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Almathera Ten Pack 3: CDPD 3
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ab20
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unarced
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c-manual
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lowlevelgraphics
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example11.c
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C/C++ Source or Header
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1995-03-17
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6KB
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214 lines
/* Example 11 */
/* This example demonstrate how to copy rectangular memory areas */
/* with help of the blitter. */
#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 function (macro) SetDrPt(). */
#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 4 colours. */
#define COLOURS 4 /* 2^2 = 4 */
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 */
0x555, /* Colour 1, Dark grey */
0x777, /* Colour 2, Grey */
0x999, /* Colour 3, Light grey */
};
void clean_up();
void main();
void main()
{
UWORD *pointer;
int loop;
int x, y;
/* 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, JAM1 ); /* Use FgPen only. */
SetAPen( &my_rast_port, 1 ); /* Dark grey */
Move( &my_rast_port, 10, 10 );
Draw( &my_rast_port, 26, 10 );
Draw( &my_rast_port, 26, 26 );
SetAPen( &my_rast_port, 3 ); /* Light grey */
Draw( &my_rast_port, 10, 26 );
Draw( &my_rast_port, 10, 10 );
SetAPen( &my_rast_port, 2 ); /* Grey */
RectFill( &my_rast_port, 11, 11, 25, 25 );
WritePixel( &my_rast_port, 10, 10 );
WritePixel( &my_rast_port, 26, 26 );
SetAPen( &my_rast_port, 1 ); /* Dark grey */
WritePixel( &my_rast_port, 13, 13 );
WritePixel( &my_rast_port, 23, 13 );
WritePixel( &my_rast_port, 23, 23 );
WritePixel( &my_rast_port, 13, 23 );
/* We will now make 150 copies of the brick: */
for( x = 0; x < 15; x++ )
for( y = 0; y < 10; y++ )
BltBitMap(
&my_bit_map, /* Source */
10, 10, /* Position, source. */
&my_bit_map, /* Destination. */
50 + 17 * x, /* Position, destination. */
10 + 17 * y, /* - " - */
17, 17, /* Width and height. */
0xC0, /* Normal copy. */
0xFF, /* All bitplanes. */
NULL ); /* No temporary storage. */
/* Wait 20 seconds: */
Delay( 50 * 20 );
/* 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();
}