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* Copyright 2009-2013, Haiku. All rights reserved.
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* Authors:
* Humdinger < humdingerb @ gmail . com >
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* Translators:
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* dgy18787
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* Humdinger
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* Pengphei Han
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< title > 图标套件< / title >
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< div > < span > 用户指南< / span > < / div >
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< div class = "nav" >
< div class = "inner" >
< ul class = "lang-menu" >
< li class = "now" > < img src = "../../images/flags/zh_CN.png" alt = "" / > 中文 [中文]< / li >
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< li > < a href = "../../ca/applications/icon-o-matic.html" > < img src = "../../images/flags/ca.png" alt = "" / > Català< / a > < / li >
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< li > < a href = "../../de/applications/icon-o-matic.html" > < img src = "../../images/flags/de.png" alt = "" / > Deutsch< / a > < / li >
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< li > < a href = "../../en/applications/icon-o-matic.html" > < img src = "../../images/flags/gb.png" alt = "" / > English< / a > < / li >
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< li > < a href = "../../es/applications/icon-o-matic.html" > < img src = "../../images/flags/es.png" alt = "" / > Español< / a > < / li >
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< li > < a href = "../../fr/applications/icon-o-matic.html" > < img src = "../../images/flags/fr.png" alt = "" / > Français< / a > < / li >
< li > < a href = "../../it/applications/icon-o-matic.html" > < img src = "../../images/flags/it.png" alt = "" / > Italiano< / a > < / li >
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< li > < a href = "../../hu/applications/icon-o-matic.html" > < img src = "../../images/flags/hu.png" alt = "" / > Magyar< / a > < / li >
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< li > < a href = "../../pl/applications/icon-o-matic.html" > < img src = "../../images/flags/pl.png" alt = "" / > Polski< / a > < / li >
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< li > < a href = "../../pt_PT/applications/icon-o-matic.html" > < img src = "../../images/flags/pt_PT.png" alt = "" / > Português< / a > < / li >
< li > < a href = "../../pt_BR/applications/icon-o-matic.html" > < img src = "../../images/flags/pt_BR.png" alt = "" / > Português (Brazil)< / a > < / li >
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< li > < a href = "../../ro/applications/icon-o-matic.html" > < img src = "../../images/flags/ro.png" alt = "" / > Română< / a > < / li >
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< li > < a href = "../../sk/applications/icon-o-matic.html" > < img src = "../../images/flags/sk.png" alt = "" / > Slovenčina< / a > < / li >
< li > < a href = "../../fi/applications/icon-o-matic.html" > < img src = "../../images/flags/fi.png" alt = "" / > Suomi< / a > < / li >
< li > < a href = "../../sv_SE/applications/icon-o-matic.html" > < img src = "../../images/flags/sv_SE.png" alt = "" / > Svenska< / a > < / li >
< li > < a href = "../../ru/applications/icon-o-matic.html" > < img src = "../../images/flags/ru.png" alt = "" / > Русский< / a > < / li >
< li > < a href = "../../uk/applications/icon-o-matic.html" > < img src = "../../images/flags/uk.png" alt = "" / > Українська< / a > < / li >
< li > < a href = "../../jp/applications/icon-o-matic.html" > < img src = "../../images/flags/jp.png" alt = "" / > 日本語< / a > < / li >
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< / ul >
< span >
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« < a href = "haikudepot.html" > HaikuDepot< / a >
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:: < a href = "../applications.html#list-of-apps" class = "uplink" > 应用程序
< / a >
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:: < a href = "installer.html" > 安装器< / a > »
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< / span > < / div >
< / div >
< div id = "content" >
< div >
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< div class = "box-info" > 本节的翻译还未完成。在未完成之前,所有的未完成部分都将使用英语原文。< / div >
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< table class = "index" id = "index" summary = "index" >
< tr class = "heading" > < td > 索引< / td > < / tr >
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< tr class = "index" > < td > < a href = "#bitmap-vector" > BeOS 位图图标 VS Haiku 矢量图标< / a > < br / >
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< a href = "#icons-attributes" > 图标属性< / a > < br / >
< a href = "#i-o-m" > 创建图标< / a > < br / >
< a href = "#i-o-m-path" > 路径< / a > < br / >
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< a href = "#i-o-m-shape" > 模型< / a > < br / >
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< a href = "#i-o-m-style" > 样式< / a > < br / >
< a href = "#i-o-m-transformer" > 变形< / a > < br / >
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< a href = "#i-o-m-save" > 保存图标< / a > < br / >
< a href = "#i-o-m-tips" > 提示与技巧< / a > < / td > < / tr >
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< / table >
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< h2 > < img src = "../../images/apps-images/icon-o-matic-icon_64.png" alt = "icon-o-matic-icon_64.png" width = "64" height = "64" / > 图标套件< / h2 >
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< table summary = "layout" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > 桌面栏:< / td > < td style = "width:15px;" > < / td > < td > < span class = "menu" > 应用程序< / span > < / td > < / tr >
< tr > < td > 位置:< / td > < td > < / td > < td > < span class = "path" > /boot/system/apps/Icon-O-Matic< / span > < / td > < / tr >
< tr > < td > 设置:< / td > < td > < / td > < td > < span class = "path" > ~/config/settings/Icon-O-Matic< / span > < / td > < / tr >
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< / table >
< p > < br / > < / p >
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< p > 在正式开始使用图标套件创建图标之前,我们需要了解一些有关 Haiku 图标的基本信息。< / p >
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< h2 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "bitmap-vector" name = "bitmap-vector" > 位图图标 VS 矢量图标< / a > < / h2 >
< p > 与 BeOS 不同, Haiku 使用矢量图标而非点阵图标。Haiku 项目已经开发了一种特殊的矢量图标格式( HVIF) , 并且对文件大小和快速渲染做了充分的优化。这就是我们的大部分图标所占的空间要比点阵图标和常用的 SVG 格式图标小 < i > 非常多< / i > 的原因。同时,和 BeOS 的点阵图标不同, Haiku 图标并没有限制于 8 位的调色板( 256 色)。< br / >
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以下面的终端图标为例:< / p >
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< table border = "0" cellpadding = "10" >
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< tr align = "center" > < td > < b > 点阵图标< / b > < / td > < td > < b > SVG< / b > < / td > < td > < b > HVIF< / b > < / td > < / tr >
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< tr align = "center" > < td > < img src = "../../images/apps-images/i-o-m-terminal-bitmap32.png" alt = "i-o-m-terminal-bitmap32" width = "32" height = "32" / > < img src = "../../images/apps-images/i-o-m-terminal-bitmap16.png" alt = "i-o-m-terminal-bitmap16" width = "16" height = "16" / > < / td > < td style = "width:100px" > < img src = "../../images/apps-images/terminal-icon_32.png" alt = "terminal-icon_32" width = "32" height = "32" / > < / td > < td > < img src = "../../images/apps-images/terminal-icon_32.png" alt = "terminal-icon_32" width = "32" height = "32" / > < / td > < / tr >
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< tr align = "center" > < td > 1,024 字节< br / > + 256 字节< / td > < td > 7,192 字节< / td > < td > 768 字节< / td > < / tr >
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< / table >
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< p > 注意, BeOS 使用l两种图标尺寸, 16x16 和 32x32, 分别为了在列表和图标视图模式获得良好的视觉效果。< / p >
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< p > 矢量图标则无需这种技巧。它们除了仅需使用几百字节的空间, 而且缩放效果也要比点阵图标好很多。( 注意: BeOS 仅提供了16x16 和 32x32 两种图标。)< / p >
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< table border = "0" cellpadding = "10" >
< tr align = "center" > < td > < / td > < td > < b > 16x16< / b > < / td > < td > < b > 32x32< / b > < / td > < td > < b > 64x64< / b > < / td > < td > < b > 128x128< / b > < / td > < / tr >
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< tr align = "center" > < td > < b > 点阵图标< / b > < / td >
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< td > < img src = "../../images/apps-images/i-o-m-bitmap16.png" alt = "i-o-m-bitmap16" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-bitmap32.png" alt = "i-o-m-bitmap32" width = "32" height = "32" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-bitmap64.png" alt = "i-o-m-bitmap64" width = "64" height = "64" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-bitmap128.png" alt = "i-o-m-bitmap128" width = "128" height = "128" / > < / td > < / tr >
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< tr align = "center" > < td > < b > 矢量图标< / b > < / td >
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< td > < img src = "../../images/apps-images/i-o-m-vector16.png" alt = "i-o-m-vector16" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-vector32.png" alt = "i-o-m-vector32" width = "32" height = "32" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-vector64.png" alt = "i-o-m-vector64" width = "64" height = "64" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-vector128.png" alt = "i-o-m-vector128" width = "128" height = "128" / > < / td > < / tr >
< / table >
< h2 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "icons-attributes" name = "icons-attributes" > 图标属性< / a > < / h2 >
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< p > 图标保存为相应文件的属性。但是,这也并不意味着,每个文件都必须具有该属性,并在文件浏览器窗口中显示为图标:数据文件从其文件类型继承图标。您可以使用 < span class = "app" > 文件类型< / span > 首选项全局修改文件类型的图标。如果您只希望为单个文件添加图标,您可以使用其中的 < span class = "app" > 文件类型附加组件< / span > 。更多信息请查阅 < a href = "../filetypes.html" > 文件类型< / a > 。< / p >
< div class = "box-info" > 图标作为属性之一,只有支持元数据的文件系统才可以保留文件的单独图标。因此,如果您需要从 BFS 卷发送文件,请考虑将它们打包,这样可以保留它们的图标和其他属性。< / div >
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< h2 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m" name = "i-o-m" > 创建图标< / a > < / h2 >
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< p > 图标套件是 Haiku 的图标编辑工具,它允许您将作品保存成为 HVIF, SVG 或者 PNG 格式。图标也可以直接用作某个文件的属性,或者导出为开发者可以使用的资源或源文件。因为应用程序可以剪裁为优化的 HVIF 格式,它的用法也反映了该格式的内部结构。< / p >
< p > 不同于普通的矢量绘图软件,你不会面对包括着众多属性(如路径、笔画粗细、笔画和填充色等等)的单独的对象。 你要把你共享路径( “模型”) 、颜色( “样式”) 的对象组合起来, 并给他们设置特定的属性。这种元素重复的方法就是HVIF图标高效率的秘诀之一。 尽管这可能让图标设计者受到一定限制, 但这样的方法也有一些优点。< br / >
比如,通过重复使用路径,几个对象可以通过修改这一个路径而同时改变。比如一个对象和它的阴影,修改他们共享的路径就会让对象本身和它的阴影(可能会发生轻微的畸变)同时改变。< / p >
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< p > 下面是 图标套件 窗口的预览截图:< / p >
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< img src = "../images/apps-images/i-o-m-overview.png" alt = "i-o-m-overview.png" / >
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< p > 要在绘图区创建一个可见对象,你需要创建一个拥有路径和样式(颜色)的模型。你可以很容易地从< span class = "menu" > 模型< / span > 菜单中创建一个、两个甚至更多模型。 每类对象 (路径,模型,变换和样式) 在其元素对象列表上都有一个菜单, 其中提供了多种命令。 每个元素在 < span class = "menu" > 属性< / span > 视图中都有可以进行设置的特定选项。 < / p >
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< h3 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m-path" name = "i-o-m-path" > 路径< / a > < / h3 >
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< p > 路径有多个点组成,这些点通过直线或贝塞尔曲线链接。为了在某个路径上添加或修改点,该路径必须处在选中的路径列表中。< / p >
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< p > 点击绘图区域将会创建首个点。在创建首个点时,您可以决定线条为直线或者曲线:简单的点击和释放将会创建直线,按下鼠标按键并且拖动鼠标将会画出贝赛尔曲线。当然,您也可以之后进行修改。< / p >
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< img src = "../../images/apps-images/i-o-m-path-ab.png" alt = "i-o-m-path-ab" / >
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< p > 为了将 A 中的图形修改为 B 中的样式,你需要把一些边角点转换成曲线点。在点击该点后,按下 < span class = "key" > ALT< / span > 键同时拖拽该点即可完成该操作。 该操作可以画出匀称的贝塞尔曲线:点与点之间将随着彼此的移动而改动。如果你只需要移动单个点,则只需要在拖拽时按下 < span class = "key" > ALT< / span > 键。< br / >
反之亦然,把曲线点转换成边角点,则按下 < span class = "key" > ALT< / span > 键,然后点击相应点。< / p >
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< p > 移动点时,只需要点击该点并拖拽即可。要选中多个点,则需要按下 < span class = "key" > SHIFT< / span > 键并用鼠标圈出所要选定的区域。选中的点将显示为红色边框而不是通常的黑色。< br / >
在路径中插入点,您点击两点之间的连接线。< br / >
按下 < span class = "key" > DEL< / span > 键,或在点击相应点时按下 < span class = "key" > CTRL< / span > 键将会删除选中点。 < / p >
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< p > 鼠标指针指示栏了当前模式:< / p >
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< table summary = "Mouse pointer states, Path" border = "0" cellpadding = "10" >
< tr align = "center" >
< td > < img src = "../../images/apps-images/i-o-m-pointer-move-path.png" alt = "i-o-m-pointer-move-path" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-insert.png" alt = "i-o-m-pointer-insert" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-add.png" alt = "i-o-m-pointer-add" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-delete.png" alt = "i-o-m-pointer-delete" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-bezier.png" alt = "i-o-m-pointer-bezier" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-select.png" alt = "i-o-m-pointer-select" width = "16" height = "16" / > < / td >
< / tr >
< tr align = "center" >
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< td > 移动点< / td >
< td > 插入点< / td >
< td > 添加点< / td >
< td > 删除点 < br / > < span class = "key" > CTRL< / span > < / td >
< td > 平滑曲线< br / > < span class = "key" > ALT< / span > < / td >
< td > 选择点< br / > < span class = "key" > SHIFT< / span > < / td >
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< / tr >
< / table >
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< p > 您可以通过右键点击某个点或选中点打开一个上下文菜单:< / p >
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< table summary = "Path context" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td class = "onelinetop" > < span class = "menu" > 全选< / span > < / td > < td style = "width:70px" > < span class = "key" > ALT< / span > < span class = "key" > A< / span > < / td > < td > 选中当前路径中的所有点。< / td > < / tr >
< tr > < td > < span class = "menu" > 压缩< / span > < / td > < td > < span class = "key" > T< / span > < / td > < td > 将所有选中点放置于转换框,这样您可以集中对它们进行移动,自定义大小和旋转。它和模型的运行相似,它将会在下面的内容中讲到。< / td > < / tr >
< tr > < td > < span class = "menu" > 分割< / span > < / td > < td > < / td > < td > 将选中点分割为二,两者重叠放置。< / td > < / tr >
< tr > < td > < span class = "menu" > 翻转< / span > < / td > < td > < / td > < td > 将选中点旋转 180°。仅对贝塞尔曲线点有效。 < / td > < / tr >
< tr > < td > < span class = "menu" > 删除< / span > < / td > < td > < span class = "key" > DEL< / span > < / td > < td > 删除选中点。< / td > < / tr >
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< / table >
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< h4 > < a id = "i-o-m-path-menu" name = "i-o-m-path-menu" > 路径菜单< / a > < / h4 >
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< p > < span class = "menu" > 路径< / span > 菜单提供了几个选项以 < span class = "menu" > 添加矩形< / span > 和 < span class = "menu" > 添加圆形< / span > 或 < span class = "menu" > 复制< / span > 和 < span class = "menu" > 移除< / span > 路径。下面将对某些内容加以详述:< / p >
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< table summary = "Path menu" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > < span class = "menu" > 撤销< / span > < / td > < td style = "width:15px;" > < / td > < td > 如果你的路径不是“闭合的” (参见下述的路径属性),点击绘图区将总是创建新点,并且将其与最后一个点连接。“反向”将会和顺序相反,您的新点将会链接到原始的起始点。< / td > < / tr >
< tr > < td > < span class = "menu" > 清除< / span > < / td > < td > < / td > < td > 对于导入的 SVG 图像非常有用,该功能将移除多余点。< / td > < / tr >
< tr > < td class = "onelinetop" > < span class = "menu" > 顺时针旋转< / span > < / td > < td > < span class = "key" > ALT< / span > < span class = "key" > R< / span > < / td > < td > 实际上,该功能用于旋转路径的开口。在使用具有类型和描边变换的模型的非闭合路径时最为明显。如果您的路径为 ⊂ ,那么旋转后的结果为:⊂ ∩ ⊃ ∪。< / td > < / tr >
< tr > < td class = "onelinetop" > < span class = "menu" > 逆时针旋转< / span > < / td > < td > < span class = "key" > ALT< / span > < span class = "key" > SHIFT< / span > < span class = "key" > R< / span > < / td > < td > 功能同“顺时针旋转”,但方向相反。< / td > < / tr >
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< / table >
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< h4 > < a id = "i-o-m-path-properties" name = "i-o-m-path-properties" > 路径属性< / a > < / h4 >
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< p > 窗口左下角的< span class = "menu" > 属性< / span > 提供了当前选中对象的所有可用设置。路径只有两个设置:< span class = "menu" > 名称< / span > 和路径是否 < span class = "menu" > 闭合< / span > 。< / p >
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< h3 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m-shape" name = "i-o-m-shape" > 模型< / a > < / h3 >
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< p > 一个模型组将具有同一样式的路径组织在一起。实际上,它是您可以在绘图区看到的确切对象。编组可以通过路径和样式前的复选框完成:只要选择模型,标出希望的路径和样式即可。< / p >
< p > 模型定义了路径和样式应用的方法,例如,如果某个对象进行了填充或者描边(这可以通过模型转换来完成,我们之后将进行介绍)。并且,在不改变所用路径的情况下,可以移动,翻转或者自定义模型大小。通过这种方式,您可以复用单个路径来获取相关但不同的模型。< / p >
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< img src = "../../images/apps-images/i-o-m-shape.png" alt = "i-o-m-shape" / >
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< p > 当从列表中选择模型时,其周围将会显示出矩形边框。根据您所选取点的不同,模型将会以其中心为基准进行移动,定义大小及翻转,当然中心本身也会移动。在移动,限制翻转角度为 45° 角,定义大小时限制长宽比时,按下 < span class = "key" > SHIFT< / span > 键将会锁定方位。鼠标指针将会指示当前模式:< / p >
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< table summary = "Mouse pointer states, Shape" border = "0" cellpadding = "10" >
< tr align = "center" >
< td > < img src = "../../images/apps-images/i-o-m-pointer-move-shape.png" alt = "i-o-m- move-shape" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-resize.png" alt = "i-o-m-pointer-resize" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-rotate.png" alt = "i-o-m-pointer-rotate" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-pointer-move-path.png" alt = "i-o-m-pointer-move-rotation" width = "16" height = "16" / > < / td >
< / tr >
< tr align = "center" >
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< td > 移动< / td >
< td > 定义大小< / td >
< td > 旋转< / td >
< td > 移动< br / > 旋转点< / td >
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< / tr >
< / table >
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< p > 模型出于所有其他图形内容之上,如果您愿意,你可以将所有的图形都处在独自的层。如果希望重新进行排序,您可以将它们拖动到列表中的其他位置。< / p >
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< h4 > < a id = "i-o-m-shape-menu" name = "i-o-m-path-menu" > 模型菜单< / a > < / h4 >
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< p > < span class = "menu" > 模型< / span > 菜单提供上文提到的功能 < span class = "menu" > 添加具有路径/样式/路径和样式的空模型< / span > ,以及 < span class = "menu" > 复制< / span > 或 < span class = "menu" > 移除< / span > 模型。除此还有以下功能:< / p >
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< table summary = "Shape menu" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > < span class = "menu" > 重置转换< / span > < / td > < td style = "width:15px;" > < / td > < td > 撤销所有应用于模型的移动,定义大小和翻转转换等操作。< / td > < / tr >
< tr > < td class = "onelinetop" > < span class = "menu" > 冻结转换< / span > < / td > < td > < / td > < td > 当您变换模型时,其指定路径将保持原位。这可能是有意的;可能多个模型使用那个路径,可能您希望使用 < span class = "menu" > 选项 | Snap to Grid< / span > 在像素边界上精确地绘制点。< br / >
不然,“冻结变形”将应用当前模型变形到指定路径。而“重置变形”将返回到该新状态。< / td > < / tr >
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< / table >
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< h4 > < a id = "i-o-m-shape-properties" name = "i-o-m-shape-properties" > 模型属性< / a > < / h4 >
< p > 除了< span class = "menu" > 名称< / span > ,模型的< span class = "menu" > 属性< / span > 视图还有以下选项:< / p >
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< table summary = "Shape properties" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > < span class = "menu" > Min LOD< / span > < / td > < td > < / td > < td > 最小细节级别< / td > < / tr >
< tr > < td > < span class = "menu" > Max LOD< / span > < / td > < td > < / td > < td > 最大细节级别< / td > < / tr >
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< / table >
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< h5 > < a id = "i-o-m-shape-lod" name = "i-o-m-shape-lod" > 细节级别( LOD) < / a > < / h5 >
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< table summary = "LOD example" border = "0" cellpadding = "10" >
< tr align = "center" > < td > < b > 16x16< / b > < / td > < td > < b > 32x32< / b > < / td > < td > < b > 64x64< / b > < / td > < / tr >
< tr align = "center" >
< td > < img src = "../../images/apps-images/i-o-m-lod-icon_16.png" alt = "i-o-m-lod-icon_16" width = "16" height = "16" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-lod-icon_32.png" alt = "i-o-m-lod-icon_32" width = "32" height = "32" / > < / td >
< td > < img src = "../../images/apps-images/i-o-m-lod-icon_64.png" alt = "i-o-m-lod-icon_64" width = "64" height = "64" / > < / td > < / tr >
< / table >
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< p > 看看为什么 16 像素的 BeVexed 图标上面没有数字?这可以通过模型的 “细节级别” 来完成。< br / >
利用 LOD, 您可以根据模型尺寸来控制其可见性。这样, 您就可以忽略那些在大图标中有很好感官, 但在小图标中不很重要的细节。< / p >
< p > 工作原理: 1.0 的细节级别定义为 64 像素的图标尺寸。为了获取某个特别图标尺寸的细节级别,您只需要将其除以 64 即可得到, 如, 16 像素的细节级别为 16/64 = 0.25。细节级别小于 < span class = "menu" > Min LOD< / span > 和大于 < span class = "menu" > Max LOD< / span > 的模型将是不可见的。< / p >
< p > 因此,如果您设置模型的 < span class = "menu" > Min LOD< / span > 和 < span class = "menu" > Max LOD< / span > 分别为 0.0 和 0.5 ,那么这也就意味着只有图标尺寸小于或者 < i > 等于< / i > 32 像素的模型才是可见的。如果您希望排除 32 位像素的图标尺寸,那么您必须使其小于 0.5,比如 0.49。 < / p >
< p > 细节级别不仅可用于忽略细节模型,并且如果有需要您可以修改描边宽度为其他尺寸。简单的复制模型,做出修改,并且设置它们的细节级别以显示其中之一。当您无意重叠了模型细节级别,并且奇怪为什么某个尺寸都是可见时,下面就是这些潜在问题的来源...< br / >
例如,如果模型 1 在小于 48 像素时显示,而模型 2 在大于 48 像素时显示( LOD: 48/64 = 0.75) : < / p >
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< table summary = "LOD values example" border = "0" cellpadding = "5" >
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< tr align = "center" > < td > < / td > < td colspan = "2" > < b > 合适< / b > < / td > < td style = "width:25px" rowspan = "6" > < / td > < td colspan = "2" > < b > 不合适!< / b > < / td > < / tr >
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< tr style = "background-color:#F1F1F1" > < td rowspan = "2" style = "vertical-align:middle ; background-color:#FFFFFF" > < b > 模型 1< / b > < / td > < td > Min LOD< / td > < td > 0.00< / td > < td > Min LOD< / td > < td > 0.00< / td > < / tr >
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< tr style = "background-color:#F1F1F1" > < td > Max LOD< / td > < td > < span style = "background-color:#33FF33" > 0.74< / span > < / td > < td > Max LOD< / td > < td > < span style = "background-color:#FF9977" > 0.75< / span > < / td > < / tr >
< tr > < td colspan = "6" > < / td > < / tr >
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< tr style = "background-color:#F8F8F8" > < td rowspan = "2" style = "vertical-align:middle ; background-color:#FFFFFF" > < b > 模型 2< / b > < / td > < td > Min LOD< / td > < td > 0.75< / td > < td > Min LOD< / td > < td > 0.75< / td > < / tr >
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< tr style = "background-color:#F8F8F8" > < td > Max LOD< / td > < td > 4.00< / td > < td > Max LOD< / td > < td > 4.00< / td > < / tr >
< / table >
< h3 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m-style" name = "i-o-m-style" > 样式< / a > < / h3 >
< p > 样式可以设置为纯色或一些渐变色。< br / >
除了 < span class = "menu" > 调色板< / span > 中的预设颜色,您可以通过点击当前颜色来创建新的颜色。并且需要注意,色谱下的滑块可用于设置色板(透明板)。< / p >
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< img src = "../images/apps-images/i-o-m-gradients.png" alt = "i-o-m-gradients" / >
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< p > 您可以通过混合颜色创建新的样式,并且很容易地将其拖拽到样式列表。< / p >
< p > 如果你需要定义渐变色,则需要指定渐变色的类型 ( < span class = "menu" > 线性< / span > , < span class = "menu" > 射线< / span > , < span class = "menu" > 菱形< / span > , < span class = "menu" > 锥向< / span > )并定义起始色和终止色。这可以通过将颜色从调色板拖拽至渐变色相应的色彩指示区来完成。< br / >
当然,您也可以通过移动这些指示区根据个人爱好来改变渐变色的样式。您也可以通过双击渐变色来插入多个指示区添加多种颜色。按下 < span class = "key" > DEL< / span > 将会删除选中指示区。< / p >
< p > 您可以在绘图区移动,自定义大小或者翻转渐变色的表示框直到满足需要。这也同样适用于模型。< / p >
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< h4 > < a id = "i-o-m-style-menu" name = "i-o-m-style-menu" > 样式菜单< / a > < / h4 >
< p > < span class = "menu" > 样式< / span > 菜单提供了常用的 < span class = "menu" > 添加< / span > , < span class = "menu" > 复制< / span > 和 < span class = "menu" > 删除< / span > 样式,还有 < span class = "menu" > 重置变换< / span > 等操作。< / p >
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< h4 > < a id = "i-o-m-style-properties" name = "i-o-m-style-properties" > 样式属性< / a > < / h4 >
< p > < span class = "menu" > 名称< / span > 是样式仅有的< span class = "menu" > 属性< / span > 。< / p >
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< h3 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m-transformer" name = "i-o-m-transformer" > 变形< / a > < / h3 >
< p > 模型可以通过转换来修改其外观。然而,其效果不仅精细,而且还有变形金刚般的魔力...< / p >
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< h4 > < a id = "i-o-m-transformer-menu" name = "i-o-m-transformer-menu" > 变形添加菜单< / a > < / h4 >
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< table summary = " Transformer Add menu" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > < span class = "menu" > 轮廓< / span > < / td > < td > < / td > < td > 为模型添加轮廓线。< / td > < / tr >
< tr > < td > < span class = "menu" > 描边< / span > < / td > < td > < / td > < td > 为模型路径描边而不是填充为某种样式。< / td > < / tr >
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< / table >
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< p > 根据变形种类的不同,您所取得的属性也不相同。< / p >
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< h4 > < a id = "i-o-m-transformer-properties" name = "i-o-m-transformer-properties" > 变形属性< / a > < / h4 >
< p > 除了变形的 < span class = "menu" > 名称< / span > 和实际 < span class = "menu" > 宽度< / span > , < span class = "menu" > 属性< / span > 视图具有以下(根据其类别有些微变化)选项:< / p >
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< table summary = "Transformer properties" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > < span class = "menu" > 端点形式< / span > < / td > < td style = "width:15px;" > < / td > < td > < i > 仅适用于描边< / i > 。定义线条的结束端点:< span class = "menu" > 楔形< / span > , < span class = "menu" > 方形< / span > 或 < span class = "menu" > 圆形< / span > 。< / td > < / tr >
< tr > < td > < span class = "menu" > 检测方向< / span > < / td > < td > < / td > < td > < i > 仅适用于轮廓< / i > 。决定轮廓位于路径之外或之内。 < / td > < / tr >
< tr > < td > < span class = "menu" > 连接形式< / span > < / td > < td > < / td > < td > 定义线与线连接方式:< span class = "menu" > 斜线< / span > , < span class = "menu" > 圆弧< / span > 或 < span class = "menu" > 倒角< / span > 。< / td > < / tr >
< tr > < td > < span class = "menu" > 联接限制< / span > < / td > < td > < / td > < td > 仅当上述的 < span class = "menu" > 连接形式< / span > 设置为 “斜线” 时,该设置才会作用于斜线连接的外观。 < / td > < / tr >
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< / table >
< h3 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m-save" name = "i-o-m-save" > 保存图标< / a > < / h3 >
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< p > 窗口顶部是常见的菜单栏,< span class = "menu" > 文件< / span > , < span class = "menu" > 编辑< / span > , < span class = "menu" > 选项< / span > 等。它们的用法都非常容易理解,因此我们只需要了解如何保存您的作品。< / p >
< p > < span class = "menu" > 文件 | 保存为...< / span > 将会保存为特别的图标套件格式,它将保持附加信息,如路径名称,模型和样式。如果您希望到处以节省空间,这些信息都将会从图表中移除。但是使用这种方式备份您的作品比较好,因为如果没有对象的名称,所有的内容都将会命名为 “< path> /< shape> /< style> ” ,这样将使修改非常繁杂。< / p >
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< p > < span class = "menu" > 文件 | 导出为...< / span > 打开一个类似的文件保存面板,其底部有一个文件格式的弹出菜单,提供了如下选择:< / p >
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< table summary = "file formats" border = "0" cellspacing = "0" cellpadding = "2" >
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< tr > < td > HVIF< / td > < td style = "width:15px;" > < / td > < td > Haiku 矢量图标格式< / td > < / tr >
< tr > < td > HVIF RDef< / td > < td > < / td > < td > 保存为程序员使用的资源< / td > < / tr >
< tr > < td > HVIF Source Code< / td > < td > < / td > < td > 保存为程序员使用的源代码。< / td > < / tr >
< tr > < td > SVG< / td > < td > < / td > < td > 保存为 SVG< / td > < / tr >
< tr > < td > PNG< / td > < td > < / td > < td > 保存为 64 像素 PNG< / td > < / tr >
< tr > < td > PNG Set< / td > < td > < / td > < td > 保存为 16, 32 和 64 像素 PNG< / td > < / tr >
< tr > < td > BEOS:ICON Attribute< / td > < td > < / td > < td > 选择文件并直接设置其图标属性< / td > < / tr >
< tr > < td > META:ICON Attribute< / td > < td > < / td > < td > 选择文件并将鼠标附加为元数据< / td > < / tr >
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< / table >
< h3 >
< a href = "#" > < img src = "../../images/up.png" style = "border:none;float:right" alt = "index" / > < / a >
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< a id = "i-o-m-tips" name = "i-o-m-tips" > 提示与技巧< / a > < / h3 >
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< p > 在使用图标套件时,您需要注意一些东西,还有一些常用的使用提示:< / p >
2010-07-08 22:03:41 +04:00
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< li > < p > Read the < a href = "https://www.haiku-os.org/development/icon-guidelines" > Icon Guidelines< / a > to learn about important characteristics of Haiku icons, e.g. perspective, shadows and the < a href = "https://www.haiku-os.org/files/downloads/2007-03-20_haiku-color-palette.png" > Haiku color palette< / a > .< / p > < / li >
2011-06-06 20:08:15 +04:00
< li > < p > 您需要尽量少的使用路径,因为它们非常占用空间。尽量多的重用路径,并且精巧的处理模型及其变体。合理利用渐变色也可以节省空间。< / p > < / li >
< li > < p > 如果有需要,在编辑路径时可以从 < span class = "menu" > 选项< / span > 菜单中启用对齐到网格。对齐到 64x64 网格的点会占用更少的储存空间。如果点都精确地定位于像素边界,您的作品将会获得最清爽的观感。例如,将最突出的轮廓对齐到 16x16 网格非常必要。< / p > < / li >
< li > < p > 检查预览,查看是否您的图标在 16x16 模式下有好的观感。您可能需要使用模型那一节中所描述到的 < a href = "#i-o-m-shape-lod" > 细节级别< / a > 设置。< / p > < / li >
< li > < p > 尽管图标套件不提供文字处理工具,但仍有简单的方法用以创建字符。只要在文本编辑器中输入字符,如 StyledEdit, 调整字体的类型和样式, 然后将其拖拽或者复制粘贴到图标套件中即可。这样将会创建相应的路径和模型。< / p > < / li >
< li > < p > 如果您为单个模型定义了多个路径,它们的重叠区域将会互相抵消。当某个路径完全位于其他路径中时,它将在该模型中创建一个空洞。< / p > < / li >
< li > < p > 您可以使用鼠标转轮缩放绘图区域。镜头移动可以通过鼠标中键拖拽或按下 < span class = "key" > SPACE< / span > 时拖拽鼠标左键完成。< / p > < / li >
2010-07-08 22:03:41 +04:00
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< p > The above is of course quite theoretical. The best way to learn using Icon-O-Matic is by experimenting. To get you started and once more show the basics, have a look at these short clips:< / p >
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< li > < a href = "" > Paths< / a > < / li >
< li > < a href = "" > Shapes< / a > < / li >
< li > < a href = "" > Styles< / a > < / li >
< li > < a href = "" > Transformers< / a > < / li >
< li > < a href = "" > Optimizing icons< / a > < / li >
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2013-12-15 16:04:28 +04:00
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2013-02-18 00:51:59 +04:00
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2010-07-08 22:03:41 +04:00
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