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Example8.c
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C/C++ Source or Header
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1990-01-30
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9KB
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260 lines
/* Example8 */
/* This program will open a SuperBitMap window which is connected to the */
/* Workbench Screen. Since it is a SuperBitMap we also make the window */
/* into a Gimmezerozero window. The window will use all System Gadgets, */
/* and some boxes will be drawn. It will display the window for 30 */
/* seconds, and then close it. */
/* If your program is using Intuition you should include intuition.h: */
#include <intuition/intuition.h>
#define WIDTH 320
#define HEIGHT 150
#define DEPTH 2
struct IntuitionBase *IntuitionBase;
struct GfxBase *GfxBase;
/*************************************************************/
/* 1. Declare and initialize a NewWindow structure with your */
/* requirements: */
/*************************************************************/
/* Declare a pointer to a Window structure: */
struct Window *my_window;
/* Declare and initialize your NewWindow structure: */
struct NewWindow my_new_window=
{
10, /* LeftEdge x position of the window. */
30, /* TopEdge y positio of the window. */
200, /* Width 200 pixels wide. */
50, /* Height 50 lines high. */
0, /* DetailPen Text should be drawn with colour reg. 0 */
1, /* BlockPen Blocks should be drawn with colour reg. 1 */
NULL, /* IDCMPFlags No IDCMP flags. */
SUPER_BITMAP| /* Flags SuperBitMap. (No refreshing necessary) */
GIMMEZEROZERO| /* It is also a Gimmezerozero window. */
WINDOWCLOSE| /* Close Gadget. */
WINDOWDRAG| /* Drag gadget. */
WINDOWDEPTH| /* Depth arrange Gadgets. */
WINDOWSIZING| /* Sizing Gadget. */
ACTIVATE, /* The window should be Active when opened. */
NULL, /* FirstGadget No Custom Gadgets. */
NULL, /* CheckMark Use Intuition's default CheckMark (v). */
"SuperBitMap", /* Title Title of the window. */
NULL, /* Screen Connected to the Workbench Screen. */
NULL, /* BitMap We will change this later. */
80, /* MinWidth We will not allow the window to become */
30, /* MinHeight smaller than 80 x 30, and not bigger */
WIDTH, /* MaxWidth than 320 x 150. */
HEIGHT, /* MaxHeight */
WBENCHSCREEN /* Type Connected to the Workbench Screen. */
};
/**********************************/
/* 2. Declare a BitMap structure: */
/**********************************/
struct BitMap my_bitmap;
main()
{
int loop;
/* Open the Intuition Library: */
IntuitionBase = (struct IntuitionBase *)
OpenLibrary( "intuition.library", 0 );
if( IntuitionBase == NULL )
exit(); /* Could NOT open the Intuition Library! */
/* Open the Graphics Library: */
GfxBase = (struct GfxBase *)
OpenLibrary( "graphics.library", 0);
if( GfxBase == NULL )
{
/* Could NOT open the Graphics Library! */
/* Close the Intuition Library since we have opened it: */
CloseLibrary( IntuitionBase );
exit();
}
/**********************************************************/
/* 3. Initialize your own BitMap by calling the function: */
/**********************************************************/
InitBitMap( &my_bitmap, DEPTH, WIDTH, HEIGHT );
/* &my_bitmap: A pointer to the my_bitmap structure. */
/* DEPTH: Number of bitplanes to use. */
/* WIDTH: The width of the BitMap. (Must be a multiple of 16) */
/* HEIGHT: The height of the BitMap. */
/**********************************************/
/* 4. Allocate display memory for the BitMap: */
/**********************************************/
for( loop=0; loop < DEPTH; loop++)
if((my_bitmap.Planes[loop] = (PLANEPTR)
AllocRaster( WIDTH, HEIGHT )) == NULL )
{
/* PANIC! Not enough memory */
/* Deallocate the display memory, Bitplan by Bitplan. */
for( loop=0; loop < DEPTH; loop++)
if( my_bitmap.Planes[loop] ) /* Deallocate this Bitplan? */
FreeRaster( my_bitmap.Planes[loop], WIDTH, HEIGHT );
/* Close the Graphics Library since we have opened it: */
CloseLibrary( GfxBase );
/* Close the Intuition Library since we have opened it: */
CloseLibrary( IntuitionBase );
exit();
}
/* The (PLANEPTR) is not necessary, but you will now not recieve any */
/* warnings messages about "pointers do not point to same type of */
/* object". This is because my_bitmap.Planes expects to get a */
/* memory pointer to some display memory (PLANEPTR), while AllocRaster */
/* returns an APTR (memory pointer). It is actually no difference */
/* between them, but two different names (declarartions) makes the */
/* paranoid C compiler worried. To calm it down we make this "casting" */
/***************************/
/* 5. Clear all Bitplanes: */
/***************************/
for( loop=0; loop < DEPTH; loop++)
BltClear( my_bitmap.Planes[loop], RASSIZE( WIDTH, HEIGHT ), 0);
/* The memory we allocated for the Bitplanes, is normaly "dirty", and */
/* therefore needs cleaning. We can here use the Blitter to clear the */
/* memory since it is the fastest way to do it, and the easiest. */
/* RASSIZE is a macro which calculates memory size for a Bitplane of */
/* the size WIDTH x HEIGHT. We will later go into more details about */
/* these functions etc, so do not worry about them... yet. */
/*******************************************************************/
/* 6. Make sure the NewWindow's BitMap pointer is pointing to your */
/* BitMap structure: */
/*******************************************************************/
my_new_window.BitMap=&my_bitmap;
/***************************************/
/* 7. At last you can open the window: */
/***************************************/
my_window = (struct Window *) OpenWindow( &my_new_window );
/* Have we opened the window succesfully? */
if(my_window == NULL)
{
/* Could NOT open the Window! */
/* Deallocate the display memory, Bitplan by Bitplan. */
for( loop=0; loop < DEPTH; loop++)
if( my_bitmap.Planes[loop] ) /* Deallocate this Bitplan? */
FreeRaster( my_bitmap.Planes[loop], WIDTH, HEIGHT );
/* Close the Graphics Library since we have opened it: */
CloseLibrary( GfxBase );
/* Close the Intuition Library since we have opened it: */
CloseLibrary( IntuitionBase );
exit();
}
/* Do not bother aboute these commands, since I will explain more */
/* about them later. I have included them here since I want to put */
/* some graphics into the window, so you can see how a SuperBitMap */
/* window works. (Shrink the window, and then enlarge it again, and */
/* you will noticed that the lines are still there!) */
SetDrMd( my_window->RPort, JAM1 );
SetAPen( my_window->RPort, 1 );
Move( my_window->RPort, 10, 10 );
Draw( my_window->RPort, 100, 10 );
Draw( my_window->RPort, 100, 100 );
Draw( my_window->RPort, 10, 100 );
Draw( my_window->RPort, 10, 10 );
SetAPen( my_window->RPort, 2 );
Move( my_window->RPort, 12, 12 );
Draw( my_window->RPort, 98, 12 );
Draw( my_window->RPort, 98, 98 );
Draw( my_window->RPort, 12, 98 );
Draw( my_window->RPort, 12, 12 );
SetAPen( my_window->RPort, 3 );
Move( my_window->RPort, 14, 14 );
Draw( my_window->RPort, 96, 14 );
Draw( my_window->RPort, 96, 96 );
Draw( my_window->RPort, 14, 96 );
Draw( my_window->RPort, 14, 14 );
/* We have opened the window, and everything seems to be OK. */
/* Wait for 30 seconds: */
Delay( 50 * 30);
/********************************************************************/
/* 8. Do not forget to close the window, AND deallocate the display */
/* memory: */
/********************************************************************/
/* We should always close the windows we have opened before we leave: */
CloseWindow( my_window );
/* Deallocate the display memory, Bitplan by Bitplan. */
for( loop=0; loop < DEPTH; loop++)
if( my_bitmap.Planes[loop] ) /* Deallocate this Bitplan? */
FreeRaster( my_bitmap.Planes[loop], WIDTH, HEIGHT );
/* Close the Graphics Library since we have opened it: */
CloseLibrary( GfxBase );
/* Close the Intuition Library since we have opened it: */
CloseLibrary( IntuitionBase );
/* THE END */
}