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- /*******************************************************************************
- * Copywrite © 1992-1993 David S. Blumenthal *
- * *
- * This file is provided as is, and may be freely distributed unaltered. This *
- * message must accompany any copy of this file. This file may be used or *
- * modified for use for a non-commercial product provided that appropriate *
- * credit is given to the author named above. *
- * Commercial use of this source code is prohibited. *
- ******************************************************************************/
-
- #include "msg misc.h"
- #include "msg timing.h"
-
- #define CorrectTime 2
-
- void DissolveBox(GrafPtr, Rect*, Rect*);
- void DissolveWipe(GrafPtr);
-
- void DissolveBox(GrafPtr newImage, Rect *source, Rect *dest)
- {
- long offRowBytes, sizeOfOff;
- Ptr myBits;
- Rect bRect;
- GrafPort myGrafPort;
- GrafPtr myGrafPtr;
- RgnHandle oldClipRgn;
- int i, j;
- Pattern thePattern;
- char order[16];
- long randtemp;
- char ordertemp;
-
- /* the dissolve effect works by creating a random set of patterns which sum
- (OR) to a black pattern. We make another offscreen bitmap and fill it with
- the pattern at each stage, and use it as a mask for the bitcopy. Here, we
- create the offscreen bitmap. */
-
- SetPort(newImage);
- bRect = *source;
- myGrafPtr = &myGrafPort;
- OpenPort(myGrafPtr);
- offRowBytes = (((source->right - source->left) + 15) >> 4) << 1;
- sizeOfOff = (long)(source->bottom - source->top) * offRowBytes;
- OffsetRect(&bRect, -bRect.left, -bRect.top);
- myBits = NewPtr(sizeOfOff);
- if(myBits == 0L)
- ErrorString("\pThere is not enough memory. ", "\p");
- myGrafPort.portBits.baseAddr = myBits;
- myGrafPort.portBits.rowBytes = offRowBytes;
- myGrafPort.portBits.bounds = bRect;
- myGrafPort.portRect = bRect;
- oldClipRgn = myGrafPort.clipRgn;
- myGrafPort.clipRgn = gMainWindow->visRgn;
-
- for(i = 0; i < 16; i++)
- order[i] = i;
-
- /* this randomly shuffles the order in which the pattern bits will appear */
- for(i = 15; i >= 0; i--) {
- randtemp = (((long)Random() + 32767) * (i + 1)) / 65535;
- ordertemp = order[randtemp];
- order[randtemp] = order[i];
- order[i] = ordertemp;
- }
-
- for(i = 0; i < 16; i++)
- {
- StartTiming();
- SetPort(myGrafPtr);
-
- for(j = 0; j < 8; j++) thePattern[j] = 0;
- thePattern[order[i] >> 2] = 1 << (order[i] & 0x03);
- thePattern[order[i] >> 2] |= 16 << (order[i] & 0x03);
- thePattern[(order[i] >> 2) + 4] = 1 << (order[i] & 0x03);
- thePattern[(order[i] >> 2) + 4] |= 16 << (order[i] & 0x03);
-
- FillRect(&bRect, &thePattern);
-
- SetPort(gMainWindow);
-
- CopyMask(&(newImage->portBits), &(myGrafPtr->portBits),
- &(gMainWindow->portBits), source, &bRect, dest);
- TimeCorrection(CorrectTime);
- }
-
- myGrafPort.clipRgn = oldClipRgn;
- ClosePort(myGrafPtr);
- DisposPtr(myBits);
- }
-
- /* the actual dissolve wipe splits the screen into 9 blocks, and dissolves
- the source onto the destination by blocks in random order. That way, each
- dissolve is faster, and the whole effect is more interesting. */
- void DissolveWipe(GrafPtr myGrafPtr)
- {
- char order[9];
- char ordertemp;
- int i;
- long randtemp;
- Rect source, dest;
-
- for(i = 0; i < 9; i++)
- order[i] = i;
-
- for(i = 8; i >= 0; i--) {
- randtemp = (((long)Random() + 32767) * (i + 1)) / 65535;
- ordertemp = order[randtemp];
- order[randtemp] = order[i];
- order[i] = ordertemp;
- }
-
- for(i = 0; i < 9; i++) {
- source.top = (order[i] / 3) * (MAIN_WINDOW_HEIGHT / 3);
- source.left = (order[i] % 3) * (MAIN_WINDOW_WIDTH / 3);
- source.bottom = (((order[i] / 3) + 1) * MAIN_WINDOW_HEIGHT) / 3;
- source.right = (((order[i] % 3) + 1) * MAIN_WINDOW_WIDTH) / 3;
-
- DissolveBox(myGrafPtr, &source, &source);
- }
- }
-