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- -----------------------------------------------------------------------------
- ==== RI ANIM Library V1.3 (C)94/95 ====
- -----------------------------------------------------------------------------
-
- Written By Stephen McNamara
- ©94/95 Leading Edge Software
-
-
- This library enables the playback of both Anim5 and Anim7 format
- animations. It allows you to playback animations at any co-ordinate in a
- bitmap and supports different palettes for frames of the animation. It
- also allows you to playback animations from FAST ram, thus you can now play
- massive animations that can only fit in FAST ram.
-
- When playing back animations you must make sure that your display is
- double-buffered. Please refer to the Blitz manual for information about
- how anims can be played back properly - or look at the example program
- included with this file.
-
- There has been some extensive testing of this library. The result of this
- is that all none problems with it have been fixed. Bug fixes include loop
- frame anims not looping properly and anims with separate palettes per frame
- now play correctly.
-
-
- Command list:
- [suc=]RIAnimInit(address,bitmap#,palette# [,xy_offset]|[,x,y])
- [suc=]RINextAnimFrame bitmap#
- AnimLoop
-
- New commands:
- num.w=RIAnimFrameCount
-
- Updated commands:
- RIAnimInit now accepts offset as x,y coordinates.
-
-
- Statement/Function: RIAnimInit
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: [suc=]RIAnimInit(address,bitmap#,palette# [,xy_offset]|[,x,y])
-
- This command attempts to take an animation held in memory (CHIP or FAST)
- and identify it as a supported animation format. If it identifies it okay
- it will set up the animation by unpacking frame 1 of the anim onto the
- specified bitmap and copying the palette to the specified palette object.
- You must ensure that the bitmap is big and deep enough to actually hold the
- animation. At the moment there is no checking of the bitmap size. The
- palette object you give is automatically resized to the size of the palette
- in the animation.
-
- The optional parameter allows you to play an animation at an offset into
- a bitmap. This command has been extended so that you can specific the
- optional offset into the bitmap as either a byte value, or a x,y coordinate.
- Given in offset form, you should use the following formula to calculate the
- value to use:
-
- offset=(X/8)+(Y*(pixel_width/8))
-
- where: X and Y are your co-ordinates
- pixel_width is the width of your bitmap.
-
- Offset form is kept for compatibility with older versions of this
- library. You should unsure that your animation will never go off screen
- when using the offset parameter(s). Incorrect placement could cause a
- crash of your machine.
-
- If used as a function, this command returns true for a successful
- initialise or false for failure.
-
-
- Statement/Function: RINextAnimFrame
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: [suc=]RINextAnimFrame bitmap#
-
- This command attempts to unpack the next frame of a previously
- initialised animation onto the specified bitmap. It returns true or false
- to say whether it succeeded or not.
-
-
- Statement: AnimLoop
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: AnimLoop ON|OFF
-
- This command allows you to control the looping mode of the animation.
- With animloop off, playback of an animation will stop at the last frame of
- it. Any attempt to draw another frame will fail. With it on, though, the
- animation will loop around.
-
- Note: you must ensure that your animation has loop frames at the end of
- it if you want to loop the animation around. The reverse of this is true
- for animloop off - the animation must not have loop frames if you don't
- want it to loop around. If you select animloop off but have looping frames
- in your anim then the animation will end by displaying a copy of frame 2
- of the animation.
-
-
- Function: RIAnimFrameCount
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: numframes=RIAnimFrameCount
-
- This command allows you to count the number of frames in the currently
- initialised animation.
-