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Utilities Professional 1-1500
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LowLevelGraphics
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Example2.c
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C/C++ Source or Header
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1992-04-28
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9KB
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252 lines
/***********************************************************/
/* */
/* Amiga C Encyclopedia (ACE) V3.0 Amiga C Club (ACC) */
/* ------------------------------- ------------------ */
/* */
/* Book: ACM Graphics Amiga C Club */
/* Chapter: LowLevelGraphics Tulevagen 22 */
/* File: Example2.c 181 41 LIDINGO */
/* Author: Anders Bjerin SWEDEN */
/* Date: 92-04-28 */
/* Version: 1.00 */
/* */
/* Copyright 1992, Anders Bjerin - Amiga C Club (ACC) */
/* */
/* Registered members may use this program freely in their */
/* own commercial/noncommercial programs/articles. */
/* */
/***********************************************************/
/* This example shows how to create a large Raster and a smaller */
/* display. We fill the Raster with a lot of pixels in seven different */
/* colours and by altering the RxOffset and RyOffset values in the */
/* RasInfo structure, the Raster is scrolled in all directions. This */
/* method to scroll a large drawing in full speed is used in many games */
/* and was even used in my own racing game "Car". */
#include <intuition/intuition.h>
#include <graphics/gfxbase.h>
#define RWIDTH 450 /* Raster 450 pixels wide. */
#define RHEIGHT 250 /* Raster 250 lines high. */
/* The ViewPort is quite small, and is placed in the middle of the View: */
#define DWIDTH 200 /* Display 200 pixels wide. */
#define DHEIGHT 100 /* Display 100 lines high. */
#define DXOFFSET 60 /* DxOffset 60 pixels. */
#define DYOFFSET 50 /* DyOffset 50 lines. */
#define DEPTH 3 /* 3 BitPlanes should be used, gives eight colours. */
#define COLOURS 8 /* 2^3 = 8 */
#define SPEED 1 /* How many pixels the Raster should be scrolled */
/* every time. */
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 */
0x800, /* Colour 1, Red */
0xF00, /* Colour 2, Light red */
0x080, /* Colour 3, Green */
0x0F0, /* Colour 4, Light green */
0x008, /* Colour 5, Blue */
0x00F, /* Colour 6, Light Blue */
0xFFF, /* Colour 7, White */
};
void clean_up();
void main();
void main()
{
SHORT deltaX = SPEED;
SHORT deltaY = SPEED;
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 = DWIDTH; /* Set the width. */
my_view_port.DHeight = DHEIGHT; /* Set the height. */
my_view_port.DxOffset = DXOFFSET; /* Set the display X offset. */
my_view_port.DyOffset = DYOFFSET; /* Set the display Y offset. */
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, RWIDTH, RHEIGHT );
/* Allocate memory for the Raster: */
for( loop = 0; loop < DEPTH; loop++ )
{
my_bit_map.Planes[ loop ] = (PLANEPTR) AllocRaster( RWIDTH, RHEIGHT );
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( RWIDTH, RHEIGHT ), 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 );
/* Draw 10000 pixels in seven different colours, randomly. */
for( loop = 0; loop < 10000; loop++ )
{
/* Set FgPen's colour (1-7, 0 used for the the background). */
SetAPen( &my_rast_port, rand() % (COLOURS-1) + 1 );
/* Write a pixel somewere on the display: */
WritePixel( &my_rast_port, rand() % RWIDTH, rand() % RHEIGHT );
}
/* Scroll the Raster in all directions for a little while: */
for( loop = 0; loop < 5000; loop++ )
{
my_ras_info.RxOffset += deltaX;
my_ras_info.RyOffset += deltaY;
/* The Raster is moved in one direction until the other side is */
/* reached were we change the direction: */
/* Have we reached the left side? */
if( my_ras_info.RxOffset <= 0 )
deltaX = SPEED;
/* Have we reached the right (Raster width - Display width) side? */
if( my_ras_info.RxOffset >= RWIDTH - DWIDTH )
deltaX = -SPEED;
/* Have we reached the top side? */
if( my_ras_info.RyOffset <= 0 )
deltaY = SPEED;
/* Have we reached the bottom (Raster height - Display height) side? */
if( my_ras_info.RyOffset >= RHEIGHT - DHEIGHT )
deltaY = -SPEED;
/* Recalculate the display instructions: (If you change any values */
/* in the display structures the Amiga have to recalculate the */
/* entire display instructions. You must therefore call all three */
/* display functions: MakeVPort(), MrgCop() and LoadView().) */
MakeVPort( &my_view, &my_view_port );
MrgCop( &my_view );
LoadView( &my_view );
}
/* 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 ], RWIDTH, RHEIGHT );
/* 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();
}