your own icons from image files

Icons inside the app

  1. Feb 15, 2019 When you create a new icon or cursor resource, the Image Editor first creates an image in a specific style (32 × 32, 16 colors for icons and 32 × 32, Monochrome for cursors). You can then add images in different sizes and styles to the initial icon or cursor and edit each additional image, as needed, for the different display devices.
  2. Sep 03, 2020 Unlike classic Microsoft Paint, Paint 3D allows you to create your image on a transparent background; however, you cannot create an icon file from directly within Paint 3D. Fortunately, you can use ICO Convert to turn your image with a transparent background into a more satisfactory icon file.

Inside your app, you use icons to represent an action, such as copying text or navigating to the settings page.

Icons outside the app

Outside your app, Windows uses an icon to represent your app in the start menu and in the taskbar. If the user chooses to pin your app to the start menu, your app's start tile can feature your app's icon. Your app's icon appears in the title bar and you can choose to create a splash screen with your app's logo.

This article describes icons within your app. To learn about icons outside your app (app icons), see the app and tile icons article.

When to use icons

Icons can save space, but when should you use them?


Use an icon for actions, like cut, copy, paste, and save, or for navigation items in a navigation menu.


Use an icon if one already exists for the concept you want to represent. (To see whether an icon exists, check the Segoe icon list.)


Use an icon if it's easy for the user to understand what the icon means and it's simple enough to be clear at small sizes.


Don't use an icon if its meaning isn't clear, or if making it clear requires a complex shape.

Using the right type of icon

There are many ways to create an icon. You can use a symbol font like Segoe MDL2 Assets. You could create your own vector-based image. You can even use a bitmap image, although we don't recommend it. Here's a summary of the different ways you can add an icon to your app.

Use a predefined icon.

Microsoft provides over 1000 icons in the form of the Segoe MDL2 Assets font. It might not be intuitive to get an icon from a font, but our font display technology means these icons will look crisp and sharp on any display, at any resolution, and at any size. For instructions, see Segoe MDL2 icons.

Use a font.

You don't have to use the Segoe MDL2 Assets font--you can use any font the user has installed on their system, such as Wingdings or Webdings.

Use a Scalable Vector Graphics (SVG) file.

SVG resources are ideal for icons, because they always look sharp at any size or resolution. Most drawing applications can export to SVG. For instructions, see SVGImageSource.

Use Geometry objects.

Like SVG files, geometries are a vector-based resource, so they always look sharp. However, creating a geometry is complicated because you have to individually specify each point and curve. It's really only a good choice if you need to modify the icon while your app is running (to animate it, for example). For instructions, see Move and draw commands for geometries.

You can also use a bitmap image, such as PNG, GIF, or JPEG, although we don't recommend it.

Bitmap images are created at a specific size, so they have to be scaled up or down depending on how large you want the icon to be and the resolution of the screen. When the image is scaled down (shrunk), it can appear blurry; when it's scaled up, it can appear blocky and pixelated. If you have to use a bitmap image we recommend using a PNG or GIF over a JPEG.

Make the icon do something

Once you have an icon, the next step is to make it do something by associating it with command or a navigation action. The best way to do this is to add the icon to a button or a command bar.

You can also animate an icon to draw attention to a UI component, such as the next button in a tutorial, or simply reflect the action associated with the icon in an entertaining and interesting way. See AnimatedIcon.

Create an icon button

You can put an icon in a standard button. Since you can use buttons in a wider variet of places, this gives you a little more flexibility for where your action icon appears.

The are a few ways to add an icon to a button:

Step 1
Set the button's font family to Segoe MDL2 Assets and its content property to the unicode value of the glyph you want to use:

Step 2
You can use one of the icon element objects: BitmapIcon,FontIcon,PathIcon,ImageIcon, orSymbolIcon. This gives you more types of icons to choose from, and enables you to combine icons and other types of content, such as text, if you want:

Create a series of icons in a command bar

When you have a series of commands that go together, such as cut/copy/paste or a set of drawing commands for a photo-editing program, put them together in a command bar. A command bar takes one or more app bar buttons or app bar toggle buttons, each of which represents an action. Each button has an Icon property you use to control which icon it displays. There are a variety of ways to specify the icon.

The easiest way is to use the list of predefined icons we provide—simply specify the icon name, such as 'Back' or 'Stop', and the system will draw it:

For the complete list of icon names, see the Symbol enumeration.

There are other ways to provide icons for a button in a command bar:

  • FontIcon - the icon is based on a glyph from the specified font family.
  • BitmapIcon - the icon is based on a bitmap image file with the specified Uri.
  • PathIcon - the icon is based on Path data.
  • ImageIcon - the icon is based on an image file type supported by the Image class.

To learn more about command bars, see the command bar article.

Related articles

-->

You can create a new image, bitmap, icon, cursor, or toolbar, and then use the Image Editor to customize its appearance. You can also create a new bitmap patterned after a resource template.

Icons and Cursors: Image Resources for Display Devices

Icons and cursors are graphical resources that can contain multiple images in different sizes and color schemes for different types of display devices. A cursor also has a hot spot, the location Windows uses to track its position. Both icons and cursors are created and edited using the Image Editor, as are bitmaps and other images.

When you create a new icon or cursor, the Image Editor first creates an image of a standard type. The image is initially filled with the screen (transparent) color. If the image is a cursor, the hot spot is initially the upper-left corner with coordinates 0,0.

By default, the Image Editor supports the creation of additional images for the devices shown in the following table. You can create images for other devices by typing width, height, and color-count parameters into the Custom Image dialog box.

ColorWidth (pixels)Height (pixels)
Monochrome1616
Monochrome3232
Monochrome4848
Monochrome6464
Monochrome9696
161616
163232
166464
164848
169696
2561616
2563232
2564848
2566464
2569696

Create a device image (icon or cursor)

When you create a new icon or cursor resource, the Image Editor first creates an image in a specific style (32 × 32, 16 colors for icons and 32 × 32, Monochrome for cursors). You can then add images in different sizes and styles to the initial icon or cursor and edit each additional image, as needed, for the different display devices. You can also edit an image by using a cut-and-paste operation from an existing image type or from a bitmap created in a graphics program.

When you open the icon or cursor resource in the Image Editor, the image most closely matching the current display device is opened by default.

Note

If your project doesn't already contain an .rc file, see Creating a New Resource Script File.

The New Image Type dialog box enables you to create a new device image of a specified type. To open the New Image dialog box, go to menu Image > New Image Type. The following properties included are Target Image Type and Custom.

The Target Image Type property lists the available image types where you select the image type you want to open:

16 x 16, 16 colors
32 x 32, 16 colors
48 x 48, 16 colors
64 x 64, 16 colors
96 x 96, 16 colors

16 x 16, 256 colors
32 x 32, 256 colors
48 x 48, 256 colors
64 x 64, 256 colors
96 x 96, 256 colors

16 x 16, Monochrome
32 x 32, Monochrome
48 x 48, Monochrome
64 x 64, Monochrome
96 x 96, Monochrome

Note

Any existing images will not be displayed in this list.

The Custom property opens the Custom Image dialog box in which you can create a new image with a custom size and number of colors.

The Custom Image dialog box enables you to create a new image with a custom size and number of colors. The following properties included are:

PropertyDescription
WidthProvides a space for you to enter the width of the custom image in pixels (1 - 512, limit of 2048).
HeightProvides a space for you to enter the height for the custom image in pixels (1 - 512, limit of 2048).
ColorsProvides a space for you to choose the number of colors for the custom image: 2, 16, or 256.

Use the Open Image dialog box to open device images in C++ projects. It lists existing device images in the current resource (images that are part of the current resource). The following property included is:

PropertyDescription
Current ImagesLists the images included in the resource. Select the image type you want to open.

Icona 1 3 – Create Your Own Icons From Image Files

To create a new icon or cursor

  1. In Resource View, right-click your .rc file, then choose Insert Resource. If you already have an existing image resource in your .rc file, such as a cursor, you can right-click the Cursor folder and select Insert Cursor.

  2. Instant translate – translator dictionary voice 3 0 1. In the Insert Resource dialog box, select Icon or Cursor and choose New. For icons, this action creates an icon resource with a 32 × 32, 16-color icon. For cursors, a 32 × 32, Monochrome (2-color) image is created.

    If a plus sign (+) appears next to the image resource type in the Insert Resource dialog box, it means that toolbar templates are available. Select the plus sign to expand the list of templates, select a template, and choose New.

To add an image for a different display device

  1. Go to menu Image > New Device Image, or right-click in the Image Editor pane and choose New Device Image.

  2. Select the type of image you want to add. You can also select Custom to create an icon whose size isn't available in the default list.

To copy a device image

  1. Go to menu Image > Open Device Image and choose an image from the current images list. For example, choose the 32 × 32, 16-color version of an icon.

  2. Copy the currently displayed icon image (Ctrl+C).

  3. Open a different image of the icon in another Image Editor window. For example, open the 16 × 16, 16-color version of the icon.

  4. Paste the icon image (Ctrl+V) from one Image Editor window to the other. If you're pasting a larger size into a smaller size, you can use the icon handles to resize the image.

To delete a device image

While the icon image is displayed in the Image Editor, go to menu Image > Delete Device Image. When you delete the last icon image in the resource, the resource is also deleted.

Note

When you press the Del key, the images and colors you have drawn on an icon are deleted but the icon remains and you can now redesign it. If you press Del by mistake, press Ctrl+Z to undo the action.

To create transparent or inverse regions in device images

In the Image Editor, the initial icon or cursor image has a transparent attribute. Although icon and cursor images are rectangular, many don't appear so because parts of the image are transparent and the underlying image on the screen shows through the icon or cursor. When you drag an icon, parts of the image may appear in an inverted color. You create this effect by setting the screen color and inverse color in the Colors window.

The screen and inverse colors you apply to icons and cursors either shape and color the derived image or assign inverse regions. The colors indicate parts of the image that have those attributes. You can change the colors that represent the screen-color and inverse-color attributes in editing. These changes don't affect the appearance of the icon or cursor in your application.

Note

The dialog boxes and menu commands you see might differ from those described in Help depending on your active settings or edition. To change your settings, go to menu Tools > Import and Export Settings. For more information, see Personalize the Visual Studio IDE.

To create transparent or inverse regions

  1. In the Colors window, choose the selector Screen-Color or Inverse-Color.

  2. Apply the screen or inverse color onto your image using a drawing tool. For more information on drawing tools, see Using a Drawing Tool.

To change the screen or inverse color

  1. Select either the Screen-Color selector or the Inverse-Color selector.

  2. Choose a color from the Colors palette in the Colors window.

    The complementary color is automatically assigned for the other selector.

    Tip

    If you double-click the Screen-Color or Inverse-Color selector, the Custom Color Selector dialog box appears.

Use the 256-color palette

Using the Image Editor, icons and cursors can be sized large (64 × 64) with a 256-color palette to choose from. After creating the resource, a device image style is selected.

To create a 256-color icon or cursor

  1. In Resource View, right-click your .rc file, then choose Insert Resource. If you already have an existing image resource in your .rc file, such as a cursor, you can right-click the Cursor folder and select Insert Cursor.

  2. In the Insert Resource dialog box, select Icon or Cursor and choose New.

  3. Go to menu Image > New Device Image and select the 256-color image style you want.

To choose a color from the 256-color palette for large icons

To draw with a selection from the 256-color palette, you need to select the colors from the Colors palette in the Colors window.

  1. Select the large icon or cursor, or create a new large icon or cursor.

  2. Choose a color from the 256 colors displayed in the Colors palette in the Colors window.

    The color selected will become the current color in the Colors palette in the Colors window.

    Note

    The initial palette used for 256-color images matches the palette returned by the CreateHalftonePalette Windows API. All icons intended for the Windows shell should use this palette to prevent flicker during palette realization.

To set a cursor's hot spot

The hot spot of a cursor is the point to which Windows refers in tracking the cursor's position. By default, the hot spot is set to the upper-left corner of the cursor with coordinates 0,0. The Hotspot property in the Properties window shows the hot spot coordinates.

  1. On the Image Editor toolbar, choose the Set Hotspot tool.

  2. Select the pixel you want to assign as the cursor's hot spot.

    The Hotspot property in the Properties window displays the new coordinates.

To create and save a bitmap as a .gif or .jpeg

When you create a bitmap, the image is created in bitmap format (.bmp). You can, however, save the image as a GIF or JPEG or in other graphic formats.

Note

This process doesn't apply to icons and cursors.

  1. Go to menu File > Open, then select File.

  2. In the New File dialog box, choose the Visual C++ folder, then select Bitmap File (.bmp) in the Templates box and select Open.

    The bitmap opens in the Image Editor.

  3. Make changes to your new bitmap as needed.

  4. With the bitmap still open in the Image Editor, go to menu File > Save filename.bmp As.

  5. In the Save File As dialog box, type the name you want to give the file and the extension that denotes the file format you want in the File Name box. For example, myfile.gif.

    Note

    You must create or open the bitmap outside of your project in order to save it as another file format. If you create or open it within your project, the Save As command will be unavailable. For more information, see Viewing Resources in a Resource Script File Outside of a Project (Standalone).

  6. Select Save.

To convert an image from one format to another

You can open GIF or JPEG images in the Image Editor and save them as bitmaps. Also, you can open a bitmap file and save it as a GIF or JPEG. Images you work with need not be part of a project for editing in the development environment (see stand-alone image editing).

  1. Open the image in the Image Editor.

  2. Go to menu File > Save filename As.

  3. In the Save File As dialog box, in the File name box, type the file name and the extension that denotes the format you want.

  4. Select Save.

To add a new image resource to an unmanaged C++ project

Create Your Own Icons Free

  1. In Resource View, right-click your .rc file, then choose Insert Resource. If you already have an existing image resource in your .rc file, such as a cursor, you can simply right-click the Cursor folder and select Insert Cursor.

  2. In the Insert Resource dialog box, select the type of image resource you'd like to create (Bitmap, for example) then choose New.

    If a plus sign (+) appears next to the image resource type in the Insert Resource dialog box, it means that toolbar templates are available. Select the plus sign to expand the list of templates, select a template, and choose New.

To add a new image resource to a project in a .NET programming language

Icona 1 3 – Create Your Own Icons From Image Pdf

  1. In Solution Explorer, right-click the project folder (for example, WindowsApplication1).

  2. From the shortcut menu, select Add, then choose Add New Item.

  3. In the Categories pane, expand the Local Project Items folder, then choose Resources.

  4. In the Templates pane, choose the resource type you'd like to add to your project.

    The resource is added to your project in Solution Explorer and the resource opens in the Image Editor. You can now use all the tools available in the Image Editor to modify your image. For more information on adding images to a managed project, see Loading a Picture at Design Time.

Requirements

None

See also

Image Editor for Icons
How to: Edit an Image
How to: Use a Drawing Tool
How to: Work with Color
Accelerator Keys





broken image