Windows vista icon libraries




















Window frame. Dialog box. Window with command area. Command area. Close window button. Minimize window button. Restore window button. Maximize window button. Minimize window button - hover. Restore window button - hover. Maximize window button - hover. Window resize handle. Vertical separator.

Horizontal separator. Back button. Forward button. Warning icon. Error icon. Information icon. Question mark icon. Refresh icon. Up control. Windows 8 User Interface. ConceptDraw Solution Park. ConceptDraw Solution Park collects graphic extensions, examples and learning materials.

The vector stencils library "Messages" contains 10 Message dialog elements. Message dialogs appear at a consistent location on the screen. Error messages that apply to the overall app context use message dialogs. A blocking question is a question where the application cannot make a choice on the user's behalf, and cannot continue to fulfill it's value proposition to the user. A blocking question should present clear choices to the user.

It is not a question that can be ignored or postponed. Instead, a flyout is the appropriate surface. Error message. Error message - two commit buttons. Warning message. Warning message 2. Warning message 3. Warning message - two commit buttons. Warning message - three commit buttons. Typical confirmation. Annoying confirmation.

Product Overview. The vector stencils library "Progressive disclosure controls" contains 12 icons of Windows 8 progressive disclosure controls.

Use it to design graphic user interface GUI prototypes of your software applications for Windows 8. Progressive disclosure promotes simplicity by focusing on the essential, yet revealing additional detail as needed. Chevrons show or hide the remaining items in completely or partially hidden content.

Usually the items are shown in place, but they can also be shown in a pop-up menu. When in place, the item stays expanded until the user collapses it. Arrows show a pop-up command menu. Jonas Kohl Jonas Kohl 7 7 silver badges 24 24 bronze badges. Later this week I'll delete the zip from my dropbox. Add a comment. Active Oldest Votes. Improve this answer. Sorry, my bad. I was wrong about the VS version I edited my question accordingly.

VS already came with modern icons. I need VS icons. Sign up or log in Sign up using Google. Sign up using Facebook. Sign up using Email and Password. Post as a guest Name. Email Required, but never shown.

Hence, if some information is missing from the directory entry, the icon image becomes invalid. Anyway, reconstructing the icon directory entry is a plus and discarding icon image not properly constructed is acceptable, no company should provide icons with missing information in the headers.

NE Format is the popular format to store icon libraries; this format was originally used for Executables on bit version of Windows. This was the most challenging part of the project. I couldn't find any data about this extension and couple of days later, I almost dropped the project. So far my only next objective was trying to load in memory a bit DLL. I'm not an expert in Kernel memory allocation but I guess this is because in Win32, the memory is protected between applications and in bit is not so when trying to allocate memory for bit the OS rejects the operation.

When I tried, it loaded the library but immediately Windows started giving strange message boxes, as "Not enough memory to run bit applications" or things like that. I wrote in Microsoft forums and other forums, but found nothing really helpful on how I could get those resources.

Microsoft article about NE Format New Executable is an excellent source and describes in detail every field in the file. This header also contains some specific fields to indicate the existence of a new segmented file format.

This program is called a stub program and usually it just prints the message on the screen 'This program cannot run on MS-DOS'. Usually every file contains what is called a magic number.

It is called a magic number because the data stored in that field is not relevant to the program, but it contains a signature to describe the type of the file. You can find Magic Number almost everywhere. Probably he could never have thought that his signature was going to be used thousands of times in almost every personal computer in the world. We search in the file for this offset, and then at this point we read a new header.

The first thing to do is to load the magic number again, but this time the magic number must be 0xE and it means 'NE'. If the signatures match, then we can continue analyzing the rest of the headers.

From this offset, we get the number of bytes we have to jump from the beginning of this header to be in position to read the resource table. The first field of the Resource Table is the align shift, usually you find the explanation as "The alignment shift count for resource data. When the shift count is used as an exponent of 2, the esulting value specifies the factor, in bytes, for computing the location of a resource in the executable file. In my own words, the working of this field was tricky to understand.

It was created for compatibility with MS-DOS, and it will contain the multiply factor necessary to reach the resource. As you will see, the resource offset is a variable of type ushort , which means that it can only address 64Kb Actually almost every file is bigger than that, and here is where the 'alignment shift' field comes to play.

Alignment shift is a ushort and "usually" it is in the range of 2 to This number is the number of times we have to shift the number 1 to the left. For example:. Now with the virtual offset address from the resource table we multiply for the result shift value and we get the real offset address in the file.

Wow, this is cool right? Because we just use an ushort and we can locate a resource at any position. Now you will wonder where the trick lies? It is not so easy, and that works only if the resource is located in the range of the first 64Kb space.

The next table tells what the maximum file sizes are that you can get with different shift alignments:. Calculating this value is not so easy. IconLib at first uses a shift factor of 9 because I thought that 32MB was more than enough for an Icon library. A factor of ten allows to us to create an ICL library up to 64MB but every resource will address at minimum bytes.

If you think that's not bad because all resources will be bigger than , it is not so easy. A factor of ten means it can address in multiples of , then if the resource is then it will allocate bytes in the file system. My next release will predict the max file size and will adjust the shift factor dynamically; it is not an easy task if you want to predict the number without scanning memory to know the max space to be addressed, especially for PNG images where this value is dynamic too.

The length of this array is equal to rtResourceCount. Here is where we have the information about the resource itself; the rnOffset is the virtual address where the physical resource is located. To know the real address, see how alignment shift works above. The rnLength is the length of the resource on a virtual address space.

This means if for example the resource has a length of bytes and the alignment shift is 10, then the value on this field will be 2. This flag is rscEndTypes.

The names if any are associated with the resources in this table. Each name is stored as consecutive bytes; the first byte specifies the number of characters in the name. If you wonder when you have to stop reading for bytes in the array, there exists another stopper flag rscEndNames with a value of zero. At this point we already have all the information and binary data for the Icon s and the images inside the Icon.

IconLib loads all the Icon s and Icon images in memory to obtain a good performance while working with them. In addition, it does not need to lock the file on the file system.

Creating an ICL file is not so complex after all. When the resource table is written it has to apply the same rules when loading.

The following table shows a NE format that stores 2 Icons, the first icon contains one image, the second icon contains 2 images. That is something that I would like to mention. As I mentioned before, I redesigned the core 3 times, the first time I followed every known specification on how the Icon file has to be read and written from Icons and DLLs.

For example if you open explorer. IconLib exported explorer. But to my surprise, when I tried to open it with a popular Icon Editor, the icon library showed images with icons mismatched and mixed between the icons. I spent many days trying to figure why it was happening.

When those applications write ICL files, they do it in a consecutive way, basically they discard the IDs when they imported from the DLL and write groups id as 1, 2, 3, 4, same for the icons id, they do 1,2,3,4. So basically I noticed that some applications are not prepared to handle ICL files properly for all cases. Another not so popular application passed it and basically it could read ICL files where the IDs were not consecutive, but still when it saved the ICL file it discarded the source ID and put its own.

So I had a big dilemma. Or should I discard the original IDs in the importation and create consecutive IDs which means discard part of the original information and put my own I was not keen on this solution , but small fishes can swim in a pool with big fishes unless they behave like one. So I didn't have another choice than to redesign my core to produce those results using consecutive IDs.



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