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Volume Number: | 2 | |
Issue Number: | 5 | |
Column Tag: | Graphics Lab:Asm |
BitNapper DA Steals Bit Maps!
By Chris Yerga, MacTutor Contributing Editor
Anguish and Fear
Welcome to the first installment of the Graphics Lab. This is where we really see what the graphics capability of the Macintosh is like. This month's column will discuss desk accessories and the techniques necessary to implement them using MDS, and in particular, the marvelous BitNapper DA, which will become very important to us next month. I have always had problems understanding what desk accessories really are and why mine never worked. Consequently, when I realized that I needed to write a DA to simplify the development of a game, I was wracked with apprehension. So my special thanks go to BMUG's Dave Burnard, who taught me how to write desk accessories without even realizing it. Thanks Dave.
Cutting Up
First, lets discuss what the desk accessory will do. The BitNapper DA's, function is to allow the user to "cut" rectangular reigons from the screen image. The DA will then create a bitMap out of the data, format it as an MDS source file, and write it out to disk. This allows us to cut graphics from MacPaint or any other application that supports desk accessories, and use them in our own MDS programs. More details on this technique will be presented next month when we use our BitNapper DA with another graphics program to create animated effects.
Since we want access to graphics anywhere on the screen, it is undesirable to have our desk accessory based in a window which will cover up some area of the screen. As a result, we will make our DA menu based. When the desk accessory is opened, it will install it's own menu in the menu bar, and it will remove the menu when it's closed.
The essence of desk accessories
Now lets take a look at the desk accessory itself. From a low-level veiwpoint, a desk accessory is a device driver. That is, desk accessories and device drivers are structured similarly. The structure that they share is somewhat different from that of a standard Macintosh application, and consequently, the programming approach is a bit different. To understand why this is, lets look at figure #1.
Figure #1 shows the structure of a DA header. The first word, drvrFlags, specifies what types of calls are supported by the desk accessory, whether it needs to be called periodically, etc. Our DA will set this to indicate that Control calls are supported, and that the accessory should be locked in memory after it's loaded. The following word is drvrDelay, which determines how often, in ticks, the desk accessory needs to be called. Since we don't need to update an on-screen clock or perform any similar task, we don't require periodic calls and will set this field to NUL.
The next word, drvvrEMask, is the event mask for our DA. We will set ours to NUL, because our DA doesn't respond to event manager events. Rather, our DA will respond to desk manager events that are sent when a menu item is selected. The ID of the menu belonging to our DA is stored in the next field, drvrMenu.
The following 5 words are offsets to the Open, Prime, Control, Status, and Close calls relative to the beginning of the desk accessory. The Open routine is called when the DA is first opened, and is responsible for defining and installing the menu, and other initialization tasks. The Prime routine is called when the accessory needs a periodic event, our Prime routine simply returns. The Control routine is the heart of the DA, and is responsible for handling events. Our DA has no Status routine, since it is not appropriate. Finally, the Close routine removes the DA's menu and frees up any storage allocated by the DA.
Following the offsets is an optional name for the desk accessory. This is not where the name that appears in the menu bar is stored; rather, this is available for internal use by the DA. For example, a DA could look here to find the title for it's window, etc. We don't use this name. The remaining data is the actual code for the DA's routines.
But wait, there's more...
There is another data structure that we must concern ourselves with. This is the Device Control Entry. The DCE is a 40 byte relocatable block that is allocated on the system heap when a desk accessory is opened. As illustrated in figure #2, the DCE contains various information about the DA, and copies of some of the data in the DA header. Although it is primarily intended for internal use by the device manager and the desk manager, there are a couple of fields relevant to our discussion.
The DCE contains a field which the DA may use to store a handle to some private storage which it allocates. This field, dCtlStorage, will be where we store the menuHandle for the DA's menu.
Another important field is dCtlWindow, in which the DA may store the windowPtr of it's main window. Its purpose is analogous to our use of dCtlStorage for DA's which are window based. For such DA's it is important to set the windowKind field of the window record to the DA's driver reference number, which is located in dCtlRefNum. This marks the window as belonging to a DA, and insures that Desk Manager and Event Manager routines work properly.
The tables are turned...
We have dealt with register-based calling conventions in the past. This is where arguments are passed in a data structure pointed to by an address register rather than on the stack. But this time we are on the receiving end. Instead of us having to set up the proper fields of a parameter block, we are passed parameter blocks to use or ignore as we wish. When a DA routine is called, A0 contains a pointer to the IOParamBlock and A1 contains a pointer to the DA's DCE. When a DA routine is finished, it must send an error code back in D0. If D0 is cleared, then no error has occurred.
For openers
The first thing the Open routine does is save the registers on the stack. Next, it copies the DCE pointer from A1 into a less volatile register. Then it makes sure this is the first call to the Open routine by testing the dCtlStorage field of the DCE. If there isn't a menuHandle stored here (it's NIL) then a menu is created and the menuHandle is stored, otherwise it just returns.
The Close routine does the opposite. It removes the menu from the menu bar, releases the memory occupied by it, and clears the dCtlStorage field.
The Prime and Status routines don't exist, so the offsets in the DA header point to a routine called Null which simply clears D0 to signify that no error has occurred and returns.
On with the show
The Control routine is the functional element of the DA. When it is called, it checks the csCode field of the IOParamBlock to see if an event of interest has occurred. There are 9 possible messages passed in csCode; they are listed on page 14 of the Desk Manager Programmer's Guide in Inside Macintosh. However, our DA only acknowledges 1 of these messages.
This is accMenu, which has a decimal value of 67. When an accMenu message is passed to a DA, the csParam field of the IOParamBlock contains the MenuID of the menu and csParam+2 contains the item number. SInce we only have one menu, we don't need to check the MenuID. Rather, we check the item number to determine which command was selected.
One of the menu items is Word Constraint, which is toggled on and off by repeated selctions. What this does is force the rectangular regions to have widths which occur on word boundaries; this is a convenient format for certain graphic applications. When this item is selected, the DA calls _GetItmMark to determine if the item is checked. It toggles the appearance of the item with _CheckItem and returns.
The main menu item is Steal Bits. When this is called, the cursor is hidden and is replaced by a small rectangle which inverts whatever it is currently over. The user positions this at the upper left corner of the region he wants to steal. Then the user drags to the lower right of the region. The routine inverts the rectangular region selected until the mouse button is released.
When the button is released, the DA calculates the relevant information needed to create a BitMap data structure containing the selected bits. When this is done, a nonrelocatable block of proper size is allocated on the application heap and the screen data is copied via _CopyBits. The user is then prompted for a filename via SFPutFile and so on. I won't go into detail about this portion of the DA, as it is very similar to my icon converter in Vol. 2 No. 1. of MacTutor. That issue also contains additional information about the structure of BitMaps, if the above seems unclear.
Get it where it counts
Before we can use the DA, we must install it into the System file. A DA is a resource of type DRVR. At the beginning of the source file we use the Resource directive of MDS to assemble the code into a DRVR resource. After linking, the DA can be installed into System via the font/DA mover by holding down the option key and clicking on the open button. This allows us to open the output file which contains our DA resource. Other more tedious options include using the resource editor, resource mover, etc. During development of a DA, I usually just link the .REL file of the DA into the resource fork of a shell application that does nothing else but support DA's. This saves me from the tedious work of installing the DA after every assembly.
I hope that I have shed some light onto desk accessories. If you are interested in this particular DA or graphic techniques in general, more specific information will be coming next month in our special animation issue. Enjoy!
; ; BitNapper ; by Chris Yerga ; RESOURCE 'DRVR' 27 'BitNapper' INCLUDE MacTraps.D .TRAP _MakeFile $A008 MACRO CenterString,MidPt,Y = LEA '{String}',A3;get stringPtr MOVE.L #{MidPt},D4 MOVE #{Y},D5 BSR CenterText | MACRO ErrCheck = TST.L D0;error code? BNE IOErr ;yes...show a dialog | ; Program constants ---- Chicago EQU 0 Geneva EQU 3 accMenu EQU 67 ;event code for a Menu event csCode EQU 26 ;cntrl code offset in ParamBlock screenBitsEQU $FFFFFF86 ;[BitMap] dCtlStorage EQU $14 ;driver's private storage [handle] dCtlRefNumEQU $18 ;refNum of this driver [word] dCtlWindowEQU $1E ;driver's window (if any) [pointer] JIODone EQU $8FC ;IODone entry location [pointer] Start: DC.W $4400 ;ctl-enable & lock it DC.W 0 ;doesn't need time DC.W $0000 ;no events MenuID: DC.W-12548 ;menu DC.W Open-Start ; open routine DC.W Null-Start ; prime - unused DC.W Control-Start; control DC.W Null-Start ; status - unused DC.W Close-Start; close .ALIGN 2 Open: MOVEM.L A0-A6/D0-D7,-(SP) ;Save the registers MOVE.L A1,A4 ;get a copy of the DCE in A4 ;Check if we already have a menu. ;If one exists, its handle would be stored in dCtlStorage ;Otherwise, dCtlStorage would be NIL TST.L DCtlStorage(A4) BNE Restore ;we have one...skip this code ;OK. We need to create our menu: CLR.L -(SP) ;room for menu handle LEA MenuID,A0 MOVE (A0),-(SP) ;menu ID PEA 'BitNapper';menu title _NewMenu MOVE.L (SP),dCtlStorage(A4);save handle, on stack PEA 'Steal Bits;Word Constraint;About BitNapper;-;Quit' _AppendMenu MOVE.L dCtlStorage(A4),-(SP) ;push handle CLR -(SP) ;put at the end of menu bar _InsertMenu MOVE.L dCtlStorage(A4),-(SP) ;menu handle MOVE #4,-(SP) ;item #3 _DisableItem ;disable it _DrawMenuBar ;draw the new menuBar Restore: MOVEM.L (SP)+,A0-A6/D0-D7; restore regs Null: MOVE #0,D0 ;return noErr RTS ;and return... Close: MOVEM.L A0-A6/D0-D7,-(SP);save registers MOVE.L A1,A4 ;copy DCE to A4 LEA MenuID,A0 ;Get the Menu ID MOVE (A0),-(SP) ;remove menu from list _DeleteMenu;MenuHandle stored in dCtlStorage MOVE.L DCtlStorage(A4),-(SP) _DisposMenu;free up its memory _DrawMenuBar ;draw the menubar CLR.L DCtlStorage(A4) ;remove MenuHandle MOVEM.L (SP)+,A0-A6/D0-D7;restore regs MOVE #0,D0 ;return noErr RTS ;and return... Control: MOVEM.L A0-A6/D0-D7,-(SP);save registers MOVE.L A1,A4 ;copy DCE pointer to A4 MOVE csCode(A0),D0; get the control opCode CMP #accMenu,D0; is it a menu event? BEQ DoCtlEvent ; yes, do it... CtlDone: MOVEM.L (SP)+,A0-A6/D0-D7;restore the registers MOVE #0,D0 ; return no error MOVE.L JIODone,-(SP); jump to IODone RTS DoCtlEvent: CMP #1,30(A0) ;is it Steal Bits? BEQ GetBits CMP #5,30(A0) ;is it quit? BEQ ItsQuit CMP #2,30(A0) ;is it constrain? BEQ Constrain CMP #3,30(A0) ;is it About? BEQ About BRA CtlDone About: CLR.L -(SP) ;room for WindowPtr CLR.L -(SP) ;allocate storage in heap PEA WindowRect ;bounds PEA 'Title?' ;title..unused MOVE #$0101,-(SP) ;visible MOVE #1,-(SP) ;dialog-style window MOVE.L #-1,-(SP);put it in front CLR -(SP) ;noGoAway CLR.L -(SP) ;refcon _NewWindow MOVE.L (SP)+,A2 ;save windowPtr PEA thePort ;VAR thePort _GetPort ;save current grafport MOVE.L A2,-(SP) ;make help window current port _SetPort MOVE #Chicago,-(SP) ;set font _TextFont MOVE #12,-(SP) ;12 point _TextSize Center the BitNapper,178,20 MOVE #Geneva,-(SP) _TextFont MOVE #9,-(SP) _TextSize Center ©1986 by Chris Yerga,178,30 MOVE #12,-(SP) _TextSize Center The BitNapper is a tool which simplifies,178,50 Center the use of BitMapped graphics with the MDS system.,178,62 Center It allows the user to cut bitmaps directly off,178,74 Center the screen from any application that supports,178,86 Center desk accessories.,178,98 Center To learn about graphic techniques and all other,178,115 Center aspects of Mac programming read MacTutor magazine.,178,127 MOVE #1,-(SP) _TextFace Center call (714) 630-3730 to subscribe,178,150 @1 CLR -(SP) _Button MOVE (SP)+,D0 BEQ @1 MOVE.L thePort,-(SP);restore the old grafport _SetPort MOVE.L A2,-(SP) ;lose the window and free _DisposWindow ;up it's memory CLR -(SP) ;unHiLight the menu _HiliteMenu BRA CtlDone CenterText: CLR -(SP) ;room for INTEGER MOVE.L A3,-(SP) ;push stringPtr _StringWidth CLR.L D3 MOVE (SP)+,D3 ;get string width DIVU #2,D3 SUB D3,D4 ;subtract width/2 from center MOVE D4,-(SP) ;push x MOVE D5,-(SP) ;push y _MoveTo MOVE.L A3,-(SP) _DrawString RTS Constrain: MOVE.L dCtlStorage(A4),-(SP) ;menuHandle MOVE #2,-(SP) ;item #2 PEA CheckMark ;VAR CheckMark _GetItmMark CLR D0;set marked to FALSE LEA CheckMark,A1 TST (A1);is it marked? BNE @1;Yes..lets unmark it MOVE #$0101,D0 ;set marked to TRUE @1 MOVE.L dCtlStorage(A4),-(SP) ;menuHandle MOVE #2,-(SP) ;item #2 MOVE D0,-(SP) ;marked: BOOLEAN _CheckItem CLR -(SP) ;unHiLight the menu _HiliteMenu BRA CtlDone Sync: SUBQ #4,SP ;Room for result _TickCount @1 SUBQ #4,SP ;Get it again _TickCount MOVE.L (SP)+,D0 ;Get tickCount in D0 CMP.L (SP),D0 ;Has it changed? BEQ @1;No, loop ADDQ #4,SP ;else pop old tickCount RTS ;and return GetBits: PEA thePort ;save the GrafPort _GetPort MOVE.L dCtlStorage(A4),-(SP) ;menuHandle MOVE #2,-(SP) ;item #2 PEA CheckMark ;VAR CheckMark _GetItmMark;see if it's marked MOVE #$FFFF,D4 ;assume no constraint LEA CheckMark,A1 TST (A1);is it marked? BEQ @0;no...no constraint MOVE #$FFF0,D4 ;yes...word constraint @0 _HideCursor ;hide the cursor @1 PEA StartPoint ;VAR MousePoint _GetMouse;get the mouse location PEA StartPoint _LocalToGlobal ;convert to global coordinates LEA StartPoint,A3 AND D4,2(A3) ;constrain the horiz coord MOVE.L (A3),4(A3) ;TopLeft of rect ADD #4,4(A3) ;add 4 to bottom ADD #16,6(A3) ;add 16 to right MOVE.L A3,-(SP) _InverRect ;invert the rect BSR Sync;wait for a couple VBL's BSR Sync MOVE.L A3,-(SP) ;invert it again _InverRect CLR -(SP) ;BOOLEAN _Button;see if Button is pressed MOVE (SP)+,D0 ;get result BNE @2;button was pressed BRA @1;not pressed...continue @2 PEA StartPoint ;draw the rect _InverRect @3 PEA NewPoint ;VAR NewPoint _GetMouse;get the mouse location PEA NewPoint _LocalToGlobal ;convert to global coordinates LEA NewPoint,A3;get ptr to NewPoint AND D4,2(A3) ;constrain the horiz MOVE.L (A3),D0 ;get newpoint LEA EndPoint,A3 CMP.L (A3),D0 ;has it changed? BEQ @4;no...check for Button up BSR Sync PEA StartPoint ;yes...erase old rect _InverRect MOVE.L 4(A3),(A3) ;make Point the new EndPoint PEA StartPoint _InverRect ;and invert the new rect @4 CLR -(SP) _Button;Button up? MOVE (SP)+,D0 BNE @3;no...keep going PEA StartPoint _InverRect ;erase the rect CLR -(SP) ;room for BOOLEAN PEA StartPoint _EmptyRect ;is the rectangle empty? MOVE (SP)+,D0 ;get result BNE StealExit ;Yes...get lost LEA StartPoint,A1;get pointer LEA NewPoint,A0;get pointer MOVE.L (A1),(A0);copy TopLeft MOVE.L 4(A1),4(A0);copy BottomRight MOVE.L (A0),-(SP) ;SrcPoint PEA 4(A0) ;VAR DestPoint _SubPt ;subtract SrcPt from DestPt ;and store result in DestPt LEA NewPoint,A0;get pointer CLR.L (A0);set topleft = 0,0 MOVE 6(A0),D0 ;get Right in D0 ADD #$F,D0 LSR #3,D0 ;divide by 8 to get rowBytes AND #$FFFE,D0 MULU 4(A0),D0 ;multiply by the height ADD #20,D0;make room for header LEA BitMapLen,A0 MOVE.L D0,(A0) ;save the length _NewPtr;get a nonrelocatable block ErrCheck LEA BitMapPtr,A1 MOVE.L A0,(A1) ;save pointer MOVE.L A0,A4 ;copy to A6 LEA NewPoint,A0;get pointer MOVE 6(A0),D0 ;get Right in D0 ADD #$F,D0 LSR #3,D0 ;divide by 8 to get rowBytes AND #$FFFE,D0 CLR.L (A4)+ ;clear space for BasAddr ptr MOVE D0,(A4)+ ;store rowBytes CLR.L (A4)+ ;topLeft of Bounds MOVE.L 4(A0),(A4)+;bottomRight... MOVE.L (A1),A1 ;get pointer to storage again MOVE.L A4,(A1) ;store basAddr MOVE.L (A5),A0 ;get globalPtr PEA ScreenBits(A0) ;srcBits MOVE.L A1,-(SP) ;destBits PEA StartPoint ;srcRect PEA NewPoint ;destRect CLR -(SP) ;mode = srcCopy CLR.L -(SP) ;no maskRgn _CopyBits;copy the data from the screen ;to our BitMap PutFile: _ShowCursor MOVE #100,-(SP) ;x coordinate of dialog MOVE #80,-(SP) ;y coordinate PEA 'Save BitMap as:' ;prompt PEA 'Untitled.BMAP';default name CLR.L -(SP) ;standard dialog PEA SFReply ;reply record MOVE #1,-(SP) ;routine selector _Pack3 LEA SFReply,A0 TST.B (A0);were we successful? BEQ PurgeBitMap;no... LEA IOParam,A2 ;ptr to ParamBlock CLR.L 12(A2) ;no completion LEA FileName,A0 MOVE.L A0,18(A2);filename ptr MOVE VRef,22(A2);VrefNum CLR.B 26(A2) ;vers # MOVE.L A2,A0 _MakeFile;create the file ErrCheck ;are we ok? MOVE.B #2,27(A2);write-only access LEA APBuffer,A0 MOVE.L A0,28(A2);access path buffer MOVE.L A2,A0 _Open ;open the file ErrCheck ;ok? MOVE.L BitMapLen,D4 ;get length LSR.L #3,D4 ;divide by 8 MOVE.L BitMapPtr,A3 ;get ptr to data DoALine: LEA LineBuffer,A1 MOVE #7,D3 ;8 bytes per line MOVE.L #'DC.B',(A1)+;store the line header MOVE.B #' ',(A1)+ @1 MOVE.B (A3)+,D0 ;get the next byte of data BSR HexToAscii ;convert it MOVE.B #'$',(A1)+ ;store it as $xx MOVE D1,(A1)+ MOVE.B #',',(A1)+ DBRA D3,@1 ;have we done 7 bytes? SUBA #1,A1 ;yes...finish the line MOVE.L #$200D2020,(A1)+ LEA LineBuffer,A0;and write it to disk MOVE.L A0,32(A2);ptr to our line of text MOVE.L #38,36(A2) ;write 38 bytes CLR 44(A2);standard positioning CLR.L 46(A2) MOVE.L A2,A0 _Write ;write it ErrCheck DBRA D4,DoALine ;are we done? ;yes...finish it off CLR 28(A2) MOVE.L A2,A0 _GetFileInfo ErrCheck MOVE.L #'TEXT',32(A2) ;set the filetype MOVE.L #'EDIT',36(A2) ;and the creator MOVE.L A2,A0 _SetFileInfo ErrCheck MOVE.L A2,A0 ;close the file _Close ErrCheck MOVE.L A2,A0 ;flush out any buffers _FlushVol ErrCheck PurgeBitMap: LEA BitMapPtr,A0 ;get ptr MOVE.L (A0),A0 _DisposPtr ;release the block StealExit: MOVE.L thePort,-(SP);restore the grafPort _SetPort _ShowCursor CLR -(SP) ;unHiLight the menu _HiliteMenu BRA CtlDone ItsQuit: LEA MenuID,A1 MOVE (A1),-(SP) ;remove the menu from the list _DeleteMenu move.l DCtlStorage(A4),-(SP) ;push the handle _DisposMenu;free up the memory _DrawMenuBar clr.l DCtlStorage(A4) ;no longer have a window. MOVEM.L (SP)+,A0-A6/D0-D7;restore regs MOVEQ #0,D0 RTS ; HexToAscii routine -> converts a hex byte to an ASCII word ; ;on entry: ;D0 = Hex byte to be converted ; ;on return: ;D1 = ASCII word result ; ;uses D0,D1,D4,A0 HexToAscii: MOVE.B D0,D2 ;save copy of byte LSR #4,D0 ;Get the high nibble ANDI #$0F,D0 ;mask out all extraneous bits LEA ByteTable,A0 ;Get base address of table MOVE.B (A0,D0),D1 ;Move 1st ascii byte into D1 ASL #8,D1 ;move byte to the proper position ANDI #$0F,D2 ;get the low nibble MOVE.B (A0,D2),D0 ;Get 2nd ascii byte OR.W D0,D1 ;store 2nd byte in word RTS ByteTable: DC.B '0123456789ABCDEF' IOErr: MOVE D0,D6 ;get a copy of the error code CLR.L -(SP) ;room for WindowPtr CLR.L -(SP) ;allocate storage in heap PEA ErrorRect ;bounds PEA 'Title?' ;title..unused MOVE #$0101,-(SP) ;visible MOVE #1,-(SP) ;dialog-style window MOVE.L #-1,-(SP);put it in front CLR -(SP) ;noGoAway CLR.L -(SP) ;refcon _NewWindow MOVE.L (SP)+,A2 ;save windowPtr PEA thePort ;VAR thePort _GetPort ;save current grafport MOVE.L A2,-(SP) ;make help window current port _SetPort MOVE #Chicago,-(SP) ;set font _TextFont MOVE #12,-(SP) ;12 point _TextSize Center That operation was interrupted by an,158,30 Center I/O error. Make sure that your disk is,158,43 Center not write-protected.,158,56 MOVE.L #158,D4 ;midPoint MOVE #75,D5;Y coordinate LEA ErrString,A0 ;stringPtr MOVE D6,D0 ;get the error code in D0 EXT.L D0;extend to 32 bit precision MOVE #0,-(SP) ;routine selector for numtostring _Pack7 MOVE.L A0,A3 BSR CenterText ;display the error code @1 CLR -(SP) ;wait for a button press _Button MOVE (SP)+,D0 BEQ @1 MOVE.L thePort,-(SP);restore the old grafport _SetPort MOVE.L A2,-(SP) ;lose the window and free _DisposWindow ;up it's memory BRA PurgeBitMap;clean up and exit CheckMark DC.W 0 ;determine if item is checked StartPointDC.L 0 ;topLeft of rectangle EndPointDC.L0 ;bottomRight NewPointDC.L0,0 ;temp storage of points & rects BitMapPtr DC.L 0 ;pointer to bitMap mem block BitMapLen DC.L 0 ;length of bitMap mem block thePort DC.L0 ;temp storage for grafPtr WindowRectDC.W 60,78,220,434 ErrorRect DC.W 100,98,185,414 IOParam DCB.W 40,0;IO ParamBlock SFReply DC.W0 ;Standard file reply record DC.L '????' VRef DC.W0 Vers DC.W0 FileNameDCB.B 64,0 APBufferDCB.B 522,0 ;access path buffer LineBufferDCB.B 44,0;buffer for TEXT line ErrString DCB.B 8,0 ;storage for string of errorcode END

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