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LowLevelGraphics
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Example9.c
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C/C++ Source or Header
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1991-01-12
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8KB
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312 lines
/* Example 9 */
/* This example shows how to flood fill a figure, and how to draw filled */
/* rectangles (both solid as well as filled with single and multi */
/* coloured patterns). */
#include <intuition/intuition.h>
#include <graphics/gfxbase.h>
#include <graphics/gfxmacros.h>
/* NOTE! We must include the file "gfxmacros.h" inorder to be able to */
/* use the functions (macros) SetOPen() and SetAfPt(). */
#define WIDTH 320 /* 320 pixels wide (low resolution) */
#define HEIGHT 200 /* 200 lines high (non interlaced NTSC display) */
#define DEPTH 2 /* 2 BitPlanes should be used, gives four colours. */
#define COLOURS 4 /* 2^2 = 4 */
#define OUTLINE_MODE 0 /* Fill until we find same colour as Outline Pen. */
#define COLOUR_MODE 1 /* Fill until we find another colour. */
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;
UWORD my_color_table[] =
{
0x000, /* Colour 0, Black */
0xF00, /* Colour 1, Red */
0x0F0, /* Colour 2, Green */
0x00F /* Colour 3, Blue */
};
/* The coordinates (25) for the PolyDraw() function: */
WORD coordinates[] =
{
0, 0,
120, 0,
120, 40,
180, 40,
180, 0,
300, 0,
300, 20,
200, 20,
200, 60,
160, 60,
160, 100,
280, 100,
280, 40,
300, 40,
300, 120,
0, 120,
0, 40,
20, 40,
20, 100,
140, 100,
140, 60,
100, 60,
100, 20,
0, 20,
0, 0
};
/* A heart (1 BitPlane): */
/* An area pattern is always 16 bits wide, and the hight is some power */
/* of two (1, 2, 4, 8, 16, 32, and so on ). */
UWORD pattern[] =
{
0x38E0, /* 0011 1000 1110 0000 */
0x7DF0, /* 0111 1101 1111 0000 */
0xFFF8, /* 1111 1111 1111 1000 */
0xFFF8, /* 1111 1111 1111 1000 */
0xFFF8, /* 1111 1111 1111 1000 */
0x7FF0, /* 0111 1111 1111 0000 */
0x3FE0, /* 0011 1111 1110 0000 */
0x1FC0, /* 0001 1111 1100 0000 */
0x0F80, /* 0000 1111 1000 0000 */
0x0700, /* 0000 0111 0000 0000 */
0x0200, /* 0000 0010 0000 0000 */
0x0000, /* 0000 0000 0000 0000 */
0x0000, /* 0000 0000 0000 0000 */
0x0000, /* 0000 0000 0000 0000 */
0x0000, /* 0000 0000 0000 0000 */
0x0000, /* 0000 0000 0000 0000 */
};
/* A four-coloured pattern: (Black, red, green and blue lines) */
UWORD coloured_pattern[][] =
{
{
0x00FF, /* BitPlane 0 */
0xFF00,
0x00FF,
0xFF00
},
{
0x00FF, /* BitPlane 1 */
0x00FF,
0xFF00,
0xFF00
}
};
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 = NULL; /* Low resolution. */
/* 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 );
SetDrMd( &my_rast_port, JAM2 ); /* Use Fg and Bg Pen. */
SetAPen( &my_rast_port, 3 ); /* FgPen: Blue */
SetBPen( &my_rast_port, 2 ); /* BgPen: Green */
SetOPen( &my_rast_port, 3 ); /* BgPen: Blue */
/* Draw a funny figure in blue colour: */
Move( &my_rast_port, 0, 0 );
PolyDraw( &my_rast_port, 25, coordinates );
/* Wait 5 seconds: */
Delay( 50 * 5 );
/* Change FgPen colour to red, and fill the figure: */
SetAPen( &my_rast_port, 1 ); /* FgPen: Red */
Flood( &my_rast_port, OUTLINE_MODE, 10, 10 );
/* Wait 5 seconds: */
Delay( 50 * 5 );
/* Draw a filled rectangle at the bottom of the display: */
RectFill( &my_rast_port, 0, 150, 150, 190 );
/* Wait 5 seconds: */
Delay( 50 * 5 );
/* Set the are pattern. We will now draw a rectangle filled with a */
/* lot of hearts. (The pattern is 16 lines tall which is 2 to the */
/* power of 4.) */
SetAfPt( &my_rast_port, (USHORT *) pattern, 4);
/* Draw a rectangle filled with hearts at the bottom of the display: */
RectFill( &my_rast_port, 150, 150, 300, 190 );
/* Wait 5 seconds: */
Delay( 50 * 5 );
/* Prepare to fill with a coloured pattern: */
/* Drawmode JAM2, FgPen colour 255, BgPen 0 */
SetDrMd( &my_rast_port, JAM2 );
SetAPen( &my_rast_port, 255 );
SetBPen( &my_rast_port, 0 );
SetAfPt( &my_rast_port, (USHORT *) coloured_pattern, -2);
/* 4 lines = 2^2 -> 2 : Multicolour: -2 */
/* Draw a rectangle filled with four colours: */
RectFill( &my_rast_port, 0, 150, 300, 190 );
/* Wait 5 seconds: */
Delay( 50 * 5 );
/* 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();
}