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LowLevelGraphics
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Example7.c
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1991-01-12
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/* Example 7 */
/* This example demonstrates how to create a ViewPort with the special */
/* display mode "Hold and Modify". */
/* */
/* ------------------------------------------------------------- */
/* BitPlane */
/* 543210 Description */
/* ------------------------------------------------------------- */
/* 00XXXX One of the base colours will be used. */
/* 01XXXX The pixel to left will be dublicated, and the blue */
/* value will be set by the first four bits (XXXX). */
/* 10XXXX The pixel to left will be dublicated, and the red */
/* value will be set by the first four bits (XXXX). */
/* 01XXXX The pixel to left will be dublicated, and the green */
/* value will be set by the first four bits (XXXX). */
/* ------------------------------------------------------------- */
#include <intuition/intuition.h>
#include <graphics/gfxbase.h>
/* Whith help of this macro we can write numbers in binary, and it */
/* will be translated to normal decimal numbers. For example: */
/* BIN(0,1,0,1,0,1) will be 21 (010101[b] -> 21[d]) */
#define BIN(a,b,c,d,e,f) ((a)<<5|(b)<<4|(c)<<3|(d)<<2|(e)<<1|(f))
#define WIDTH 320 /* 320 pixels wide (low resolution) */
#define HEIGHT 200 /* 200 lines high (non interlaced NTSC display) */
#define DEPTH 6 /* 6 BitPlanes + HAM = 4096 colours. */
#define COLOURS 16 /* 16 base colours. */
struct IntuitionBase *IntuitionBase;
struct GfxBase *GfxBase;
struct View my_view;
struct View *my_old_view;
struct ViewPort my_view_port;
struct RasInfo my_ras_info;
struct BitMap my_bit_map;
struct RastPort my_rast_port;
/* The base colours: */
UWORD my_color_table[] =
{
0x000, /* Colour 0, Black */
0x111, /* Colour 1, */
0x222, /* Colour 2, | */
0x333, /* Colour 3, | */
0x444, /* Colour 4, | */
0x555, /* Colour 5, | */
0x666, /* Colour 6, | */
0x777, /* Colour 7, | */
0x888, /* Colour 8, | */
0x999, /* Colour 9, | */
0xAAA, /* Colour 10, | */
0xBBB, /* Colour 11, | */
0xCCC, /* Colour 12, | */
0xDDD, /* Colour 13, V */
0xEEE, /* Colour 14, */
0xFFF, /* Colour 15, White */
};
void clean_up();
void main();
void main()
{
UWORD *pointer;
int loop;
/* Open the Intuition library: */
IntuitionBase = (struct IntuitionBase *)
OpenLibrary( "intuition.library", 0 );
if( !IntuitionBase )
clean_up( "Could NOT open the Intuition library!" );
/* Open the Graphics library: */
GfxBase = (struct GfxBase *)
OpenLibrary( "graphics.library", 0 );
if( !GfxBase )
clean_up( "Could NOT open the Graphics library!" );
/* Save the current View, so we can restore it later: */
my_old_view = GfxBase->ActiView;
/* 1. Prepare the View structure, and give it a pointer to */
/* the first ViewPort: */
InitView( &my_view );
my_view.ViewPort = &my_view_port;
/* 2. Prepare the ViewPort structure, and set some important values: */
InitVPort( &my_view_port );
my_view_port.DWidth = WIDTH; /* Set the width. */
my_view_port.DHeight = HEIGHT; /* Set the height. */
my_view_port.RasInfo = &my_ras_info; /* Give it a pointer to RasInfo. */
my_view_port.Modes = HAM; /* Hold And Moduify. */
/* 3. Get a colour map, link it to the ViewPort, and prepare it: */
my_view_port.ColorMap = (struct ColorMap *) GetColorMap( COLOURS );
if( my_view_port.ColorMap == NULL )
clean_up( "Could NOT get a ColorMap!" );
/* Get a pointer to the colour map: */
pointer = (UWORD *) my_view_port.ColorMap->ColorTable;
/* Set the colours: */
for( loop = 0; loop < COLOURS; loop++ )
*pointer++ = my_color_table[ loop ];
/* 4. Prepare the BitMap: */
InitBitMap( &my_bit_map, DEPTH, WIDTH, HEIGHT );
/* Allocate memory for the Raster: */
for( loop = 0; loop < DEPTH; loop++ )
{
my_bit_map.Planes[ loop ] = (PLANEPTR) AllocRaster( WIDTH, HEIGHT );
if( my_bit_map.Planes[ loop ] == NULL )
clean_up( "Could NOT allocate enough memory for the raster!" );
/* Clear the display memory with help of the Blitter: */
BltClear( my_bit_map.Planes[ loop ], RASSIZE( WIDTH, HEIGHT ), 0 );
}
/* 5. Prepare the RasInfo structure: */
my_ras_info.BitMap = &my_bit_map; /* Pointer to the BitMap structure. */
my_ras_info.RxOffset = 0; /* The top left corner of the Raster */
my_ras_info.RyOffset = 0; /* should be at the top left corner */
/* of the display. */
my_ras_info.Next = NULL; /* Single playfield - only one */
/* RasInfo structure is necessary. */
/* 6. Create the display: */
MakeVPort( &my_view, &my_view_port );
MrgCop( &my_view );
/* 7. Prepare the RastPort, and give it a pointer to the BitMap. */
InitRastPort( &my_rast_port );
my_rast_port.BitMap = &my_bit_map;
/* 8. Show the new View: */
LoadView( &my_view );
/* Set the draw mode to JAM1. FgPen's colour will be used. */
SetDrMd( &my_rast_port, JAM1 );
/* Base colour 0: */
SetAPen( &my_rast_port, BIN(0,0,0,0,0,0) );
RectFill( &my_rast_port, 10, 10, 30, 130 );
/* Change R to 3 (0011 = 3): */
SetAPen( &my_rast_port, BIN(1,0,0,0,1,1) );
RectFill( &my_rast_port, 30, 10, 50, 50 );
/* Change R to 7 (0111 = 7): */
SetAPen( &my_rast_port, BIN(1,0,0,1,1,1) );
RectFill( &my_rast_port, 50, 10, 70, 50 );
/* Change R to 11 (1011 = 11): */
SetAPen( &my_rast_port, BIN(1,0,1,0,1,1) );
RectFill( &my_rast_port, 70, 10, 90, 50 );
/* Change R to 13 (1101 = 13): */
SetAPen( &my_rast_port, BIN(1,0,1,1,0,1) );
RectFill( &my_rast_port, 90, 10, 110, 50 );
/* Change R to 15 (1111 = 15): */
SetAPen( &my_rast_port, BIN(1,0,1,1,1,1) );
RectFill( &my_rast_port, 110, 10, 130, 50 );
/* Change B to 3 (0011 = 3): */
SetAPen( &my_rast_port, BIN(0,1,0,0,1,1) );
RectFill( &my_rast_port, 30, 50, 50, 90 );
/* Change B to 7 (0111 = 7): */
SetAPen( &my_rast_port, BIN(0,1,0,1,1,1) );
RectFill( &my_rast_port, 50, 50, 70, 90 );
/* Change B to 11 (1011 = 11): */
SetAPen( &my_rast_port, BIN(0,1,1,0,1,1) );
RectFill( &my_rast_port, 70, 50, 90, 90 );
/* Change B to 13 (1101 = 13): */
SetAPen( &my_rast_port, BIN(0,1,1,1,0,1) );
RectFill( &my_rast_port, 90, 50, 110, 90 );
/* Change B to 15 (1111 = 15): */
SetAPen( &my_rast_port, BIN(0,1,1,1,1,1) );
RectFill( &my_rast_port, 110, 50, 130, 90 );
/* Change G to 3 (0011 = 3): */
SetAPen( &my_rast_port, BIN(1,1,0,0,1,1) );
RectFill( &my_rast_port, 30, 90, 50, 130 );
/* Change G to 7 (0111 = 7): */
SetAPen( &my_rast_port, BIN(1,1,0,1,1,1) );
RectFill( &my_rast_port, 50, 90, 70, 130 );
/* Change G to 11 (1011 = 11): */
SetAPen( &my_rast_port, BIN(1,1,1,0,1,1) );
RectFill( &my_rast_port, 70, 90, 90, 130 );
/* Change G to 13 (1101 = 13): */
SetAPen( &my_rast_port, BIN(1,1,1,1,0,1) );
RectFill( &my_rast_port, 90, 90, 110, 130 );
/* Change G to 15 (1111 = 15): */
SetAPen( &my_rast_port, BIN(1,1,1,1,1,1) );
RectFill( &my_rast_port, 110, 90, 130, 130 );
/* Change the basecolour: (Black, dark grey, ... light grey, white) */
/* As you will notice, not only the base colour will change! Since */
/* all rectangles' colours are modified versions of the base colour */
/* they will also change as the base colour change. */
for( loop = 0; loop < COLOURS; loop++ )
{
Delay( 50 );
SetAPen( &my_rast_port, loop );
RectFill( &my_rast_port, 10, 10, 30, 130 );
}
Delay( 50 );
/* 9. Restore the old View: */
LoadView( my_old_view );
/* Free all allocated resources and leave. */
clean_up( "THE END" );
}
/* Returns all allocated resources: */
void clean_up( message )
STRPTR message;
{
int loop;
/* Free automatically allocated display structures: */
FreeVPortCopLists( &my_view_port );
FreeCprList( my_view.LOFCprList );
/* Deallocate the display memory, BitPlane for BitPlane: */
for( loop = 0; loop < DEPTH; loop++ )
if( my_bit_map.Planes[ loop ] )
FreeRaster( my_bit_map.Planes[ loop ], WIDTH, HEIGHT );
/* Deallocate the ColorMap: */
if( my_view_port.ColorMap ) FreeColorMap( my_view_port.ColorMap );
/* Close the Graphics library: */
if( GfxBase ) CloseLibrary( GfxBase );
/* Close the Intuition library: */
if( IntuitionBase ) CloseLibrary( IntuitionBase );
/* Print the message and leave: */
printf( "%s\n", message );
exit();
}