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Almathera Ten Pack 2: CDPD 1
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Almathera Ten on Ten - Disc 2: CDPD 1.iso
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pd
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076-100
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087
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dropshadow
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ds.c
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C/C++ Source or Header
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1995-03-13
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12KB
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538 lines
/** dropshadow.c **/
/* this program copyright 1987, james mackraz. may not be distributed
* for profit. copies of the source may be made for not-for-profit
* distribution, but must include this notice.
*
* james mackraz, 4021 Second Street, Palo Alto, CA, 94306
*/
#include "ds.h"
#include <tools/debug.h>
#define printf kprintf
UBYTE *wtitle = (UBYTE *) " DropShadow -- ver 2, rev 0 ";
struct Window *getNewWind();
struct RastPort *rport2 = NULL; /* for rendering into bmap2 */
struct Window *window = NULL;
struct Task *mytask;
UBYTE mysig = 0;
struct IntuitionBase *IntuitionBase;
struct GfxBase *GfxBase;
struct LayersBase *LayersBase;
ULONG flg = ACTIVATE | WINDOWCLOSE | NOCAREREFRESH | WINDOWDRAG
| WINDOWDEPTH | SIMPLE_REFRESH;
ULONG iflg = MOUSEMOVE | CLOSEWINDOW | GADGETDOWN | GADGETUP;
/* for each layer, front to back, not incl. backdrops */
#define FORLAYERS(l, linfo) for (l = (linfo)->top_layer; \
l && !(l->Flags & LAYERBACKDROP);l=l->back)
#define BACKTOFRONT(l) for (l = window->WLayer->LayerInfo->top_layer; \
l && l->back; l = l->back) ; \
for (; l; l = l->front)
#define PREDLAYERS(pred, l) for (pred = l->front; pred; pred = pred->front)
#define MYPRI 7L /* a little advantage */
#define INPUTPRI_PLUS 25L /* i guess i could findtask("input.device") */
USHORT hdrop = 7;
USHORT vdrop = 3;
main()
{
struct IntuiMessage *msg;
/* hold data from *msg */
ULONG class;
UBYTE code;
struct Gadget *gaddress;
struct Screen *wbscreen;
struct BitMap *save_bitmap= NULL; /* original WB RasInfo bitmap */
struct BitMap *ribitmap = NULL; /* my 3-deep replacement */
struct BitMap *bmap2 = NULL;
int i;
int it_is_done = 0; /* success flag */
WORD exitval = 0;
ULONG sigmask;
ULONG sigtaken;
extern struct PropInfo twxtinfo;
USHORT twxtpot;
if (!(IntuitionBase = (struct IntuitionBase *)
OpenLibrary("intuition.library", 0L)))
{
D( printf("NO INTUITION LIBRARY\n") );
exitval = 1;
goto EXITING;
}
if (!(GfxBase = (struct GfxBase *) OpenLibrary("graphics.library", 0L)))
{
D( printf("NO GRAPHICS LIBRARY\n") );
exitval = 2;
goto EXITING;
}
if (!(LayersBase=(struct LayersBase *) OpenLibrary("layers.library", 0L)))
{
D( printf("NO LAYERS LIBRARY\n") );
exitval = 2;
goto EXITING;
}
/* get a window on the workbench */
window = getNewWind(120, 20, 400, 30, flg, iflg);
if (window == NULL)
{
D( printf("test: can't get window.\n") );
exitval = 1;
goto EXITING;
}
/* Add bitplane to the Workbench, as far as ViewPort is concerned */
wbscreen = window->WScreen; /* find it */
/* new 3-deep bitmap will replace the one in WB's RInfo */
if (!(ribitmap = (struct BitMap *)
AllocMem((LONG) sizeof(struct BitMap), (LONG) MEMF_PUBLIC|MEMF_CLEAR)))
{
D( printf("alloc bitmap failed\n") );
goto EXITING;
}
InitBitMap(ribitmap, 3L, (LONG) wbscreen->Width, (LONG) wbscreen->Height);
/* allocate bitmap for my rastport view of single bitplane */
if (!(bmap2 = (struct BitMap *)
AllocMem((LONG) sizeof(struct BitMap), (LONG) MEMF_PUBLIC|MEMF_CLEAR)))
{
D( printf("alloc bitmap failed\n") );
goto EXITING;
}
/* my rendering bit map: depth 1 */
InitBitMap(bmap2, 1L, (LONG) wbscreen->Width, (LONG) wbscreen->Height);
if (!(bmap2->Planes[0] =
(UBYTE *) AllocRaster((LONG) wbscreen->Width, (LONG) wbscreen->Height)))
{
D( printf("alloc raster failed\n") );
goto EXITING;
}
/* get a rastport, and set it up for rendering into bmap2 */
if (!(rport2 = (struct RastPort *)
AllocMem((LONG) sizeof (struct RastPort), (LONG) MEMF_PUBLIC)))
{
D( printf("alloc rastport failed\n") );
goto EXITING;
}
InitRastPort(rport2);
rport2->BitMap = bmap2;
SetRast(rport2, 0L);
/* set up new bitmap for RInfo */
save_bitmap = wbscreen->ViewPort.RasInfo->BitMap;
ribitmap->Planes[0] = save_bitmap->Planes[0];
ribitmap->Planes[1] = save_bitmap->Planes[1];
ribitmap->Planes[2] = bmap2->Planes[0];
Forbid();
/* add our extra plane to the bit-map as viewed by
* the WB ViewPort (WB should never know the difference)
*/
wbscreen->ViewPort.RasInfo->BitMap = ribitmap;
Permit();
it_is_done = 1;
shadowColors(wbscreen);
/* put viewport changed into effect */
MakeScreen(wbscreen);
RethinkDisplay();
twxtpot = twxtinfo.HorizPot;
hdrop = twxtpot >> TWXTSHIFT;
vdrop = twxtpot >> (TWXTSHIFT + 1);
drawShadow();
/* hook into the library vectors */
mytask = FindTask(0L);
mysig = AllocSignal((LONG) -1);
sigmask = ((LONG) 1 << mysig);
sigmask |= ((LONG) 1 << window->UserPort->mp_SigBit);
setup_hooks();
/* a little help */
SetTaskPri(mytask, MYPRI);
FOREVER
{
if ((msg = (struct IntuiMessage *)GetMsg(window->UserPort)) == NULL)
{
sigtaken = Wait(sigmask);
if (sigtaken & ((LONG) 1 << mysig))
{
drawShadow();
}
continue;
}
class = msg->Class;
code = msg->Code;
gaddress = (struct Gadget *) msg->IAddress;
ReplyMsg(msg);
switch (class)
{
case MOUSEMOVE: /* taken at higher priority */
shadowColors(wbscreen);
break;
case GADGETDOWN:
SetTaskPri(mytask, INPUTPRI_PLUS);
break;
case GADGETUP:
SetTaskPri(mytask, MYPRI);
switch (gaddress->GadgetID)
{
case TWIXTID:
twxtpot = twxtinfo.HorizPot;
hdrop = twxtpot >> TWXTSHIFT;
vdrop = twxtpot >> (TWXTSHIFT + 1);
drawShadow();
break;
case DARKID:
shadowColors(wbscreen);
break;
}
break;
case CLOSEWINDOW:
SetTaskPri(mytask, 0L);
if (cleanup_hooks()) goto EXITING;
default:
D( printf("unknown event: class %lx\n", class) );
}
}
EXITING:
/* clean up trick */
if (it_is_done)
{
Forbid();
wbscreen->ViewPort.RasInfo->BitMap = save_bitmap;
Permit();
MakeScreen(wbscreen);
RethinkDisplay();
}
if (mysig) FreeSignal((LONG) mysig);
if (rport2) FreeMem(rport2, (LONG) sizeof (struct RastPort));
if (bmap2)
{
if (bmap2->Planes[0])
{
FreeRaster(bmap2->Planes[0],
(LONG) wbscreen->Width, (LONG) wbscreen->Height);
}
FreeMem(bmap2, (LONG) sizeof (struct BitMap));
}
if (ribitmap) FreeMem(ribitmap, (LONG) sizeof (struct BitMap));
if (window) CloseWindow(window);
if (GfxBase) CloseLibrary(GfxBase);
if (LayersBase) CloseLibrary(LayersBase);
if (IntuitionBase) CloseLibrary(IntuitionBase);
exit (exitval);
}
/* returns true if this layer casts a shadow
* note that menu layer does not cast a shadow
*/
shadowCaster(l)
register struct Layer *l;
{
extern struct PropInfo darkinfo;
register struct Window *w;
register struct RastPort *brp;
if (l && (w = (struct Window *) l->Window))
{
/* must be border layer for GZZ window */
if (brp = w->BorderRPort)
{
/* GZZ */
return (brp->Layer == l);
}
else
{
/* non-GZZ */
return (l == w->WLayer);
}
}
return (0);
}
/* called by my replacement layers vectors */
drawShadowSignal(sysret)
LONG sysret;
{
Signal( mytask, ((LONG) 1 << mysig));
return (sysret);
}
/* run on my own task's schedule */
drawShadow(sysret)
LONG sysret;
{
struct Region *shadow;
if ( !(shadow = NewRegion()) ) return (sysret);
bigShadow(shadow);
SetRast(rport2, 0L);
Forbid();
WaitBOVP(&window->WScreen->ViewPort);
SetAPen(rport2, 1L);
fillRegion(rport2, shadow);
Permit();
DisposeRegion(shadow);
}
/* you want speed? speed this up. */
bigShadow(rgn)
struct Region *rgn;
{
register struct Layer *pred; /* pred to 'l' */
register LONG tmprgn; /* accumulates shadow on layer 'l' */
register struct Layer *l; /* create all shadows on each layer */
int twixt; /* number of "spaces" between l, pred */
int htwixt;
int vtwixt;
struct Rectangle lrect;
struct Rectangle predrect;
if ( !(tmprgn = (LONG) NewRegion()) ) return;
/* protect the integrity of the layer list */
LockLayerInfo(window->WLayer->LayerInfo);
BACKTOFRONT(l)
{
/* could eliminate any layers you don't want a shadow on here. */
/* layer rectangle */
lrect = l->bounds;
#if 0
notRectRegion(rgn, &lrect); /* l obscures shadows behind it */
#else
ClearRectRegion(rgn, &lrect); /* dale's version */
#endif
#if OLDTWIXT
twixt = 0;
#else
htwixt = hdrop << 1;
vtwixt = vdrop << 1;
#endif
ClearRegion(tmprgn); /* will build shadow on single layer */
/* walk through shadow casters */
PREDLAYERS(pred, l)
{
/* menu bar doesn't cast shadow */
if (!shadowCaster(pred))
{
continue;
}
/* rectangle will cast shadow */
predrect = pred->bounds; /* layer rect */
/* shadow offset increases with depth */
#if OLDTWIXT
translateRect(&predrect,
HDROP + twixt * (HDROP >> 1), VDROP + twixt * (VDROP >> 1));
++twixt; /* another level up */
#else
translateRect(&predrect, htwixt, vtwixt);
htwixt += hdrop;
vtwixt += vdrop;
#endif
/* add it to accumulated shadow on 'l' */
OrRectRegion(tmprgn, &predrect);
}
/* all shadows on 'l' should actually be on 'l' */
AndRectRegion(tmprgn, &lrect);
/* add shadows on l to shadows on layers behind l */
OrRegionRegion(tmprgn, rgn);
}
UnlockLayerInfo(window->WLayer->LayerInfo);
DisposeRegion(tmprgn);
}
/* can use dale's ClearRectRegion */
#if 0
notRectRegion(rgn, rect)
struct Region *rgn;
struct Rectangle *rect;
{
OrRectRegion(rgn, rect);
XorRectRegion(rgn, rect);
}
#endif
/* this doesn't get use anymore */
#define GOODRECT(r) (((r)->MinX < (r)->MaxX) && ((r)->MinY < (r)->MaxY))
fillRegion(rp, rgn)
struct RastPort *rp;
struct Region *rgn;
{
register struct RegionRectangle *rgnrect;
register struct Rectangle *bds;
register int minx; /* offsets for all region rectangles */
register int miny;
minx = rgn->bounds.MinX;
miny = rgn->bounds.MinY;
rgnrect = rgn->RegionRectangle;
while (rgnrect)
{
bds = &rgnrect->bounds;
RectFill(rp,
(LONG)minx + bds->MinX,
(LONG) miny + bds->MinY,
(LONG) minx + bds->MaxX,
(LONG) miny + bds->MaxY);
rgnrect = rgnrect->Next;
}
}
translateRect(r, dx, dy)
register struct Rectangle *r;
register int dx;
register int dy;
{
r->MinX += dx;
r->MaxX += dx;
r->MinY += dy;
r->MaxY += dy;
}
screenRect(s, r)
register struct Screen *s;
register struct Rectangle *r;
{
r->MaxX = (r->MinX = s->LeftEdge) + s->Width - 1;
r->MaxY = (r->MinY = s->TopEdge) + s->Height - 1;
}
windowRect(w, r)
register struct Window *w;
register struct Rectangle *r;
{
r->MaxX = (r->MinX = w->LeftEdge) + w->Width - 1;
r->MaxY = (r->MinY = w->TopEdge) + w->Height - 1;
}
struct Window * getNewWind(left, top, width, height, flg, iflg)
SHORT left, top, width, height;
ULONG flg, iflg;
{
extern struct Gadget darkness;
struct Window *OpenWindow();
struct NewWindow nw;
nw.LeftEdge = (SHORT) left;
nw.TopEdge = (SHORT) top;
nw.Width = (SHORT) width;
nw.Height = (SHORT) height;
nw.DetailPen = (UBYTE) -1;
nw.BlockPen = (UBYTE) -1;
nw.IDCMPFlags = (ULONG) iflg;
nw.Flags = (ULONG) flg;
nw.FirstGadget = (struct Gadget *) &darkness;
nw.CheckMark = (struct Image *) NULL;
nw.Title = (UBYTE *) wtitle;
nw.Screen = (struct Screen *) NULL;
nw.BitMap = (struct BitMap *) NULL;
nw.MinWidth = (SHORT) 50;
nw.MinHeight= (SHORT) 30;
/* work around bug */
nw.MaxWidth = (SHORT) nw.Width;
nw.MaxHeight = (SHORT) nw.Height;
nw.Type = (USHORT) WBENCHSCREEN;
return ((struct Window *) OpenWindow(&nw));
}
#define DARKER(c) (((long) (((c) & 0xF) * (darkpot)) ) >> 16)
shadowColors(s)
struct Screen *s;
{
register int i;
register ULONG rgb;
ULONG red, green, blue;
struct ColorMap *cm;
USHORT darkpot;
darkpot = darkinfo.HorizPot;
cm = s->ViewPort.ColorMap;
for (i = 0; i < 4; ++i)
{
/* get three colors */
rgb = GetRGB4(cm, (LONG) i);
#if 0
rgb = ~rgb; /* wild colors, not wild enough */
#endif
blue = DARKER(rgb);
green = DARKER(rgb >>= 4);
red = DARKER(rgb >> 4);
SetRGB4(&s->ViewPort, (LONG) i + 4,(LONG) red,(LONG) green,(LONG) blue);
}
}