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{------------------------------------------------------------------------------
#
# Apple Macintosh Developer Technical Support
#
# MacApp Color QuickDraw Fractal Sample Application
#
# FracApp
#
# UFracApp.inc1.p - Pascal Source
#
# Copyright ⌐ 1988 Apple Computer, Inc.
# All rights reserved.
#
# Versions: 1.0 8/88
#
# Components: MFracApp.p August 1, 1988
# UFracApp.p August 1, 1988
# UFracApp.inc1.p August 1, 1988
# FracApp.r August 1, 1988
# FracApp.make August 1, 1988
#
# This is a program to calculate the Mandelbrot set, allowing you to zoom in on areas
# that are selected with the mouse. There are some special color tricks played
# in order to make the program more jazzy. A special color table is used to give
# smooth transitions from one color to the next. Color table animation is also
# supported, for the wowem effect of flowing Mandelbrot images.
# The program is written in MacApp 1.1, which explains why it has a real user
# interface. Mandelbrot images take about 30 minutes to calculate. It is
# Juggler aware so you can put the program in the background where it will
# continue to calculate, while you do something more important, like look at
# the source code. It also handles multiple documents, and reading/writing of
# PICT files using the bottlenecks to minimize the memory hit.
#
# This program is intended to be a real world example of handling color in a
# nontrivial fashion. As such it has some rather special color requirements,
# and those don╒t match the current system architecture very well. The program
# is designed to be compatible with the future, it will not break in future
# systems. However, it does not use the Palette Manager, which means that
# there will be situations where the colors will not look right in either FracApp
# or another program running under MultiFinder. The approach that FracApp
# uses is thus not the preferred Apple approach and does NOT have the Apple
# seal of approval from engineering. The only way to get the stamp of approval
# is to use the Palette Manager. To do a program of this form, you cannot
# use the Palette Manager without some extra hacks that are compatibility
# risks in themselves. So... use at your own risk. If you are forced to revise your
# program because you followed this as an example, you cannot gripe to Apple, since
# it is not fully approved. You just have to change your program, which I hope is no
# big deal. You can give this code to other people, as long as they recognize
# that it is not fully approved too.
#
# Unless you have very special color requirements, you should use the Palette
# Manager. It works for most things, and is much easier to use than the
# approach taken here. There are a few things it won╒t do of course, leading
# to this code. If you can do it, use the Palette Manager and save yourself
# some grief.
# Written in MacApp Object Pascal code.
# Compatibility rating = 2. (nothing will break, but it may not
# always look correct.)
#
------------------------------------------------------------------------------}
{Copyright 1988 by Bob. All rights reserved, since Bob has all rights.
February 1, 1988.
Written by Bo3b Johnson of Developer Technical Support. }
{ Version 1.0 }
{ The following is a list of features or bug fixes that could be added to the program:
*** Check the segmentation.
*** Bug with selection rectangle on edge of document, moving by 1 pixel.
*** Make it run crashless using temp documents to store partial fractals.
*** Updates could be cleaner so no partial fractals are displayed.
*** Override window.updateevent so we can avoid the EraseRect on updates.
*** Draw selection rect in offscreen, copy up to screen for flicker free selection.
*** Crash on 3 monitor system during window drag.
*** Could set the bytes directly in offscreen PixMap, skip using MoveTo:Line.
*** Copy up from small picture up to big screen gets garbage, src rect too big?
*** Allow a way to Zoom in using coordinates.
*** Allow the user to set the colors used in display.
*** Bigger penSize for fast, lo-res fractals. Allow user to set size of pen.
*** Add MacApp debugging stuff like Inspect and TList object checking.
*** Some things for the reader to do to modify the program.
}
{ Where does it fit:
This is a series of sample programs for those doing development
using Color QuickDraw. Since the whole color problem depends
upon the exact effect desired, there are a number of answers
to how to use colors, from the simple to the radically complex.
These programs try to cover the gamut, so you should use
which ever seems appropriate. In most cases, use the simplest
one that will give the desired results. The compatibility
rating is from 0..9 where low is better. The more known risks
there are the higher the rating.
The programs (in order of compatibility):
SillyBalls:
This is the simplest use of Color QuickDraw, and does
not use the Palette Manager. It draws randomly colored
balls in a color window. This is intended to give you
the absolute minimum required to get color on the screen.
Written in straight Pascal code.
Compatibility rating = 0, no known risks.
FracAppPalette:
This is a version of FracApp that uses only the Palette
Manager. It does not support color table animation
since that part of the Palette Manager is not sufficient.
The program demonstrates a full color palette that is
used to display the Mandelbrot set. It uses an offscreen
gDevice w/ Port to handle the data, using CopyBits to
draw to the window. The Palette is automatically
associated with each window. The PICT files are read
and written using the bottlenecks, to save on memory
useage.
Written in MacApp Object Pascal code.
Compatibility rating = 0, no known risks.
TubeTest:
This is a small demo program that demonstrates using the
Palette Manager for color table animation. It uses a
color palette with animating entries, and draws using the
Palette Manager. There are two circles of animating colors
which gives a flowing tube effect. This is a valid case
for using the animating colors aspect of the Palette Manager,
since the image is being drawn directly.
Written in straight Pascal code.
Compatibility rating = 0, no known risks.
FracApp: (***)
This is the ╘commercial quality╒ version of FracApp. This
version supports color table animation, using an offscreen
gDevice w/ Port, and handles multiple documents. The
CopyBits updates to the screen are as fast as possible. The
program does not use the Palette Manager, except to
provide for the system palette, or color modes with less than
255 colors. For color table animation using an offscreen
gDevice w/ Port, it uses the Color Manager and handles the
colors itself. Strict compatibility was relaxed to allow for
a higher performance program. This is the most ╘real╒ of the
sample programs.
Written in MacApp Object Pascal code.
Compatibility rating = 2. (nothing will break, but it may not
always look correct.)
FracApp300:
This doesn't support colors, but demonstrates how to create and
use a 300 dpi bitmap w/ Port. The bitmap is printed at full
resolution on LaserWriters, and clipped on other printers (but
they still print). It demonstrates how to use a high resolution
image as a PICT file, and how to print them out.
Written in MacApp Object Pascal code.
Compatibility rating = 1. (The use of PrGeneral is slightly
out of the ordinary, although supported.)
}
{ Reasons for this version of reality (the strategy):
The main idea behind this program is to allow you to create and fool around
with the Mandelbrot set, using this number cruncher wizzo computer we got
here. While we are making these documents, we also throw in a couple of
special effects to make it more fun, like the special color mapping and the
color table rotation. This program is intended to be a real-life program,
done as well as possible given current constraints. The program is supposed
to be something that somebody (who was silly perhaps) might try to sell.
The idea is to pretend that we are developers as well, testing the development
world as well as making a fun program. Well, life╒s a bitch as a developer
trying to write a program of this form. No intentional shortcuts were taken
in the program, but some things were left out due to time constraints. Like
all real programs, some people will like it and some people will hate it. I
hope you like it, but if you don╒t, send me some mail telling me why.
The overall structure of the program is to have the MacApp Document object
handle all the data. This includes an offscreen gDevice and port that are
the actual fractal data. The View object uses the Document╒s data to draw
into the window visible to the user. The Document does all the work of
calculating new fractals during Idle times. It also handles saving the
data to disk and reading it back. The data files are PICT so as to be as
compatible as we can. The color table animation is handled by the Application
object during its Idle processing. The program handles zooming in to
see closer views of the environment, using selection rectangles as you
would expect. This whole block of comments at the beginning are intended
to describe some more macroscopic problems and structure. In the code
itself you will find the tactical comments dealing with how a specific
operation is done.
The fractal calculation is done by the CalcCity routine of the Document. The
Application object gets the DoIdle call, and he calls each document to
have a pixel calculated in each document. The calculation is done a pixel
at a time so that it can be done in the background with no visible effect
on the foreground app. As each horizontal line of data is finished it is
updated to the screen. The algorithm is very simple.
The color handling to be as nice as possible under MultiFinder is found in
the AboutToLoseControl and RegainControl methods of the Application. In
addition, the color table animation is done by the RotateColors routine,
called from the Application's DoIdle method after it gives some CPU time
to each open document. The handling of the gDevices on the system, essentially
all the work the Palette Manager would have done for us can be found in
the GarDevice methods. Those handle changing the colors and color table
animation.
Allocating and using an offscreen gDevice and port are found in the Document
object, as the BuildOffWorld method. The port offscreen is used as a drawing
environment once a pixel is calculated, as seen in DoIdle for the Document.
You should use the Palette Manager if at all possible. For other references
see the other sample programs in this collection.
This program does not fully use the
Palette Manager. I apologize. The Palette Manager has two major
flaws for a program of this form. It does not provide a convenient way to
remap the colors after the color table is scrambled so that updates to the
screen can be as fast as possible; and it does not support a single animating
palette used for multiple windows. The first can be partially solved using the
CopyBits to itself trick, but this is inconvenient while a fractal is being
calculated. The second can only be solved by incredible hacks, which
would not be done in a commercial program. The problem stems from having
195 animating colors for each window, but I only wish to use 195 colors
for the whole program, not each window. In addition, this is 195 animating
colors. If they were standard colors, then the same entries in the table
would be used for multiple windows. The answer to the problems
was to use the Color Manager, and try to be as friendly as possible. When
the Palette Manager is fixed, the program can be revised to reflect these
changes and live a much happier life.
The Color Manager is used, primarily the SetEntries call in order to set
the color enviroment the way we need it. Color Search Procs are also
used to map the fractals into devices that have fewer colors. Using
SetEntries can be a little rough since the Palette Manager is also using
it to set the color environment and does not respect our use of the
color table. FracApp could be described as Palette Manager aware, but
not friendly. It uses the PM whenever it can, but for the fanciest effects
it must bypass the PM. Using the Palette Manager is far and away the
most sensible thing to do, but we were stuck here with a low-performance
program that would not be commercially viable. If you don╒t need some
of the high-end tricks played here, your life will be much easier if you
use the Palette Manager instead. In particular, FracApp knows and keeps
track of all the Monitors connected to the machine, which is normally
done by the Palette Manager. If you can do it, save yourself some time
and use the PM.
This color changing will only be done if we have enough colors in the system
to do the full blown fractal (ie. > kNumColors). If not, we can╒t get a reasonable
fractal anyway, so we will just do zebra fractals. This way you can still
use the program in lesser color modes, it just isn╒t as impressive. This is far
preferable to a ╘you must use 256 color mode╒ dialog. Color table animation
will only be enabled when running with enough colors. If we have enough colors
on a given monitor then we just set the ctSeeds to match to get a fast update.
When we set up the offscreen gDevice, we set it up using a 3 bit iTable to save
on memory that isn't used. We don╒t use the iTable in the offscreen gDevice
since it is never the destination of a CopyBits or color selection operation.
There is thus no reason to waste memory on unused data.
When a document is saved the color table from the offscreen gDevice is used.
This is the clut resource that is used uniformly throughout the program. If
you hate my choice of colors, you can change the clut to something else and
all should work the same (except old documents will map into something else).
When the color animation is done, we don╒t rotate the offscreen guys, we just
move a copy of the system color table around.
There is a known bug with programs that animate the color table in the
background. This doesn╒t seem like a reasonable goal given the environment,
but some programs wish to do this. If they do, the color table will get
munged up, giving you some wild effects.
The Palette Manager is used to the extent that we have the System Palette
(14 colors) attached to each window automatically. If the window is on
a monitor with not enough colors to do our thing, the Palette will be used
instead, giving a fixed color environment so the fractals look the same
each time they are displayed. If we have enough colors on the device we
walk all over the colors there, so the PM is not being used there.
The Apple Menu was a special hack to make sure that it would draw in the
right colors, and not be animated when we were doing the color table
animation. It is done by making sure that the system palette is always
available, even when we hammer on the color table. We hammer an
extra 14 colors when we do it, and make sure the menubar is redrawn
after we hammer. To avoid having the Apple animate, we Reserve the
entries we use. When the menubar is drawn it will only match non-
reserved entries.
The program currently uses ScreenBits.Bounds as the determining size of the
view and thus the fractal that is calculated. This is OK, but a better approach
would be to allow the user to specify the limits of the Fractal they want. This
involves adding another dialog and save defaults type of feature but is a better
way to solve the problem since it is not obvious what the best size would be.
ScreenBits.bounds is easy to use, but whenever there is no obvious best answer
it is always better to let the user decide instead, that way they can╒t bitch.
We have to be pretty rowdy about changing the color table. In order to be sure that
our colors are set up the right way, we need to check the depth and make sure
the colors are right at each update event. We may get an update during the program
that comes from changing depth. During any update, if we don╒t have enough
colors to do the full fractal, we will use a color search proc to map the
fractal into the color space available. This will make zebra fractals, a
reasonable compromise.
Another goal of course was to get this thing done. A goal that tends to slide
away as more things are added to the program, so in true Macintosh style,
the 1.0 version of the program is somewhat limited, and may not be fully
debugged. Some things specifically left out: printing the documents to
a LaserWriter with grey scales instead, using temporary documents to
make the program crashless (so you can start up where you left off, saving
the computation it took to get there), an option to make the ╘pen╒ size bigger
so you can do a low-res fractal to begin with. These things are all admirable
features to add, but you have to finish version 1.0 sometime, so this was it.
These other things will be added if possible.
Carefully watch the 881 flag with this MPW business. There are a number of
ridiculous problems associated with its use. In particular the $LOAD files
are dangerous to use with 881 and the combination of the two will often
end up compiling successfully into a program that is garbage and will
crash upon running it. This, remind yourself, is a feature of the most
powerful development system around. In order to build currently, the main
program MFracApp.p should be compiled with new $LOAD files and the 881
flag turned off. All of the MacApp sources should be compiled with a new
$LOAD file and 881 turned off. The last step should be to compile the UFracApp.p
with the 881 flag turned on, and with new $LOAD files as well. Beware or
be prepared to spend a lot of time on something silly. To solve this
problem the Make file used with FracApp has a specific compile rule for
the UFracApp file. UFracApp also uses its own $LOAD file, that is different
from the MacApp and MFracApp ones. The 881 flag is not specifically
required, but it makes code that uses the 881 directly instead of going
through SANE for a speed up of about 10 times. Since we are speed freaks
here as well, the 881 option had to be used. Given the problems, I would
probably skip the 881 option and do the time critical pieces in assembler.
If you want to know how long a fractal took to calculate there is a time
stamp saved in the file header. It is no longer drawn in the window since
it is not accurate when the program has run in the background or if there
are multiple documents open. This could be added again if desired.
This will be made more accurate in the future, probably
using a calculation that gives us a once through the loop calculation
in units of TimeDBRA, so we can be more machine independent.
Notably I am aware of the fact that this program does not really calculate
Fractals. Actually it calculates and displays the Mandelbrot set which is
not self-similar so it cannot really be called a fractal. It is distressing to
add to the confusion as to what fractals are, but it is too late. For more
information on Fractals and the Mandelbrot set (no umlaut on the o), you
could see Mandelbrot╒s book ╘The Fractal Geometry of Nature╒, but it is
pretty mathematical and not all that helpful. A better source is the
Peitgen-Richter book ╘The Beauty of Fractals╒, which has a do it yourself
section in the back.
The program is structured primarily around the document. The document is
the object to create and maintain the offscreen gDevice & port. The document
converts the offscreen data into a PICT file when saved or restored. The
document also does the calculation of the fractal, keeping the offscreen data
up to data as it goes along. The view only handles taking the document data
and displaying it.
For the zoom operation, there was no really great way to handle the new
document case based on another document. This is a little strange to be
doing, and the structure of MacApp was such that we couldn╒t get to the
data desired at the right time. The logical place to put it in at
DoMakeDocument was too early to have the gDevice allocated and ready
to start more stuff. The problem was resolved by using global variables
to transmit the information to the other piece of the program that
might need it. Essentially DoInitialState decides if this is a brand new
base level document or a zoom in based on the state of the global variables.
When we feel obligated to go whap on a monitor and change the color table,
we use a special TList built during the IFracApplication. The TGarList is
a list of display devices in the system. Whenever we need to do something
to a display device we do an Each operation and do it to each device in the
system. This simplifies the handling of multiple monitors dramatically.
Thank you MacApp, this is cool. The GarDevices have a number of methods
that handle the special things we do to the gDevices in the system. When
the Palette Manager is more robust, this GarDevice object can probably
be removed, since virtually all of the work done by the GarDevice are things
that the Palette Manager will handle for us.
The MacApp memory management approach is used as well. The big pieces
used by the Documents come out of permanent memory, helping to avoid
a crash from no memory. When we allocate something that will be thrown
away immediately, like a spare color table or something, it of course
comes out of normal memory. We did not do a full blown memory analysis
of the program since it is such a memory hog anyway. The mem! resource
is set up in a form that is roughly close (a bit high) without trying to be
extra accurate. When a document takes 400K of RAM to open it hardly
seems relevant to make sure the mem! is accurate to 2K. Because of this
somewhat cavalier approach you may not be able to open a document in
a few cases where you really should be able to. The mem! in use of 40K
is close with a +2K/-10K error on how big it should really be.
The QuickDraw BottleNecks are used to both read and write the actual
fractal data from/to the disk. This is done since the data in the document
may be very large (100K) and if we just spool the data from the file
we don't actually have to use that extra hunk of memory. We have to read
the data anyway, so we go ahead and just read it in as we play it back.
As it is played back it goes into the offscreen gDevice's pixMap, so we
have the data to display. No memory hit for the document is a big win.
When writing the data, the same thing is true so we don't have to have
a huge handle to hold the picture data itself. We also avoid the problem
of not having enough memory to create the picture in the first place,
making a document unsaveable. That is particualarly annoying, and
is easy to avoid using the spooling approach.
While in the foreground we set the color table to be our special set of
colors, making the display as good as we can get it for us. This has the
side effect of making programs in the background change. When we are
in the background we make no claims on the color table. We don╒t bother
to Protect entries, but we Reserve the entries so that Color2Index
will find colors other than the animating ones we are using. This is
specifically to make the Apple Menu look correct, but will also help
the programs in the background to avoid having them animate when
we are in the front. When they are redrawn, they will use the non-
animating entries out of the color table. Again, in the background
we make no claims, so any color in the table is available for use.
With thanks to Skippy Blair for the discussions of color QuickDraw and the
Palette Manager. Thanks to Darin Adler for further discussion of the Palette
Manager and for good suggestions on making it more MacApp friendly.
Thanks too to Dave McGary for the discussion on color mapping in other than 256
color mode, and for coming up with the solution to use a MOD or DIV to wrap
the excess colors around, making it come out in the stripes when not enough
colors are available.
}
{ Global variables. }
VAR
gRotateOn: BOOLEAN; { whether we are color animating or not. }
gStaggerCount: INTEGER; { for staggering windows. }
gGarList: TList; { List of gDevices in system. }
gBackGround: Boolean; { flag if we are in background or not. }
gOurColors: CTabHandle; { color table we use as a source for documents. }
gRealMin,
gRealMax,
gImagMin,
gImagMax: Extended; { used for zooming in operation. }
{ The next globals are used for the QuickDraw bottlenecks when reading or
writing a picture to disk. These are needed, since the bottlenecks cannot
be owned procedures. }
gPictSize: LongInt; { number of bytes used for saving a PICT. }
gPictError: OSErr; { do some error handling in bottleneck. }
gPictRefNum: Integer; { Need the refnum of the open file too. }
gPictHandle: PicHandle; { for reading/writing a picture. }
{ Set some compiler options that we desire for the main body of code only. You
might wish to leave on the range checking, but I was not satisfied with having
to push and pop in the code, and was not pleased with the slowdown in performance.
These can be dangerous to turn off, especially the $H. For those who use MPW
more than I, you probably want to make these settable from the command line,
or use the MacApp debug or no-debug compile time variables. }
{$PUSH} { Save the compiler state before we change it. }
{$D+} { Debugging labels on for the code here. }
{$R-} { No range checking to make things faster. }
{$OV-} { No overflow checking either. }
{$H-} { No handle checking to avoid compiler complaints on WITHs. Be careful. }
{$N+}
{------------------------------- Application -------------------------------}
PROCEDURE TFracAppApplication.IFracAppApplication(itsMainFileType: OSType);
VAR I: Integer;
nextDevice: GDHandle;
nextGar: TGarDevice;
BEGIN
gStaggerCount := 0;
IApplication(itsMainFileType);
fIdlePriority := 1; { say we need Idle time calls to TApp.DoIdle }
gRotateOn := FALSE; { no color rotation as we start. }
gBackGround := FALSE; { not in background to start. }
gRealMin := 0; { must be set to empty to start with. }
gRealMax := 0; { so we do normal document open. }
{ Now allocate a color table that we will use whenever we create a new document
or need to compare colors. This is so we have the same color table for each
document, as well having the ctSeed the same for them all. }
gOurColors := GetCTable(kClut); { install our new desired one from clut }
FailNil (gOurColors);
{ In order to handle the multiple gDevices that abound in Mac II, we need to make
a TList of the gDevices so we can more easily keep track of them. The TGarDevice
objects will be used to keep track of the devices, one object for each gDevice.
We need to set up this TList here though. The GarDevice list won't change while
the program is running. We only add devices that are screen devices, to avoid
any spurious devices that we don't care about. When initialized each GarDevice
will set up the color environment as best it can. }
gGarList:= NewList;
nextDevice := GetDeviceList; { First gDevice in system. }
While nextDevice <> NIL DO BEGIN
IF TestDeviceAttribute(nextDevice, screenDevice) AND
TestDeviceAttribute(nextDevice, screenActive) THEN BEGIN
New (nextGar); { Make a new object for this device. }
FailNil (nextGar); { If not possible, we are toast. }
nextGar.IGarDevice (nextDevice); { Init the GarDevice object. }
END; { Add a legitimate screen Device. }
nextDevice := GetNextDevice(nextDevice); { move to next gDevice in chain. }
END; { While }
END; { TFracAppApplication.IFracAppApplication }
{ OK, this is where a new document gets created. This does the init for the
document object itself. After it is done, the view and window can
be created, relying upon the data in the document. }
FUNCTION TFracAppApplication.DoMakeDocument(itsCmdNumber: CmdNumber):
TDocument; OVERRIDE;
VAR aFracAppDocument: TFracAppDocument;
BEGIN
{ Allocate and initialize the document}
New(aFracAppDocument);
FailNil(aFracAppDocument);
{ Now initialize the document fields, and set up the global state of the fractal
to a default set of the starting fractal. }
aFracAppDocument.IFracAppDocument;
{ We successfully created a document so we can return the document object for
use by the application. }
DoMakeDocument := aFracAppDocument;
END; { TFracAppApplication.DoMakeDocument }
{ Performs Idle time processing for the application. This will do the
fractal calculation during the idle times. It will allow each open
document a chance to calculate. The CalcCity is a method owned by
each document that will get a call from the ForAllDocumentsDo.
The documents don't use the DoIdle routine since we want each
open document to get time, not just the one in the target chain. }
PROCEDURE TFracAppApplication.DoIdle (phase: IdlePhase); OVERRIDE;
{ Give each document some CPU time. }
PROCEDURE DoFractalCalc(aDocument: TFracAppDocument);
BEGIN
aDocument.CalcCity; { give the document its time to calc. }
END;
{ Give each GarDevice the message to rotate colors. }
PROCEDURE DoRotateColors(curGar: TGarDevice);
BEGIN
curGar.RotateColors; { tell the device to rotate colors if possible. }
END;
BEGIN
IF phase = IdleContinue THEN BEGIN
{ Send the message to each open document to calculate the next pixel. }
ForAllDocumentsDo (DoFractalCalc);
{ Now we have calculated the next pixel in each document. If the Rotate Colors menu
option has been checked we want to rotate the color table using our routine. We
need to rotate all color tables in devices we can see, so we'll use the GarList to
do them all. }
IF (gRotateOn) AND (gFrontWindow <> NIL) AND (NOT gBackGround) THEN
gGarList.Each (DoRotateColors);
END;
END; { TFracAppApplication.DoIdle }
{ Set up the menus choices in Fractal Menu. Set the Rotate Colors choice to
be enabled if we have a device with enough colors, and set the check mark
on if it has been chosen. We will go through the chain of devices to see if
any are capable of rotation, and if so will enable the menu. If we have a
saved color table for any device, that device can do rotation. }
PROCEDURE TFracAppApplication.DoSetupMenus; OVERRIDE;
VAR rotateFlag: Boolean;
PROCEDURE CheckRotate (curGar: TGarDevice);
BEGIN
IF curGar.fColorTable <> NIL THEN rotateFlag := TRUE;
END;
BEGIN
INHERITED DoSetupMenus; { Do mainline stuff first. }
rotateFlag := FALSE; { Assume we can't do it. }
gGarList.Each (CheckRotate); { Change flag if needed. }
EnableCheck (kRotateColors, rotateFlag, gRotateOn); { enabled, and checked or not. }
END; { TFracAppApplication.DoSetupMenus }
{ Handle the menu choice out of the Fractal Menu for Rotate Colors. This will either
set or unset the check mark, thus enabling or disabling the color rotation
performed in the Idle loop. }
FUNCTION TFracAppApplication.DoMenuCommand(
aCmdNumber: CmdNumber): TCommand; OVERRIDE;
BEGIN
DoMenuCommand := gNoChanges; { assume no command object returned. }
CASE aCmdNumber OF
kRotateColors:
{ Chose the rotate colors menu option. We want to set the check mark, or unset it
if already there, and reflect the menu state in our document variable which is
used to rotate the color list at Idle time. }
BEGIN
gRotateOn := NOT gRotateOn; { invert the state of menu option. }
END; { kRotateColors }
OTHERWISE
DoMenuCommand := INHERITED DoMenuCommand (aCmdNumber); { next guy in chain. }
END; { CASE aCmdNumber }
END; { TFracAppApplication.DoMenuCommand }
{ When we are switched in we need to reset the color table to our color table. }
PROCEDURE TFracAppApplication.RegainControl(checkClipboard: BOOLEAN); OVERRIDE;
PROCEDURE SendPound (curGar: TGarDevice);
BEGIN
curGar.PoundColors;
END;
BEGIN
gBackGround := FALSE; { no longer in background. }
{ Change the color table on each gDevice in the system that has enough colors to
support our fancy colors. If any device has enough colors we will enable the
rotation flag. }
gGarList.Each (SendPound);
{ Call the inherited routine to do the normal regain control operations as well. }
INHERITED RegainControl (checkClipboard);
END; { TFracAppApplication.RegainControl }
{ When we are switched out we need to restore the color table to be polite. When
the program is closed this routine is called as well, so we don't need to override
the Close method in order to fix the color table on Quit. }
PROCEDURE TFracAppApplication.AboutToLoseControl(convertClipboard: BOOLEAN);
OVERRIDE;
PROCEDURE SendUnPound (curGar: TGarDevice);
BEGIN
curGar.UnPoundColors;
END;
BEGIN
gBackGround := TRUE; { are going into background. }
{ Fix up every gDevice that needs it. }
gGarList.Each (SendUnPound);
{ Call the inherited routine to do the normal work for losing control. }
INHERITED AboutToLoseControl (convertClipboard);
END; { TFracAppApplication.AboutToLoseControl }
{------------------------------- Document -------------------------------}
{ An auxiliary method to set up the step constants for the fractal calculation.
It is external since we need to set up the constants when we create a new
fractal as a zoom in. Sets up the width/height of fractal, the delta in each
axis as a real number, and ensures that the starting min/max values for
the figure are set to supply a 1:1 aspect ratio. The step constants are
zeroed to start the fractal anew. Allocates no memory. }
PROCEDURE TFracAppDocument.SetUpConstants;
BEGIN
WITH fFracHeader DO BEGIN
{ Set up the iterations by calculating up the step constants, and the
edges of the view area in pixels. }
plotWidth := (calcRect.Right - calcRect.Left);
plotHeight := (calcRect.Bottom - calcRect.Top);
deltaP := (realMax-realMin)/(plotWidth-1);
deltaQ := (imagMax-imagMin)/(plotHeight-1);
{ Force aspect ratio 1:1, making delta smallest of two. This effectively grows
one side or the other out, like rMax/iMax becoming bigger number. }
IF deltaP > deltaQ THEN BEGIN
deltaQ := deltaP;
imagMax := deltaQ * (plotHeight-1) + imagMin; { new maximum for q }
END { grow the q side }
ELSE BEGIN
deltaP := deltaQ;
realMax := deltaP * (plotWidth-1) + realMin; { new maximum for p }
END; { grow the p side }
{ Now start the counters at zero, as the edge of the area to calc. }
curCol := 0; curRow := 0;
{ And the elapsed time is zero of course, since we are just starting. }
elapsedTime := 0;
END; { WITH fractalDocument }
END; { SetUpConstants }
{ Utility method to build the offscreen gDevice and offscreen Port that is used for
the document data. This happy fellow will allocate huge old hunks of Ram for
the document and set up the initial state of the gDevice with the right color
table and so on. This is done as a utility routine since we don't know in advance
how big the gDevice will be, and we want to make it as big as it was when the
document was saved, reading it from the header. If we are making a new
document, the DoInitialState will call with the screen rectangle. }
PROCEDURE TFracAppDocument.BuildOffWorld (sizeOfDoc: Rect);
VAR oldPerm: Boolean;
dummy: Boolean;
docW, docH: LongInt;
fi: FailInfo;
currDevice: GDHandle;
currPort: GrafPtr;
Erry: OSErr;
{ This is the error handler for when we get errors while making a new document,
typically like running out of memory. Since the Free method for the document
will get called we don't have to chuck the things that normally get killed.
Just set allocation back to normal (for the error message itself), the drawing
environment back to normal and return. }
PROCEDURE DeathBuildOff (error: OSErr; message: LONGINT);
BEGIN
oldPerm := PermAllocation (oldPerm); { Set memory back to previous. }
SetGDevice (currDevice); { Set device back to main, just in case. }
SetPort (currPort);
END;
BEGIN
currDevice := GetGDevice; { save current for error handling. }
GetPort(currPort);
{ The memory used creating the view must be out of permanent memory, it is too
big. Any failure to get it from permanent memory will invoke the error handler. }
oldPerm := PermAllocation (TRUE);
CatchFailures(fi, DeathBuildOff); { any failures, must be cleaned up. }
{ Let's set up the size of the rectangle we are using for the document. }
docW := sizeOfDoc.right - sizeOfDoc.left;
docH := sizeOfDoc.bottom - sizeOfDoc.top;
{ Now try to set up the offscreen bitMap (color). If we fail we have to split,
and we might since we may not have 300K or more (basically a full screen
worth, which is unlikely to be less than 300K) for the pixMap. Each document
on screen will have a full pixMap for it. Allocate a full screen size buffer in
8 bit depth. Also make it into a color port so we can draw into it normally and
use it as a source for CopyBits. Requires 8 bits deep for the number of colors,
and sets up a buffer with that in mind, that is full docRect size with
one byte per pixel as 8 bit mode. This is width x height. 8 bits/byte. }
fBigBuff := NewPtr (docW * docH);
FailMemError; { couldn't get it we die. }
{ OK, now we get wacko. We need to create our own gDevice, since we want to have
an offscreen device. This needs to be done so that we have full control over the
color table used, in order to save full 8 bit documents, even if we aren't in 8 bit
mode when we save. So... We will start by creating a NewGDevice, that will
allocate a temporary ITable, and PixMap with partial colorTable; change the
fields of the device's pixMap to our bitMap, with right size, depth, and rowbytes;
init the fields of that device, including changing the color table to our color
table created from our clut; set that gDevice as the current one; then do the
OpenCPort which will use the current gDevice to make its PixMap and color table;
When we go to draw or save the data in the offscreen buffer,
we need to set the current device so we use our color table, making all the
colors come out right. }
{ Now we need to do the piece to make an offscreen gDevice that is not connected
to the screen. Allocate a new one, with stub pixMap. }
fDrawingDevice := NewGDevice (0, -1); { -1 means unphysical device. }
FailNIL (fDrawingDevice); { If we failed, error out. }
{ Now init all the fields we can in the gDevice Record, since it comes uninitialized. }
HLock ( Handle(fDrawingDevice) );
WITH fDrawingDevice^^ DO BEGIN
gdId := 0; { no ID for search & complement procs }
gdType := clutType; { color table type fer sure. }
{ Get the color table for the offscreen gDevice. This is a copy of the global
color table we created early on. }
DisposCTable (gdPMap^^.pmTable); { kill the stub that is there. }
gdPMap^^.pmTable := gOurColors; { make a copy of our global color table. }
Erry := HandToHand (Handle(gdPMap^^.pmTable)); { and stick it into this gDevice too. }
FailOSErr (Erry); { if not possible, blow out. }
{ build a new iTable for this device, based on the new color table. 3 bit res to
save on memory since we don't need the iTable for our stuff. If we fail here,
we have some dumb error code like -151. This is translated via the ╘errs╒
resource into the ╘there is not enough memory╒ message instead. }
MakeITable (gdPMap^^.pmTable, gdITable, 3);
FailOSErr (QDError); { no memory, we can leave here. }
gdResPref := 3; { preferred resolution in table. }
gdSearchProc := NIL; { no search proc. }
gdCompProc := NIL; { no complement proc. }
{ Set the gdFlags to be: color, ramInit, noDriver, screenActive }
gdFlags := 2**0 + 2**10 + 2**14 + 2**15; { set each bit we need. }
{ Now set up the fields in the offscreen PixMap correctly. }
gdPMap^^.baseAddr := fBigBuff; { The base address is our buffer. }
gdPMap^^.bounds := sizeOfDoc; { bounding rectangle to our device. }
{ one byte per pixel horizontally is rowBytes. + $8000 to make it color port. }
gdPMap^^.rowBytes := docW + $8000;
gdPMap^^.pixelSize := 8;
gdPMap^^.cmpCount := 1;
gdPMap^^.cmpSize := 8;
gdRect := sizeOfDoc; { the bounding rectangle for gDevice, too. }
END; { With fDrawingDevice }
{ Now unlock the gDevice handle since it is in the System Heap. The system
can use it unlocked as well as locked so we try to help avoid fragmentation. }
HUnLock ( Handle(fDrawingDevice) );
{ Yow, that was rough. Now we have a fully initialized gDevice offscreen with its
own colortable. All color mapping should be done using that color table, and the
drawing we do to it should make the saved pictures save that color table too.
Set to our new device so we OpenCPort with all new parameters. }
SetGDevice (fDrawingDevice);
{ After all of that, we have a gDevice which is complete. It has the color table we want
associated with it, from the clut, it has the right portBits.baseAddr and the right
size. It is complete, except that we can't draw into it using normal calls. We thus
need to make a port that we can use. We have set the gDevice to be the one we just
created, and when we OpenCPort we will get a copy of the fields we just set up in
our new gDevice. The port is simply an interface into our gDevice for drawing.
Allocate a port record on the heap as a pointer. We get the Port record out of
permanent memory, but the actual opening of the port must use all the memory
available to avoid blowing up (system error). QuickDraw is very unfriendly.
After it lives, we need to be sure we still have memory reserve, and if not, we
exit, killing this document. }
fDrawingPort := CGrafPtr( NewPtr (SizeOf (CGrafPort)) ); { address of C Port record. }
FailNil (fDrawingPort); { didn╒t get it, means we die. }
{ Now the world is created, put memory allocation back to temporary, so that the
QD pieces can come out of temp memory as well. No more permanent blocks are
allocated by us, except for the port, which cannot fail or we die. }
dummy := PermAllocation (FALSE);
OpenCPort (fDrawingPort); { make a new port offscreen. }
FailNoReserve; { Make reserve, die if we can╒t }
{ QuickDraw is most obnoxious about making a port that is bigger than the screen,
so we need to modify the visRgn to make it as big as our full page document. It is
OK to change this ports visRgn since we own it offscreen. This is in case we
are opening a document made on a different computer with a bigger screen. }
RectRgn(fDrawingPort^.visRgn, sizeOfDoc);
{ Go whap on the other pieces of the port record to set it up to be offscreen. }
fDrawingPort^.portRect := sizeOfDoc;
{ OK, we have a nice new color port that is offscreen. It has a fancy color table that
came from the clut that will be used for the owning window. It is 8 bits deep,
has 256 colors in its color table and has a rect the size passed in. It has no
pieces that are related to the main gDevice, so we shouldn't alter that by drawing
in this port. }
{ Clear the error handler chain, we don't make any more dangerous requests. }
Success (fi);
{ Set the memory allocation to what we started with. }
oldPerm := PermAllocation (oldPerm);
{ Now we have the offscreen PixMap, we need to initialize it to white. }
SetPort (GrafPtr(fDrawingPort));
EraseRect (sizeOfDoc); { clear the bits. }
{ We are done drawing and stuff for now, so set the gDevice back to where it was. }
SetGDevice (currDevice);
SetPort (currPort);
END; { BuildOffWorld }
{ Init for the FracAppDocument itself. This sets up the Document object. }
PROCEDURE TFracAppDocument.IFracAppDocument;
VAR dummyTime: LongInt; { for picky compiler }
BEGIN
{ Set up failure mechanism in case IDocument fails}
IDocument(kFileType, kSignature, kUsesDataFork,
NOT kUsesRsrcFork, NOT kDataOpen, NOT kRsrcOpen);
{ Set the time in our starting time variable in case we are still calculating.
Temp var is to make the picky compiler not get worried about the var
parameter. This routine can't move memory anyway, but it won't allow
this use. }
GetDateTime (dummyTime);
fStartTime := dummyTime;
fBigBuff := NIL;
fDrawingPort := NIL; { set up in case we fail in here. }
fDrawingDevice := NIL;
END; { TFracAppDocument.IFracAppDocument }
{ Does the work for a New operation, where we start with a new fractal
that doesn't have any stored data. This is to set up the view with no
data and set up the fractal coordinates to the default. It will use the size
of the main screen to make a new document, and create the offscreen
world to match. If the global variable of gRealMin and gRealMax are both
nonzero, then we want to use the global state being passed us by the
New Fractal handler. This is for the zoom in. }
PROCEDURE TFracAppDocument.DoInitialState; OVERRIDE;
BEGIN
WITH fFracHeader DO BEGIN
{ Start by filling in the fields that never change. }
fType := kSignature; { creator of these documents. }
hdrId := INTEGER ('FA'); { ID of the file, different from other PICT files. }
version := 1; { version 1 files. 0 was old MandibleJug docs. }
done := FALSE; { not done, starting brand new document. }
{ We start from scratch. This is the standard set of coordinates to start
the default Mandelbrot set.
Set up the coordinates to do, saving state in header vars. }
realMin := -2.5; realMax := 1.5;
imagMin := -1.5; imagMax := 1.5;
{ If we are supposed to do a zoom in, use those numbers instead. }
IF (gRealMin <> 0) AND (gRealMax <> 0) THEN BEGIN
realMin := gRealMin; realMax := gRealMax;
imagMin := gImagMin; imagMax := gImagMax;
END;
{ Set the fractal rectangle to be the full screen size. }
calcRect := ScreenBits.bounds;
END; { With FracHeader }
{ Clear the state of the globals so any new documents will not be zoom in types. }
gRealMin := 0; gRealMax := 0;
{ Build the initial state of the document offscreen gDevice & port }
BuildOffWorld (fFracHeader.calcRect);
{ Set up the rest of the constants that are used in the fractal, including
the deltas in each axis and the step constants for stepping through
each point in the fractal plane. }
SetUpConstants;
END; { TFracAppDocument.DoInitialState }
PROCEDURE TFracAppDocument.DoMakeViews(forPrinting: BOOLEAN); OVERRIDE;
VAR aFracAppView: TFracAppView;
BEGIN
{ Create a new view (failing if we can't), get a rectangle with
the appropriate extent, and initialize the view. }
New(aFracAppView);
FailNil(aFracAppView);
{ Initialize the view for use as a drawing environment. }
aFracAppView.IFracAppView (SELF, fFracHeader.calcRect);
{save a reference to the view in a TFracAppDocument field, for use
by DoMakeWindows}
fFracAppView := aFracAppView;
END; { TFracAppDocument.DoMakeViews }
PROCEDURE TFracAppDocument.DoMakeWindows; OVERRIDE;
VAR aWindow: TWindow;
BEGIN
{ Gets window definition from resource file; the window is to have both horizontal
and vertical scrollbars, and is to have my 'fFracAppView' installed in it;
NewSimpleWindow will exit via the failure mechanism if allocation fails.
There is a palette associated with this window by Resource Id, so it will
automatically get used when the window is created. }
aWindow := NewSimpleWindow(kFracAppWindowID, NOT kDialogWindow,
kWantHScrollBar, kWantVScrollBar, fFracAppView);
SimpleStagger(aWindow, kStaggerAmount, kStaggerAmount, gStaggerCount);
END; { TFracAppDocument.DoMakeWindows }
{ This routine will size the current image as it goes to the disk. It won't actually
save any data or anything, but will merely watch the bytes go by keeping track
of how many go by. The size is used by DoNeedDiskSpace. }
PROCEDURE PictSizer (dPointer: Ptr; nextHunk: Integer);
BEGIN
gPictSize := gPictSize + nextHunk;
END;
{ Routine to find out how much disk space will be required to save the data.
This does not call the Inherited DoNeedDiskSpace since we don't support
printing info here. The routine will replace the PutPicProc of the port
with our PictSizer routine. When the picture is created here, no bytes
will actually be allocated or saved, we will just watch it go by and
save off the size in the global variable. That value is returned
as the expected document size. }
PROCEDURE TFracAppDocument.DoNeedDiskSpace(VAR dataForkBytes,
rsrcForkBytes: LONGINT); OVERRIDE;
VAR picPort: GrafPtr;
currDevice: GDHandle;
currPort: GrafPtr;
newGrafs: CQDProcs;
oldProcs: QDProcsPtr; { bug in include files, CGrafPort has QDProcs *** }
BEGIN
{ Create a picture Item itself, by opening the picture and doing the CopyBits
operation to the same port. That picture will then be packed using the
normal packing operation of the Mac. That block is then the data to be
written to the file. }
currDevice := GetGDevice; { save off current one. }
GetPort (currPort);
SetGDevice (fDrawingDevice); { set to ours for drawing in it. }
picPort := GrafPtr (fDrawingPort); { the pointer to our port. }
SetPort (picPort); { set there to do pict saving. }
{ Save the pointer to the current CGrafProcs }
oldProcs := thePort^.grafProcs;
{ Set our GrafProc record up to have the standard pieces. }
SetStdCProcs(newGrafs);
{ Change the port to use those GrafProcs instead. }
thePort^.grafProcs := @newGrafs;
{ We are in our offscreen port. Change the GrafProc pointer for picture saving. }
newGrafs.putPicProc := @PictSizer;
{ Init the size of the pict we are going to save. Start with picture header. }
gPictSize := SIZEOF (Picture);
{ The current gDevice is our offscreen device. Now go ahead and open the picture
and build it in RAM. We would have done this by slices before, but the newer
systems have a patch for playing back pictures that minimize the RAM hit, so
we don't have to worry about the full screen CopyBits here. }
WITH picPort^ DO BEGIN
gPictHandle := OpenPicture (portRect);
{ copy all of the image to itself, in an open picture it saves the bits. }
CopyBits (portBits, portBits, portRect, portRect, srcCopy, NIL);
ClosePicture; { the picture is created, and packed. }
END; { with picPort^ }
{ Done saving the size of the picture itself. Now set the GrafProcs back to normal. }
thePort^.grafProcs := oldProcs;
{ Dispose the pict handle, we didn't actually make anything there. }
KillPicture (gPictHandle);
gPictHandle := NIL;
{ Set the drawing device back where it belongs, in case of error, we get right device. }
SetGDevice (currDevice); { set back to system for normal. }
SetPort (currPort);
{ The picture has been sized. Now add that in to the total size the file will use on
disk, include the header for the file, plus the number of bytes in actual PICT. }
dataForkBytes := dataForkBytes + gPictSize + kPICTHeaderSize;
END; { DoNeedDiskSpace }
{ This routine will save the current image as it is created. As the data requests
go by that data will be written to the file. The data is being created by the
OpenPicture/CopyBits in DoWrite, this is the bottleneck for that operation.
Any errors found while doing this will make us skip any further requests
to write data to the disk. No memory is allocated. Communication with
DoWrite is done through globals, since bottlenecks must be at the main
level. The bottleneck must also keep track of how many bytes are written,
so that the header on the picture can be fixed up to be correct. This must
be done to avoid creating bogus pictures. The picSize field of the handle
must be updated continuously so that when the picture is done, the ClosePicture
can create a valid picture. The check for the NIL handle is to handle the
problem of when the OpenPicture is called. The proc gets called before
the handle is valid. Be very careful of these bottleneck things, it is
easy to run into problems that are very hard to figure out. QuickDraw
has no facilities to give you info when things go wrong so it makes it
a bit tougher. }
PROCEDURE PictWriter (dPointer: Ptr; nextHunk: Integer);
VAR longHunk: LongInt;
BEGIN
IF gPictError = noErr THEN BEGIN
longHunk := nextHunk;
gPictError := FSWrite(gPictRefNum, longHunk, dPointer);
gPictSize := gPictSize + longHunk;
IF gPictHandle <> NIL THEN gPictHandle^^.picSize := LoWord (gPictSize);
END;
END;
{ Write the data calculated into the document to the file. This will make it a real
PICT file. It writes the header first, then the PICT data. This is so that it
will still be a normal PICT file and can be used by other programs.
The file will be saved using QuickDraw Bottlenecks for the PutPicProc.
As the data requests go by, they will be written to the file, using the
PictWriter routine. }
PROCEDURE TFracAppDocument.DoWrite(aRefNum: INTEGER; makingCopy: BOOLEAN);
OVERRIDE;
VAR recSize: LongInt;
fi: FailInfo;
picPort: GrafPtr;
currDevice: GDHandle;
currPort: GrafPtr;
newGrafs: CQDProcs;
oldProcs: QDProcsPtr; { bug in include files, CGrafPort has QDProcs *** }
PROCEDURE DeathWrite (error: OSErr; message: LONGINT);
BEGIN
IF gPictHandle <> NIL THEN KillPicture (gPictHandle);
gPictHandle := NIL;
thePort^.grafProcs := oldProcs;
SetGDevice (currDevice); { set back to system for normal. }
SetPort (currPort);
END;
BEGIN
{ We have legit data in our document, set the mark in the file to be at the front. }
FailOSErr ( SetFPos (aRefNum, fsFromStart, 0) );
{ Write the FracHeader to the file, it includes the pertinent details about
the fractal including the global state for it. }
recSize := SIZEOF (FracRecord); { our header on fractal files. }
FailOSErr ( FSWrite (aRefNum, recSize, @fFracHeader) );
{ Now we need to write the picture data itself out to the file, after we set the
mark to be after the entire header. Make sure the file is that big before we do it.
Included in this set is the header of the picture itself, the 10 bytes that
include the rectangle. Those bytes will be updated after the picture is
written. }
FailOSErr ( SetEOF (aRefNum, kPICTHeaderSize+SIZEOF (Picture) ) );
FailOSErr ( SetFPos (aRefNum, fsFromStart, kPICTHeaderSize+SIZEOF (Picture) ) );
{ The file is all set up to go. We now want to replace the QuickDraw bottleneck
and create the actual Picture data. }
currDevice := GetGDevice; { save off current one. }
GetPort (currPort);
{ If the write of the picture header fails, we want to dispose the handle allocated. }
CatchFailures(fi, DeathWrite);
{ Move over to the offscreen port/device. }
SetGDevice (fDrawingDevice); { set to ours for drawing in it. }
picPort := GrafPtr (fDrawingPort); { the pointer to our port. }
SetPort (picPort); { set there to do pict saving. }
{ Save the pointer to the current CGrafProcs }
oldProcs := thePort^.grafProcs;
{ Set our GrafProc record up to have the standard pieces. }
SetStdCProcs(newGrafs);
{ Change the port to use those GrafProcs instead. }
thePort^.grafProcs := @newGrafs;
{ We are in our offscreen port. Change the GrafProc pointer for picture saving. }
newGrafs.putPicProc := @PictWriter;
{ Tell PictWriter what file to write to, and start the pic size including the
picture header. Start all the pieces off the right way. }
gPictRefNum := aRefNum;
gPictSize := SIZEOF(Picture);
gPictError := noErr;
gPictHandle := NIL;
{ Actually open the picture and do the CopyBits in order to process the picture.
The data will be written by PictWriter as it is called by QuickDraw. }
WITH picPort^ DO BEGIN
gPictHandle := OpenPicture (portRect);
ClipRect(portRect); { Make it a happier picture. }
{ copy all of the image to itself, in an open picture it saves the bits. }
CopyBits (portBits, portBits, portRect, portRect, srcCopy, NIL);
ClosePicture; { the picture is created, and packed. }
END; { with picPort^ }
{ Now check for errors during the write operation. The gPictError field will be
nonzero if we failed during the operation. }
FailOSErr (gPictError);
{ Move back to front of file and write the valid picture info to file. }
FailOSErr ( SetFPos (aRefNum, fsFromStart, kPICTHeaderSize) );
recSize := SIZEOF(Picture);
FailOSErr (FSWrite(aRefNum, recSize, Ptr(gPictHandle^)));
{ Done saving the data of the picture itself. Now set the GrafProcs back to normal. }
thePort^.grafProcs := oldProcs;
{ Dispose the pict handle, we didn't actually make anything there. }
KillPicture (gPictHandle);
gPictHandle := NIL;
{ Set the drawing device back where it belongs, in case of error, we get right device. }
SetGDevice (currDevice); { set back to system for normal. }
SetPort (currPort);
{ If we lived through it, clear error handler. }
Success (fi);
END; { TFracAppDocument.DoWrite }
{ The bottleneck routine to read the picture from the disk. This will read the
data required, and pass it along to the unpacker. This makes it possible to
avoid using any RAM for the actual reading part, as it is being played back
into the offscreen device. Error handling is somewhat tricky, since we
need to force the picture to finish, and there isn't a really good way to
do this. The desired attempt here is to pass back a picture is finished
opcode ($00FF) so we can get back to our code to handle the error. This is
better than no error recovery, but is not guaranteed to work. }
PROCEDURE PictReader (dPointer: Ptr; nextHunk: Integer);
VAR longHunk: LongInt;
I: Integer;
BEGIN
IF gPictError = noErr THEN BEGIN
longHunk := nextHunk;
gPictError := FSRead(gPictRefNum, longHunk, dPointer);
END
ELSE { handle the error situation by passing back $00FF as the data.? }
FOR I := 1 to nextHunk DO BEGIN
IF ODD (I) THEN dPointer^ := $00
ELSE dPointer^ := $FF;
dPointer := PTR (ORD4(dPointer) + 1);
END;
END;
{ Routine to read the data from the data fork of the file into our document so it
can be displayed. The quickdraw bottleneck will be replaced with the
PictReader routine, making it read the data from the disk as the picture
requests more data. This obviates the need for an extra handle that is
used to play back the picture. This is done since that extra handle can
be on the order of 100K, memory we may not have available. }
PROCEDURE TFracAppDocument.DoRead(aRefNum: INTEGER; rsrcExists,
forPrinting: BOOLEAN); OVERRIDE;
VAR recSize: LongInt;
fi: FailInfo;
currDevice: GDHandle;
currPort: GrafPtr;
newGrafs: CQDProcs;
oldProcs: QDProcsPtr; { bug in include files, CGrafPort has QDProcs *** }
PROCEDURE DeathRead (error: OSErr; message: LONGINT);
BEGIN
IF gPictHandle <> NIL THEN KillPicture (gPictHandle);
gPictHandle := NIL;
END;
BEGIN
{ The file is open already, we just have to read the data out of it. The first thing
to read is the header we use to describe a fractal. If we get an error
here we need to split since we should always have at least a header. The fractal
header is the global state for the document. We just read it into the record
and use it from there. }
FailOSErr ( SetFPos (aRefNum, fsFromStart, 0) ); { starts at first byte of file. }
recSize := SIZEOF (FracRecord); { size of header on fractal files. }
FailOSErr ( FSRead (aRefNum, recSize, @fFracHeader) );
{ We have the header for the PICT file. Now we need to be sure that it is a fractal
document, and not something we can't use. Check the header to be sure, and if
not right, error out with a good alert message (using a standard MacApp errcode). }
IF fFracHeader.fType <> kSignature THEN FailOSErr (errNotMyType);
{ We have the data from the header, go ahead and set up an offscreen world for this
document, using the header rectangle. }
BuildOffWorld (fFracHeader.calcRect);
{ Make sure the file position is right at the start of the picture in the file. }
FailOSErr ( SetFPos (aRefNum, fsFromStart, kPICTHeaderSize) );
{ Allocate a small handle that will be used as the Pict handle for drawing from
the disk. This is just the picture header. }
gPictHandle := PicHandle (NewHandle (SIZEOF(Picture)));
FailNil (gPictHandle);
{ If the read of the picture header fails, we want to dispose the handle allocated. }
CatchFailures(fi, DeathRead);
{ Tell PictReader what file to read from. }
gPictRefNum := aRefNum;
gPictError := noErr;
{ Now fill in the picture header itself, using the data from the disk. }
recSize := SIZEOF(Picture);
gPictError := FSRead(aRefNum, recSize, Ptr (gPictHandle^));
FailOSErr (gPictError);
{ That is the only call we can╒t recover from immediately, the rest of the
routine is not easy to recover from, so we won╒t go through DeathRead. }
Success (fi);
{ The file position is right at the beginning of the picture data, so we can just
install the bottleneck and call DrawPicture to fill our offscreen gDevice
with the data that was saved. Set to that port and gDevice for playback. }
currDevice := GetGDevice; { save current to get back. }
GetPort (currPort);
SetGDevice (fDrawingDevice);
SetPort (GrafPtr(fDrawingPort));
{ Save the pointer to the current CGrafProcs }
oldProcs := thePort^.grafProcs;
{ Set our GrafProc record up to have the standard pieces. }
SetStdCProcs(newGrafs);
{ Change the port to use those GrafProcs instead. }
thePort^.grafProcs := @newGrafs;
{ We are in our offscreen port. Change the GrafProc pointer for picture reading. }
newGrafs.getPicProc := @PictReader;
{ Now we have the buffer and the offscreen port. We can draw the picture that
will be read out of the file into this port in order to init the port for later use in
updating the window. We are already set to draw in the offscreen port. Do the
DrawPicture to have PictReader read the data out of the file while it is being
played into the offscreen Port. }
DrawPicture(gPictHandle, gPictHandle^^.picFrame);
{ Done reading the data of the picture itself. Now set the GrafProcs back to normal. }
thePort^.grafProcs := oldProcs;
{ Bag the handle we made for playing back the picture. }
KillPicture (gPictHandle);
gPictHandle := NIL;
{ Set back to the normal drawing environment. }
SetGDevice (currDevice);
SetPort (currPort);
{ If we had an error while reading the data, we must error out. }
FailOSErr (gPictError);
END; { TFracAppDocument.DoRead }
{ This is typically used in a Revert case which is not really meaningful here, but
the structure is the same so we use it anyway. Frees the data associated with
a document, that is strictly program data, not MacApp data. }
PROCEDURE TFracAppDocument.FreeData; OVERRIDE;
BEGIN
{ Kill the bits for the offscreen bitMap if they were allocated. }
IF fBigBuff <> NIL THEN DisposPtr (fBigBuff);
{ Close the port: remove from portList, kill visRgn and clipRgn, kill the penPixPat
and fill PixPat and back PixPat, kill PixMap handle, kill grafVars handle. }
IF fDrawingPort <> NIL THEN BEGIN
CloseCPort (fDrawingPort);
DisposPtr (Ptr (fDrawingPort) );
END;
{ DisposGDevice does: kills the ITable, kills Cursor expanded data and mask if
nonzero, calls DisposPixMap if gdPMap is nonzero, then disposes the gDevice
handle itself. DisposPixMap kills the colorTable and the pixMap record. }
IF fDrawingDevice <> NIL THEN DisposGDevice (fDrawingDevice);
END; { TFracAppDocument.FreeData }
{ Free method for the documents themselves. We need to override so that we
can throw away the data object that was read in from the disk if it exists.
Also chuck the gDevice and port used for the document data. }
PROCEDURE TFracAppDocument.Free; OVERRIDE;
BEGIN
FreeData;
INHERITED Free;
END; { TFracAppDocument.Free }
{ The procedure to do the idle time processing in the document. This will do the
entire fractal calculation so as to be able to do it in the background. It
does it one pixel at a time to avoid any hit on performance for the
foreground application. This is called in response to the DoIdle for the
application. The fIdlePriority is not set for this method, so it won't get
time except when the application calls specifically. It is done this way
since otherwise the target chain would need to have each document in
the list, which is not desireable for other event handling. Notably the
time keeper in here is not too accurate. Each pixel takes less than a
tick to calculate, making it a bit tougher. A way to make it more
accurate would be to figure out the maximum time for a full black
document, and divide by the number of pixels in the screen and the
number of loops. That number (in microseconds) could be added each
time through the calculation loop to give a more accurate timestamp.
This would be wrong if the clock changes, so perhaps it should use the
low memory TimeDBRA value as units instead.
This is left as an exercise for the reader. }
PROCEDURE TFracAppDocument.CalcCity;
CONST M = 100; { this decides what 'infinity' is. If value less than this, loop. }
K = kNumColors; { number of colors to choose from. Also iterations times. This
is 195 to match the clut created for it. }
BlackPen = 255; { entry in our modified color table for black. }
VAR currTime: LongInt; { temp var for time check. }
x,y,x1,y1: Extended; { for interim values of current point. }
Po,Qo: Extended;
kol: Integer; { color we are currently on. }
r: Extended; { 'distance' from root. }
currDevice: GDHandle; { current gDevice handle, so we can get back there. }
currPort: GrafPtr;
drawRect: Rect; { for updating the screen as we calculate. }
BEGIN
{ Calculate the fractal as we go. Do next pixel here, based on the state saved
in the document object. When done, the variables are updated to go to the
next location to do. It sets the pixel in the offscreen port to be whatever
we calculate it to be. The buffer will be copied to the screen at update time.
The global state is saved in the FracHeader record in the document object.
That state is saved across the use of a document, so it will always be right. }
{ If we are done, or not started, we can split. }
IF fFracHeader.done THEN Exit(CalcCity);
currDevice := GetGDevice; { save off current one. }
GetPort (currPort);
SetGDevice (fDrawingDevice); { set to ours for drawing in it. }
SetPort (GrafPtr(fDrawingPort)); { draw in offscreen guy. }
{ Now do the calculation to determine the color of the pixel at the
current location. Uses the header saved state. }
With fFracHeader DO BEGIN
(* x := realMin + curCol * deltaP; { Use these for a Julia set calculation. }
y := imagMin + curRow * deltaQ;
kol := 0;
Po := -0.39054;
Qo := 0.58679;
*)
Po := realMin + curCol * deltaP; { next starting point }
Qo := imagMin + curRow * deltaQ;
kol := 0;
x := 0; { Mandel set starts with 0 always. }
y := 0; { For Julia set you start with previous number. }
END; { With }
REPEAT
{ the following is for y = X^2 + C for imaginary numbers.
pt1 = x + yi, C = Po + Qoi, in pt2 := pt1^2 + C }
x1 := x*x - y*y + Po;
y1 :=2*x*y + Qo;
kol := kol + 1;
x := x1; y := y1;
r := x1*x1 + y1*y1;
UNTIL (r > M) OR (kol > K); { Until 'distance' > our infinity, or out of colors. }
IF kol <= K THEN { r must be > M. }
fDrawingPort^.fgColor := kol { set the color }
ELSE { must be kol > K, ran out of colors. }
fDrawingPort^.fgColor := BlackPen;
{ Move to the pixel we calculated for, then draw the pixel in right color. This
could be done by setting the bytes in pixel map directly, since we own the
PixMap and the buffer. }
MoveTo (fFracHeader.curCol, fFracHeader.curRow);
Line (0,0); { draw that 'pixel' in the right color }
{ up the counters to the next pixel location to do. }
WITH fFracHeader DO BEGIN
curCol := curCol + 1; { up the column count. }
drawRect := thePort^.portRect; { in case we finished a line. }
IF curCol >= plotWidth THEN BEGIN { did we run off end of row? }
{ Have the line just calculated drawn to window. }
drawRect.top := curRow;
drawRect.bottom := curRow+1;
curCol := 0; { start on the next row. }
curRow := curRow + 1; { and up the counter of the next row to do. }
END; { start at next row. }
END; { with fFracHeader }
{ Check if we are done, and if so, set the flag to stop calculations. Set the
elapsed time counter in the header. }
IF fFracHeader.curRow >= fFracHeader.plotHeight THEN BEGIN
fFracHeader.done := TRUE;
GetDateTime(currTime);
fFracHeader.elapsedTime := currTime - fStartTime;
END;
IF NOT EqualRect (thePort^.portRect, drawRect) THEN
fFracAppView.InvalidRect (drawRect);
SetGDevice (currDevice); { set back to main for normal drawing. }
SetPort (currPort);
{ Now we have changed another point in the document. We need to mark it as
changed so we can save the document. }
fChangeCount := fChangeCount + 1;
END; { TFracAppDocument.DoIdle }
{------------------------------- View -------------------------------}
{ Initialize the view, basically set up the view object and clear the selection. }
PROCEDURE TFracAppView.IFracAppView (itsDocument: TFracAppDocument;
sizeOfView: Rect);
BEGIN
fSelectionRect := gZeroRect; { no selection to start with. }
fFracAppDocument := itsDocument; { save off parent document for convenience. }
{ This view will be the full size of the screen since we have an offscreen
bitMap as the view. This will be clipped to fit the frame of the window.
There is no parent view, and the horizontal and vertical are fixed. The
selection is to be shown, and is initially off. }
IView(NIL, itsDocument, sizeOfView, sizeFixed, sizeFixed, TRUE, hlOff);
END; { TFracAppView.IFracAppView }
{ We are going to map our full blown fractal into a sub universe with lesser
colors. We need to do a linear map of the indices we get to whatever
is in the color table. This will make zebra fractals. This mapping
is only done for devices that don╒t have enough colors to handle our
normal fractals. }
FUNCTION SearchLips(VAR RGB: RGBColor; VAR result: LongInt) : Boolean;
VAR I: Integer;
theIndex: Integer;
BEGIN
SearchLips := True; { always say we hit. }
{ Start the map by finding the input color in the offscreen color table. Using
the global color table makes it easy to get the right colors. }
FOR I := 0 to gOurColors^^.ctSize DO
IF (gOurColors^^.ctTable[I].rgb.red = RGB.red) &
(gOurColors^^.ctTable [I].rgb.green = RGB.green) &
(gOurColors^^.ctTable [I].rgb.blue = RGB.blue) THEN BEGIN
theIndex := I;
Leave; { Skip out of the loop, we found it. }
END; { Found index in offscreen table that is the input color. }
{ Now theIndex has the index value corresponding to the color we are trying to
match. Perform the MOD operation on it to get into the range needed for
the current gDevice. (If you do a DIV instead, you will get a picture without
bands, but with the available colors mapped across the range nicely instead.
Multiple bands will be one color.)
This MOD uses ctSize+1 since ctSize is a zero-based number, and the MOD
needs to be for the number of actual colors available. }
result := theIndex MOD (GetGDevice^^.gdPMap^^.pmTable^^.ctSize+1);
END; { SearchLips }
{ Our routine to do the drawing of the fractal. This is the display routine
to take the data out of the offscreen buffer and whip it up to the window,
as the current view. The fractal is full screen size, clips without
scaling into the window. It draws to any device connected to the machine
and uses fast updates or search procs where needed, for the enough colors
or not enough colors cases. }
PROCEDURE TFracAppView.Draw(area: Rect); OVERRIDE;
PROCEDURE SetUp (curGar: TGarDevice);
BEGIN
curGar.SetUpColorMap;
END;
PROCEDURE Remove (curGar: TGarDevice);
BEGIN
curGar.RemoveColorMap;
END;
BEGIN
{ Make the ctSeed of both the source gDevice and destination match so there is no
remapping of the colors that we are using. The colors are close enough together
that even 5 bit resolution provided for the mapping procedure is not sufficient.
The primary reason to do this is to make the blitting faster, since no color
mapping is done. This gives the fastest updates possible, since color quickdraw
does no color mapping, it just moves bytes. This will only work properly if we
have enough colors to do it. If we don╒t have enough, we will set up the color
search procs to do the mapping required. We will also watch the ctSeed of the
device to see if we need to set our colors. If the ctSeed changes, the color
table changed, so we need to reset our colors useage. In order to do this for
each gDevice we will use our TList to make it easy. We also save the current
seed for each device before we update to them, then restore that seed after
the drawing. This makes the drawing fast still, but is a more mellow use of the
ctSeeds. }
gGarList.Each (SetUp);
CopyBits ( GrafPtr(fFracAppDocument.fDrawingPort)^.portBits,
thePort^.portBits, area, area, srcCopy, Nil);
gGarList.Each (Remove);
END; { TFracAppView.Draw }
{ Handle the menu choice for New Fractal out of the Fractal Menu. This makes a new
Fractal based on the current selection. It does it by calling on the application
object to make a new document. The communication to the DoInitialState is
through the global variables. }
FUNCTION TFracAppView.DoMenuCommand(aCmdNumber: CmdNumber): TCommand; OVERRIDE;
VAR oldDeltaP,
oldDeltaQ,
oldRealMin,
oldImagMin: Extended; { for figuring new fractal area. }
BEGIN
{ Assume that we have no command to return, since none of our commands currently
change the document. }
DoMenuCommand := gNoChanges; { no command object returned. }
{ Case off on the various menus. Currently we have the new fractal item.
Any out of that list are handled by Mr. MacApp and we pass it on. }
CASE aCmdNumber OF
kNewFractal:
{ If the option chosen was the New Fractal item, then we need to start
up a fresh one based on the selection rectangle. This new fractal is
based on parts of the old one, since it is
a zoom in operation. We make a new document/window/view
as if it were a New operation. We then change the fields we need to in
that document to make it start calculating based on the selection from
the current view. }
BEGIN
{ Make a new document and initialize it to the base state. If we fail in
opening it, we won't return here, the failure handler will kill it. We
have nothing else to dispose of, so we don't make a CatchSignals here.
This will come out of permanent memory. The aCmdNumber is so that
the new document knows it came from a zoom in operation. Since this
is somewhat funky, we communicate to the other part of the program
with the global variables. If nonzero, the code that makes a
new document will know to use these numbers in order to do the zoom.
This is less than completely desireable, but there are no good places
to override in order to get both the selection rectangle and the new
document objects. }
{ The basic fractal has been set up. We now need to change the calculation
area based on the current selection, in order to effect the zoom in. }
WITH fFracAppDocument.fFracHeader DO BEGIN
oldDeltaP := deltaP; { from SELF, the old document. }
oldDeltaQ := deltaQ;
oldRealMin := realMin;
oldImagMin := imagMin;
END;
{ calculate new min/max for real and imaginary parts based on how far
into the old fractal plane we were. This is an extended calculation
since our plane is in extendeds. We get the new locations of min and
max, and save them off. We reset the deltaP or Q with SetUpConstants,
in order to force a 1:1 ratio, but we need all sides to determine
which one to force. }
gRealMin := oldRealMin + oldDeltaP * fSelectionRect.left;
gImagMin := oldImagMin + oldDeltaQ * fSelectionRect.top;
gRealMax := oldRealMin + oldDeltaP * fSelectionRect.right;
gImagMax := oldImagMin + oldDeltaQ * fSelectionRect.bottom;
gApplication.OpenNew (aCmdNumber);
END;
OTHERWISE
DoMenuCommand := INHERITED DoMenuCommand (aCmdNumber); { next guy in chain. }
END; { CASE on aCmdNumber }
END; { TFracAppView.DoMenuCommand }
{ Set up the New Fractal menus choice in Fractal Menu, based on selection. }
PROCEDURE TFracAppView.DoSetupMenus; OVERRIDE;
BEGIN
INHERITED DoSetupMenus; { Do mainline stuff first. }
{ If we have a non-zero selection, then we can enable the menu item to use
it as the new fractal dimensions for this document. }
Enable (kNewFractal, NOT EmptyRect (fSelectionRect));
END; { TFracAppView.DoSetupMenus }
{ The way to handle mouse events in the content region of the view. This will
pass back the command object to handle tracking the mouse and creating a
new selection in preparation for making a new fractal. }
FUNCTION TFracAppView.DoMouseCommand(VAR downLocalPoint: Point;
VAR info: EventInfo; VAR hysteresis: Point): TCommand; OVERRIDE;
VAR tracker: TAreaSelector;
BEGIN
New(tracker); { make a new command object. }
FailNIL(tracker); { no memory, trash out. }
tracker.IAreaSelector(SELF, downLocalPoint); { Initialize the command object. }
DoMouseCommand := tracker; { return it for later use. }
END; { TFracAppView.DoMouseCommand }
{ Highlight the current selection rectangle if there is one. This is drawn in scrCopy
mode to make it stand out better when it is a final selection. XOR is used for
the rubberband, until mouseUp. }
PROCEDURE TFracAppView.DoHighLightSelection(fromHL, toHL: HLState); OVERRIDE;
VAR selPatHandle: PatHandle;
BEGIN
IF toHL = hlOn THEN BEGIN
selPatHandle := GetPattern(kSelPattern); { get the pattern we use. }
IF selPatHandle <> NIL THEN { If pattern available, use it. }
PenPat (selPatHandle^^); { set pen pattern to our selection kind. }
PenMode(srcCopy); { copy mode on pattern selection. }
{ We have a selection, so go ahead and draw the selection rectangle. }
FrameRect (fSelectionRect); { outline the frame of selection. }
END; { highlight turned on. }
{ Turning off the highlight, we need to remove the traces of the selection.
To do this, redraw that rectangle. }
IF toHL = hlOff THEN Draw (fSelectionRect); { ReDraw it to clear selection. }
END; { TFracAppView.DoHighlightSelection }
{------------------------------- Command -------------------------------}
{ Initialize the selector object itself. Sets up the normal fields. }
PROCEDURE TAreaSelector.IAreaSelector(ownerView: TFracAppView; startPt: Point);
BEGIN
ICommand(cMouseCommand); { initialize normal parts of command }
fCausesChange := FALSE; { just selection, not changing document. }
fCanUndo := FALSE; { therefore, no Undo of no change. }
fConstrainsMouse := TRUE; { do the constrain to match to screen. }
fOwnerView := ownerView; { save the view for use in tracking. }
END; { TAreaSelector.IAreaSelector }
{ Track the mouse while the button is down. This is overridden so we can leave
the command object as not having changed, ie. so we can pass back the
gNoChanges as the last step since this is not an undoable operation. It
doesn't change the view, so we don't need to DoIt or Commit. }
FUNCTION TAreaSelector.TrackMouse(aTrackPhase: TrackPhase;
VAR anchorPoint, previousPoint, nextPoint: Point;
mouseDidMove: BOOLEAN): TCommand; OVERRIDE;
VAR selPatHandle: PatHandle;
BEGIN
TrackMouse := SELF; { Assume we are not in release phase. }
CASE aTrackPhase OF
trackPress:
BEGIN
fOwnerView.DoHighLightSelection (hlOn, hlOff); { turn off old selection if any. }
fOwnerView.fSelectionRect := gZeroRect; { clear rect, there isn't one. }
END;
trackRelease:
BEGIN
Pt2Rect(anchorPoint, nextPoint, fOwnerView.fSelectionRect);
fOwnerView.DoHighlightSelection (hlOff, hlOn); { leave on selection. }
TrackMouse := gNoChanges;
END;
END; { Case on aTrackPhase }
END; { TAreaSelector.TrackMouse }
{ Track the mouse giving the feedback of a different rectangle kind. This is so
we can use the selection pattern to give a preferred rectangle. The selection
pattern comes out of temporary memory so as to not fail needlessly. }
PROCEDURE TAreaSelector.TrackFeedback(anchorPoint, nextPoint: Point;
turnItOn, mouseDidMove: BOOLEAN); OVERRIDE;
VAR selBoy: Rect;
selPatHandle: PatHandle;
BEGIN
IF mouseDidMove THEN
BEGIN {the pen is already in patXOR mode, black, one wide}
selPatHandle := GetPattern(kSelPattern); { get the pattern we use. }
IF selPatHandle <> NIL THEN { use our pattern if available. }
PenPat (selPatHandle^^); { set pen pattern to our selection kind. }
Pt2Rect(anchorPoint, nextPoint, selBoy);
FrameRect(selBoy);
END;
END; { TAreaSelector.TrackFeedback }
{ Constrain the mouse to a rectangle that is the same proportion as the screen, so
we can make the selection match better without having to guess at the length
or width, or scaling the chosen rect to fit the screen. Small piece chosen will
blow up to fit easily. This will make it easier to choose a selection that
gives a 1:1 aspect ratio. This also chooses which direction the mouse has
moved, deciding which is larger in order to decide the direction to constrain. }
PROCEDURE TAreaSelector.TrackConstrain(anchorPoint, previousPoint: Point;
VAR nextPoint: Point); OVERRIDE;
VAR newWidth, newHeight: LongInt;
mouseRatio, plotRatio: Real;
constrainRect: Rect;
PROCEDURE ChangeWidth;
BEGIN
WITH fOwnerView.fFracAppDocument.fFracHeader DO BEGIN
{ Get the new width as a positive number, a displacement that is constrained. }
newWidth := ABS (nextPoint.v - anchorPoint.v) * plotWidth DIV plotHeight;
{ Decide which quadrant we are in, moving the right direction. }
IF nextPoint.h < anchorPoint.h THEN newWidth := -newWidth;
{ Actually change the final point to pass back. }
nextPoint.h := anchorPoint.h + newWidth; { add offset to get new pt. }
END;
END;
PROCEDURE ChangeHeight;
BEGIN
WITH fOwnerView.fFracAppDocument.fFracHeader DO BEGIN
newHeight := ABS (nextPoint.h - anchorPoint.h) * plotHeight DIV plotWidth;
IF nextPoint.v < anchorPoint.v THEN newHeight := -newHeight;
nextPoint.v := anchorPoint.v + newHeight; { add offset to get new pt. }
END;
END;
PROCEDURE PinPoint; { Pin the rectangle to the edge of the document. }
BEGIN
WITH fOwnerView.fFracAppDocument.fFracHeader DO BEGIN
SetRect(constrainRect, 0, 0, plotWidth, plotHeight);
nextPoint := Point (PinRect(constrainRect, nextPoint));
END;
END;
BEGIN
WITH fOwnerView.fFracAppDocument.fFracHeader DO BEGIN
mouseRatio := ABS ((nextPoint.h - anchorPoint.h)/(nextPoint.v - anchorPoint.v));
plotRatio := plotWidth/plotHeight;
{ The deltaX, deltaY can be thought of as a rect too. If the ratio of sides on
that rect (width/height) is greater than the ratio of width/height of the
plot rectangle, then we need to grow the height of the rect. If it is less,
we need to grow the width. This is a ratio of sides to decide which way
to grow. We grow to make the new rect still touch the mouse position.
It can be thought of as the rectangle being thicker than tall wanting to
grow the tall part in a constrained way, and the corollary for the width. }
IF mouseRatio > plotRatio THEN BEGIN { constrain height to new value. }
ChangeHeight;
PinPoint;
ChangeWidth;
END
ELSE BEGIN { constrain width to new value. }
ChangeWidth;
PinPoint;
ChangeHeight;
END;
END; { With }
END; { TAreaSelector.TrackConstrain }
{------------------------------- GarDevice -------------------------------}
{ A routine to initialize all the GarDevice objects desired for the system. This
takes the info passed in and sets up the GarDevice object the right way. It
also adds it to the gGarList TList. }
PROCEDURE TGarDevice.IGarDevice (OwnerGDevice: GDHandle);
BEGIN
fDevice := OwnerGDevice; { Init the fields to keep track of device. }
fColorTable := NIL;
fOldSeed := 0;
gGarList.InsertLast (SELF); { Add this guy into the TList. }
END;
{ A routine to pound the color table to be ours if there are enough colors available.
This will use the clut resource used for documents to set up the color table to
our nice prechosen set of colors. If there aren't enough colors available to do
the full job, we leave it alone, and let the Palette Manager do his thing. Error
handling here is done in a simple fashion. If we have errors, we leave the
fColorTable = NIL so that we don╒t change the colors. We won╒t pass back
an alert since it would be confusing and we don╒t have a good thing to say.
On the SetEntries and protection, we
don╒t check errors since they can only cause strange colors to be displayed,
not a crash, and it is unclear how to handle errors there without being
too obtuse. }
PROCEDURE TGarDevice.PoundColors;
VAR offColorTable: CTabHandle;
I: Integer;
Erry: OSErr;
currDevice: GDHandle;
LocalColors: CTabHandle;
BEGIN
IF fColorTable <> NIL THEN DisposCTable (fColorTable);
fColorTable := NIL;
LocalColors := fDevice^^.gdPMap^^.pmTable; { for convenient use. }
{ If we have enough colors on this device, we can do our strangeness. }
IF LocalColors^^.ctSize > kNumColors THEN BEGIN
{ Save a copy of the system color table in our object. This table will be used when
we need to restore the color table upon exit. If there aren't enough colors for
our funny business we have the handle to NIL to imply that we didn't change it. }
offColorTable := LocalColors;
Erry := HandToHand (Handle (offColorTable)); { copy it so we don╒t use actual system handle. }
IF Erry <> noErr THEN Exit (PoundColors); { If it couldn╒t be done, exit with NIL. }
fColorTable := offColorTable; { Save it off into the GarDevice object. }
currDevice := GetGDevice; { Save current state. }
{ Set to the current GarDevice }
SetGDevice(fDevice);
{ We now need to set up the color table in the system to be the way we want it,
so we can avoid problems with programs that use the Palette Manager. This
involves reserving all of the colors we use so that they won╒t be used by any
other program (including the Menu Manager for the Apple), and protecting the
entries so they cannot be changed by the Palette Manager or other programs.
Before doing that we need to save the state of the world so we can put it
back when done or switched out. We will use the global color table that
matches all the documents. }
{ SetEntries is zero based, so we actually set kNumColors+1, and so starting
with 0 makes us do the right number of entries. The CSpecArray we have
to pass is also conveniently starting at zero, which is why it is done this way. }
SetEntries(0, kNumColors+kNumPalette, gOurColors^^.ctTable);
For I := 1 to kNumColors DO
ReserveEntry (I, TRUE); { No one should use our animating colors. }
{ We changed the ctSeed now, so we need to save it off, so we know when the
color table has changed for real. }
fOldSeed := LocalColors^^.ctSeed;
{ Set back to where we started from. }
SetGDevice(currDevice);
{ If we changed the main device, redraw the menu bar to make colors right. }
IF fDevice = GetMainDevice THEN DrawMenuBar;
END; { enough colors to make it worthwhile. }
END; { PoundColors }
{ When we leave we need to restore the color table to its pristine form. This is
only done if we have changed the color table to our fancy set of colors. We use
the fColorTable handle as a boolean as well. If it is NIL, we didn't have a
saved color table to restore. This routine will be called for each GarDevice in
the TList. Any errors that are run into here are ignored, since it is too late
to fix them. They will not be catastrophic, and in the worst case will munge
up the colors in the color table as we exit. Since we have the temporary
memory available we should never have any error here in the first place. }
PROCEDURE TGarDevice.UnPoundColors;
VAR I: Integer;
currDevice: GDHandle;
BEGIN
{ If we still have enough colors on this gDevice, we can restore the color table. }
IF fColorTable <> NIL THEN BEGIN
{ Save off the current device state. }
currDevice := GetGDevice;
{ Set us to be on that gDevice. }
SetGDevice(fDevice);
{ Set the color table back to what it was before we came in and took over. This
means setting the colors back to those we started with, and setting the
useage back to normal. }
For I := 1 to kNumColors DO
ReserveEntry (I, FALSE);
{ and reset the color table to the colors that the system was using. }
SetEntries(0, kNumColors+kNumPalette, fColorTable^^.ctTable);
{ Set back to the device we started on. }
SetGDevice(currDevice);
END; { Had some colors to restore. }
END; { UnPoundColors }
{ If there are enough colors on this GarDevice and the check mark was set, we must
rotate them colors around. If this GarDevice has enough colors we do it,
otherwise we skip it. If we have an error while trying to do this, we want to
just skip it, since it is noncritical to the program. If we use the normal
error handler we will end up giving an alert each time this is called which
is too many. In addition, we will use temporary memory for the allocations,
so it is virtually impossible for the memory allocations to fail here. The
memory used is returned at the end of the routine, so it is temporary. }
PROCEDURE TGarDevice.RotateColors;
VAR newCTable: CTabHandle;
lastCSpec: ColorSpec;
I: Integer;
Erry: OSErr;
currDevice: GDHandle;
LocalColors: CTabHandle;
fi: FailInfo;
{ If we had a memory problem during Rotation we need to exit, setting things
back to normal. We also clear the Rotation flag, to avoid being called again.
In order to give a better error message in the alert, we pass our own string
description as the message field. This will look up the STR# in our resource
list to use as the message. }
PROCEDURE DeathRotate (error: OSErr; message: LONGINT);
BEGIN
IF newCTable <> NIL THEN DisposCTable(newCTable);
SetGDevice (currDevice); { Set device back to main, just in case. }
gRotateOn := FALSE; { Turn rotation off. }
Failure (error, kBadRotate); { give the right error string. }
END;
BEGIN
{ Get handle to color table so we don't have to use With statements, but still have
it dereferenced more effectively. }
LocalColors := fDevice^^.gdPMap^^.pmTable;
{ Check the seed for this device and be sure it matches what we have saved.
When the color depth is changed with an FKEY or by some other code behind
our back, we get the chance to rotate the colors around, before we handle
the update event. In any case, for safety, we want to avoid rotating if the
color table has changed since we last looked at it. }
IF fOldSeed <> LocalColors^^.ctSeed THEN Exit (RotateColors);
{ See if we have enough colors on the current device to do, do nothing if not. }
IF LocalColors^^.ctSize > kNumColors THEN BEGIN
currDevice := GetGDevice; { Save current gDevice. }
SetGDevice(fDevice); { Set to our current Gar.}
CatchFailures(fi, DeathRotate); { any failures, must be cleaned up. }
{ Get this device╒s color table and copy it temporarily. If not enough memory
just skip out since it is not catastrophic. }
newCTable := LocalColors; { Handle to this CTable. }
Erry := HandToHand (Handle(newCTable)); { Make copy of it. }
IF Erry <> noErr THEN newCTable := NIL; { on error, we should skip dispose. }
FailOSErr (Erry); { If we had an error, exit. }
{ Move the colors we are going to use down to the zero position so it is easy
to use SetEntries. We are trashing the color table, but it is a copy. }
lastCSpec := newCTable^^.ctTable[1]; { pull first one off. }
BlockMove (@newCTable^^.ctTable[2], @newCTable^^.ctTable[1],
(kNumColors) * SIZEOF (ColorSpec) ); { copy all one entry down. }
newCTable^^.ctTable[kNumColors] := lastCSpec; { put last color back on front. }
{ Change the color table to new position. }
SetEntries (0, kNumColors, newCTable^^.ctTable);
FailOSErr (QDError);
DisposCTable(newCTable);
{ Save the new seed, since we changed it. }
fOldSeed := LocalColors^^.ctSeed;
SetGDevice(currDevice); { Set back to start. }
Success (fi);
END; { enough colors on device to rotate. }
END; { RotateColors }
{ The routine to set up for the CopyBits by changing the color table if needed, and
to make the ctSeeds match for fast updates where possible, and to install the
color search procs on devices where we don't have enough color. Called for
each GarDevice in our TList. Save off the devices' seed value so we can put
it back after our update. }
PROCEDURE TGarDevice.SetUpColorMap;
VAR currDevice: GDHandle;
LocalColors: CTabHandle;
BEGIN
currDevice := GetGDevice; { Save current device. }
SetGDevice (fDevice); { Set to this gDevice. }
LocalColors := fDevice^^.gdPMap^^.pmTable; { Handle to color table. }
{ Check if the color environment changed on this device, and if so, pound
our colors into place there. This handles changes in depth when we are
not switched out (FKEYs). }
IF (fOldSeed <> LocalColors^^.ctSeed) AND NOT gBackGround THEN
PoundColors;
{ During the update process we want to be as fast as possible, so for the
CopyBits we want the ctSeeds to match. This will save the current seed
and restore it when we are done CopyBitsing. }
fDrawSeed := LocalColors^^.ctSeed;
{ If we have enough colors on this device, then make the seeds match so we
have a high speed update. If there isn't enough colors, then set up the search
proc so we get the happy MOD color mapping on this device. If we have enough
colors do the slightly naughty operation of changing the devices' seed to
match all the documents. This is only done in order to make fast updates on
devices that have enough colors. }
IF LocalColors^^.ctSize > kNumColors THEN
LocalColors^^.ctSeed := gOurColors^^.ctSeed
ELSE
AddSearch (@SearchLips); { Add our search proc to that device. }
SetGDevice (currDevice); { Set back to starting device. }
END; { SetUpColorMap }
{ A routine applied to each GarDevice to remove any color search procs we installed,
and restore any seeds we may have changed in order to be speedy. }
PROCEDURE TGarDevice.RemoveColorMap;
VAR currDevice: GDHandle;
BEGIN
currDevice := GetGDevice; { Save current device. }
SetGDevice (fDevice); { Set to this gDevice. }
{ If there were, restore the seed on the device to what color QD wants it to be.
If there were not enough colors on this device, remove the color mapping proc. }
WITH fDevice^^.gdPMap^^.pmTable^^ DO
IF ctSize > kNumColors THEN
ctSeed := fDrawSeed { restore the seed value. }
ELSE
DelSearch (@SearchLips); { Remove our special color mapper. }
SetGDevice (currDevice); { Set back to starting device. }
END; { RemoveColorMap }
{$POP} { Restore the compiler state. }