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Utilities Professional 1-1500
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var1460.adf
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VSprites
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Example4.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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343 lines
/***********************************************************/
/* */
/* Amiga C Encyclopedia (ACE) V3.0 Amiga C Club (ACC) */
/* ------------------------------- ------------------ */
/* */
/* Book: ACM Graphics Amiga C Club */
/* Chapter: VSprites Tulevagen 22 */
/* File: Example4.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 demonstrates how to use a VSprite */
/* on a display you have created yourself. We must */
/* now use the low level functions MrgCop(), and */
/* LoadView(), instead of the more sophisticated */
/* functions MakeScreen(), RethinkDisplay(). */
#include <intuition/intuition.h>
#include <graphics/gfxbase.h>
#include <graphics/gels.h>
#define WIDTH 320 /* 320 pixels wide (low resolution) */
#define HEIGHT 200 /* 200 lines high (non interlaced NTSC display) */
#define DEPTH 3 /* 3 BitPlanes should be used, gives eight colours. */
#define COLOURS 8 /* 2^3 = 8 */
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 */
};
/* Declare and initialize some sprite data: */
UWORD chip vsprite_data[]=
{
0x0180, 0x0000,
0x03C0, 0x0000,
0x07E0, 0x0000,
0x0FF0, 0x0000,
0x1FF8, 0x0000,
0x3FFC, 0x0000,
0x7FFE, 0x0000,
0x0000, 0xFFFF,
0x0000, 0xFFFF,
0x7FFE, 0x7FFE,
0x3FFC, 0x3FFC,
0x1FF8, 0x1FF8,
0x0FF0, 0x0FF0,
0x07E0, 0x07E0,
0x03C0, 0x03C0,
0x0180, 0x0180,
};
/* Declare three VSprite structures. One will be used, */
/* the other two are "dummies": */
struct VSprite head, tail, vsprite;
/* Decide the VSprite's colours: */
/* RGB RGB RGB */
WORD colour_table[] = { 0x000F, 0x00F0, 0x0F00 };
/* Declare a GelsInfo structure: */
struct GelsInfo ginfo;
/* This boolean variable will tell us if the VSprite is in */
/* the list or not: */
BOOL vsprite_on = FALSE;
void clean_up();
void main();
void main()
{
UWORD *pointer;
int loop;
/* The GelsInfo structure needs the following arrays: */
WORD nextline[ 8 ];
WORD *lastcolor[ 8 ];
/* Sprite position: */
WORD x = 1;
WORD y = 2;
/* Direction of the sprite: */
WORD x_direction = 1;
WORD y_direction = 1;
/* 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 = SPRITES; /* Using sprites. */
/* 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. */
/* 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 );
/* Initialize the GelsInfo structure: */
/* All sprites except the first two may be used to draw */
/* the VSprites: ( 11111100 = 0xFC ) */
ginfo.sprRsrvd = 0xFC;
/* If we do not exclude the first two sprites, the mouse */
/* pointer's colours may be affected. */
/* Give the GelsInfo structure some memory: */
ginfo.nextLine = nextline;
ginfo.lastColor = lastcolor;
/* Give the Rastport a pointer to the GelsInfo structure: */
my_rast_port.GelsInfo = &ginfo;
/* Give the GelsInfo structure to the system: */
InitGels( &head, &tail, &ginfo );
/* Initialize the VSprite structure: */
vsprite.Flags = VSPRITE; /* It is a VSprite. */
vsprite.X = x; /* X position. */
vsprite.Y = y; /* Y position. */
vsprite.Height = 16; /* 16 lines tall. */
vsprite.Width = 2; /* Two bytes (16 pixels) wide. */
vsprite.Depth = 2; /* Two bitplanes, 4 colours. */
/* Pointer to the sprite data: */
vsprite.ImageData = vsprite_data;
/* Pointer to the colour table: */
vsprite.SprColors = colour_table;
/* Add the VSprites to the VSprite list: */
AddVSprite( &vsprite, &my_rast_port );
/* The VSprite is in the list. */
vsprite_on = TRUE;
for( loop = 0; loop < 1000; loop++ )
{
/* Change the x/y position: */
x += x_direction;
y += y_direction;
/* Check that the sprite does not move outside the screen: */
if(x > 300)
{
x_direction = -1;
x = 300;
}
if(x < 1)
{
x_direction = 1;
x = 1;
}
if(y > 180)
{
y_direction = -1;
y = 180;
}
if(y < 10)
{
y_direction = 1;
y = 10;
}
vsprite.X = x;
vsprite.Y = y;
/* Sort the Gels list: */
SortGList( &my_rast_port );
/* Draw the Gels list: */
DrawGList( &my_rast_port, &my_view_port );
/* Adjust the copper list: */
MrgCop( &my_view );
/* Show the new View: */
LoadView( &my_view );
/* Move it smoothly: */
WaitTOF();
}
/* 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;
/* Remove the VSprites: */
if( vsprite_on )
RemVSprite( &vsprite );
/* 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();
}