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Copper.c
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C/C++ Source or Header
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1991-01-13
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7KB
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241 lines
/* Copper.c */
/* This program demonstrates how to play with the Copper. */
#include <intuition/intuition.h> /* Intuition Library */
#include <graphics/gfxbase.h> /* Graphics Library [ActiView] */
#include <exec/memory.h> /* AllocMem() [MEMF_PUBLIC] */
#include <graphics/view.h> /* struct ViewPort */
#include <graphics/gfxmacros.h> /* CINIT(), CMOVE(), etc */
#include <hardware/custom.h> /* struct Custom */
#define WIDTH 640 /* 640 pixels wide (high resolution) */
#define HEIGHT 200 /* 200 lines high (non interlaced NTSC display) */
#define DEPTH 1 /* 1 BitPlanes should be used, gives two colours. */
#define COLOURS 2 /* 2^1 = 2 */
struct IntuitionBase *IntuitionBase;
struct GfxBase *GfxBase;
/* 1. Declare a Custom structure. This structure will automatically */
/* be initialized! */
extern struct Custom far custom;
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 */
0xFFF /* Colour 1, White */
};
void clean_up();
void _main();
/* NOTE! Since we have declared our main() function as _main(), */
/* no Consol window will be opened if it is run from the */
/* Workbench. The disadvantage is that we must NEVER use the */
/* printf() or similar console functions. It would crash the */
/* system. */
void _main()
{
/* 2. Declare a pointer to a use copper list structure: */
struct UCopList *copper;
/* Colour value: */
int colour = 0;
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;
/* Prepare the View structure, and give it a pointer to */
/* the first ViewPort: */
InitView( &my_view );
my_view.ViewPort = &my_view_port;
/* 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 = HIRES; /* High resolution. */
/* 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 ];
/* 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 );
}
/* 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. */
/* 3. Allocate memory for a UCopList structure: */
/* [Must be Chip memory!] */
/* The Amiga will automatically deallocate this memory */
/* when the program terminates, so we should not do it. */
copper = (struct UCopList *)
AllocMem( sizeof(struct UCopList), MEMF_PUBLIC|MEMF_CHIP|MEMF_CLEAR );
/* 4. Initialize the copper list: */
CINIT( copper, 1 );
/* 5. Modify the copper list: */
/* [0 - 15 - 0 - 15 and so on, change blue, green and red.] */
for( loop=0; loop < HEIGHT; loop++ )
{
(loop / 15) % 2 ? colour-- : colour++ ;
/* Blue: (Bits 0 - 3) */
CWAIT( copper, loop, 0 );
CMOVE( copper, custom.color[0], colour );
/* Green: (Bits 4 - 7) */
CWAIT( copper, loop, 110 );
CMOVE( copper, custom.color[0], colour<<4 );
/* Red: (Bits 8 - 11) */
CWAIT( copper, loop, 170 );
CMOVE( copper, custom.color[0], colour<<8 );
}
/* The last lines should be black: */
CWAIT( copper, loop, 0 );
CMOVE( copper, custom.color[0], 0 );
/* 6. Tell the Copper that no more instructions will be given: */
CEND( copper );
/* 7. Link our own copperlist to our ViewPort: */
my_view_port.UCopIns = copper;
/* 8. Create the display: */
MakeVPort( &my_view, &my_view_port );
MrgCop( &my_view );
/* Prepare the RastPort, and give it a pointer to the BitMap. */
InitRastPort( &my_rast_port );
my_rast_port.BitMap = &my_bit_map;
/* Show the new View: */
LoadView( &my_view );
/* Wait 10 seconds: */
Delay( 10 * 50 );
/* 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: */
/* NO! As I said above, we must */
/* not use any console functions! */
/* If you want to use printf(), */
/* declare the main function as */
/* main() and not as _main(). */
/* printf( "%s\n", message ); */
exit();
}