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Frozen Fish 1: Amiga
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clock.c
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C/C++ Source or Header
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1992-02-01
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8KB
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250 lines
/*
* A template for use in building new saver graphics.
*
* Copyright 1991, Mike Meyer
* All Rights Reserved
*
* See the file "ShadowMaster:Distribution" for information on distribution.
*
* ===build instructions
* % lc clock ; output= clock.o input= clock.c savermain.h
* % blink clock.o LIB lib:lcr.lib SC SD ; output= clock input=clock.o
* % copy clock //savers
* ===endbuild
*
* Change the screen title, tags and colorspec to suit you, replace the
* (trivial) dographics fuction at the bottom with code to do your
* graphics. It'll be called with the Intuition and Graphics libraries
* already open, and window and screen open on the stuff you chose.
* Check SIGBREAKF_CTRL_C at regular intervals, and clean up after
* yourself and exit when you get it. Return and everything else will be
* cleaned up and the program will exit.
*
* Compile this with large data mode and stack checking off. Use -dNORAND
* if you don't need the random number generator (rand) intialized.
*/
#include <exec/types.h>
#include <intuition/intuition.h>
#include <graphics/gfx.h>
#include <dos/dos.h>
#include <proto/dos.h>
#include <proto/exec.h>
#include <proto/graphics.h>
#include <proto/intuition.h>
#ifndef NORAND /* So we error out if we did a NORAND but use it */
int rand(void) ;
void srand(int) ;
#endif
static void dographics(void) ;
struct ExecBase *SysBase = NULL ;
struct DosLibrary *DOSBase = NULL ;
struct IntuitionBase *IntuitionBase = NULL ;
struct GfxBase *GfxBase = NULL ;
struct Screen *screen = NULL ;
struct Window *window = NULL ;
/* Don't change anything above this point... */
/*
* This is the initial color table for the blanker screen. The format of a
* ColorSpec is pen number, R, G, B. Add pens as required by your screen. You
* should really set all pens, so you avoid color flashes after opening.
* If you insist on doing it another way, add SA_ScreenBehind to the screen
* and do a ScreenToFront after setting the colormap, but before you start
* drawing.
*
* Don't forget to set the SA_Depth tag in ScreenTags...
*/
static struct ColorSpec colorspec[] = {
{0, 0, 0, 0},
{1, 8, 8, 8},
{ -1 } } ;
/*
* You must have a better name to use here, right?
*/
static char *Title = "Simple Clock" ;
/*
* Screen open data. You'll probably want to change this to set your own
* depth and mode. I'd recommend leaving the overscan as is, but it's your
* graphics hack.
*/
static struct TagItem ScreenTags[] = {
{SA_Depth, 1},
{SA_Colors, &colorspec},
{SA_DisplayID, HIRESLACE_KEY},
{SA_Overscan, OSCAN_MAX},
{SA_Title, &Title},
{SA_ShowTitle, FALSE},
{SA_Quiet, TRUE},
{SA_SysFont, 1},
{TAG_END, 0}
} ;
/*
* The window is for turning off the sprite, and that's about it. However,
* if you want clipped rendering (which means part of your graphics aren't
* going to be seen), you can use it's rastport. Until you're sure that's
* not going on, you probably want to do that anyway. After you trust your
* grahics code, render through the screen rastport to get extra speed.
*
* WARNING: WA_CustomScreen _MUST_ be the first entry!!!
*/
static struct TagItem WindowTags[] = {
{WA_CustomScreen, 0},
{WA_Borderless, TRUE},
{WA_Activate, TRUE},
{WA_SimpleRefresh, TRUE},
{TAG_END, 0}
};
#include "savermain.h"
/*
* Add whatever graphics you want here. Be sure and do a
* CheckSignal(SIGBREAKF_CTRL_C) & SIGBREAKF_CTRL_C at regular intervals, as
* that's how you're told to unblank. When that evaluates to true, you should
* free everything you've allocated and return.
*
* Note that we seed the rand() number generator in _main, so that it can
* happen before we drop the task priority. For saver hacks, that random
* number generator should be good enough. If you need better, change that
* seeding. Otherwise, you can just use rand() knowing you'll get different
* sequences each time you get started. If you really don't want this, just
* delete the stuff in main.
*
* This example doesn't _do_ anything, so it uses a Wait instead of checking
* signals. We want to be a good citizen.
*/
#include <devices/timer.h>
#include <graphics/gfxbase.h>
#include <graphics/text.h>
#include <dos/rdargs.h>
#include <proto/diskfont.h>
/* Resources management isn't trivial here... */
struct MsgPort *Timer_Port = NULL ;
struct timerequest Time_Req = { 0 } ;
struct TextFont *font = NULL ;
struct Library *DiskfontBase = NULL ;
int closefont = FALSE ;
int
openresources(void) {
struct RDArgs *args ;
long opts[2] = { 0, 0 } ;
struct TextAttr *ta, fa ;
/* Set up the timer */
if ((Timer_Port = CreatePort(NULL, 0)) == NULL
|| OpenDevice(TIMERNAME, UNIT_VBLANK, (struct IORequest *) &Time_Req, 0))
return FALSE ;
Time_Req.tr_node.io_Message.mn_ReplyPort = Timer_Port ;
Time_Req.tr_node.io_Command = TR_ADDREQUEST ;
Time_Req.tr_node.io_Flags = Time_Req.tr_node.io_Error = 0 ;
/* Get the rest of my resources */
if ((DiskfontBase = OpenLibrary("diskfont.library", 0)) == NULL
|| (args = ReadArgs("FONT,SIZE/N", opts, NULL)) == NULL)
return FALSE ;
/* Now get a font */
if (!opts[0]) {
ta = screen->Font ;
font = OpenFont(ta) ;
}
else {
fa.ta_Name = (char *) opts[0] ;
fa.ta_YSize = opts[1] ? *((long *) opts[1]) : screen->Font->ta_YSize ;
ta = &fa ;
font = OpenDiskFont(ta) ;
}
if (!(closefont = (int) font)) font = GfxBase->DefaultFont ;
/* Free what I can, and exit */
FreeArgs(args) ;
return TRUE ;
}
void
closeresources(void) {
AbortIO((struct IORequest *) &Time_Req . tr_node) ;
if (closefont) CloseFont(font) ;
if (DiskfontBase) CloseLibrary(DiskfontBase) ;
if (Time_Req . tr_node . io_Message . mn_ReplyPort != NULL)
CloseDevice((struct IORequest *) &Time_Req) ;
if (Timer_Port != NULL) DeletePort(Timer_Port) ;
return ;
}
void
dographics(void) {
char Date_Buffer[8] ; /* Now you know where the time goes! */
int x_delta = 0, y_delta = 0, x_where, y_where, hours, minutes ;
struct DateStamp now ;
if (!openresources()) {
closeresources() ;
return ;
}
/* Initialize the world */
x_where = (rand() >> 16) % (window->Width - 50) ;
y_where = 25 + ((rand() >> 16) % (window->Height - 25)) ;
minutes = -1 ;
SetAPen(window->RPort, 1) ;
SetBPen(window->RPort, 1) ;
SetDrMd(window->RPort, JAM1) ;
SetFont(window->RPort, font) ;
Date_Buffer[3] = ':' ;
Date_Buffer[0] = Date_Buffer[6] = ' ' ;
Date_Buffer[7] = '\0' ;
for (;;) {
DateStamp(&now) ;
if (minutes != now.ds_Minute % 60) {
minutes = now.ds_Minute % 60 ;
hours = now.ds_Minute / 60 ;
Date_Buffer[1] = hours / 10 + '0' ;
if (Date_Buffer[1] == '0') Date_Buffer[1] = ' ' ;
Date_Buffer[2] = hours % 10 + '0' ;
Date_Buffer[4] = minutes / 10 + '0' ;
Date_Buffer[5] = minutes % 10 + '0' ;
do
x_delta = (rand() >> 4) % 13 - 6 ;
while (x_delta == 0) ;
do
y_delta = (rand() >> 4) % 9 - 4 ;
while (y_delta == 0) ;
}
SetRast(window->RPort, 0) ;
Move(window->RPort, x_where, y_where) ;
Text(window->RPort, Date_Buffer, 7) ;
Time_Req.tr_time.tv_secs = 0 ;
Time_Req.tr_time.tv_micro = 250000 ;
SendIO((struct IORequest *) &Time_Req.tr_node) ;
if (Wait(SIGBREAKF_CTRL_C | 1 << Timer_Port->mp_SigBit) & SIGBREAKF_CTRL_C)
break ;
(void) GetMsg(Timer_Port) ;
/* Now, move the clock */
if (x_where + x_delta > (window->Width - 50)
|| x_where + x_delta < 0) x_delta = -x_delta ;
if (y_where + y_delta > (window->Height)
|| y_where + y_delta < 25) y_delta = -y_delta ;
x_where += x_delta ;
y_where += y_delta ;
}
closeresources() ;
}