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1995-02-27
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TABLE OF CONTENTS "GRAPHICS"
----------------------------
Chapter 1 "LOW LEVEL GRAPHICS"
------------------------------
1.1 INTRODUCTION
1.2 CREATE A DISPLAY
1.2.1 GENERAL INFORMATION
1.2.1.1 HOW A MONITOR/TV WORK
1.2.1.2 INTERLACED
1.2.1.3 HIGH AND LOW RESOLUTION
1.2.1.4 PIXELS
1.2.1.5 COLOURS
1.2.2 DISPLAY ELEMENTS
1.2.2.1 RASTER
1.2.2.2 VIEW
1.2.2.3 VIEWPORT
1.2.2.4 BITMAP
1.2.3 CREATE A DISPLAY
1.2.3.1 VIEW
1.2.3.1.1 VIEW STRUCTURE
1.2.3.1.2 PREPARE A VIEW STRUCTURE
1.2.3.2 VIEWPORTS
1.2.3.2.1 VIEWPORT STRUCTURE
1.2.3.2.2 PREPARE A VIEWPORT STRUCTURE
1.2.3.3 COLORMAP
1.2.3.3.1 COLORMAP STRUCTURE
1.2.3.3.2 DECLARE AND INITIALIZE A COLORMAP STRUCTURE
1.2.3.3.3 SET THE RGB VALUES
1.2.3.3.4 DEALLOCATE THE COLOURMAP
1.2.3.4 BITMAP
1.2.3.4.1 BITMAP STRUCTURE
1.2.3.4.2 DECLARE AND INITIALIZE A BITMAP STRUCTURE
1.2.3.4.3 ALLOCATE RASTER
1.2.3.5 RASINFO
1.2.3.5.1 RASINFO STRUCTURE
1.2.3.5.2 DECLARE AND INITIALIZE A RASINFO STRUCTURE
1.2.3.6 MAKEVPORT()
1.2.3.7 MRGCOP()
1.2.3.8 LOADVIEW()
1.2.4 CLOSE A DISPLAY
1.2.5 EXAMPLE
1.3 DRAW
1.3.1 RASTPORT
1.3.1.1 RASTPORT STRUCTURE
1.3.1.2 PREPARE A RASTPORT
1.3.2 DRAWING PENS
1.3.3 DRAWING MODES
1.3.4 PATTERNS
1.3.4.1 LINE PATTERNS
1.3.4.2 AREA PATTERNS
1.3.4.3 MULTICOLOURED PATTERNS
1.3.5 BITPLANE MASK
1.3.6 DRAW SINGLE PIXELS
1.3.7 READ SINGLE PIXELS
1.3.8 POSITION THE CURSOR
1.3.9 TEXT
1.3.10 DRAW SINGLE LINES
1.3.11 DRAW MULTIPLE LINES
1.3.12 DRAW FILLED RECTANGLES
1.3.13 FLOOD FILL
1.3.14 DRAW FILLED AREAS
1.3.14.1 AREAINFO AND TMPRAS STRUCTURES
1.3.14.2 AREAMOVE(), AREADRAW() AND AREAEND()
1.3.14.3 TURN OFF THE OUTLINE FUNCTION
1.3.14.4 EXAMPLE
1.3.15 SET THE RASTER TO A SPECIFIC COLOUR
1.3.16 BLITTER
1.3.16.1 CLEAR RECTANGULAR MEMORY AREAS
1.3.16.2 SCROLL A RECTANGULAR AREA
1.3.16.3 COPY RECTANGULAR AREAS
1.4 FUNCTIONS
1.5 EXAMPLES
Chapter 2 "FONTS"
-----------------
2.1 INTRODUCTION
2.2 FONTS
2.3 ROM FONTS
2.3.1 TEXTATTR STRUCTURE
2.3.2 OPEN ROM FONTS
2.3.3 CLOSE ROM FONTS
2.4 DISK FONTS
2.4.1 DISKFONT LIBRARY
2.4.2 FINDING OUT WHICH FONTS ARE AVAILABLE
2.4.3 OPEN DISK FONTS
2.4.4 CLOSE DISK FONTS
2.5 USE THE NEW FONTS
2.5.1 HIGH LEVEL
2.5.2 LOW LEVEL
2.2.2 PRINT TEXT
2.6 STYLES
2.7 CREATING YOUR OWN FONTS
2.7.1 TEXTFONT STRUCTURE
2.7.2 FONT (CHARACTER) DATA
2.7.3 CHARACTER LOCATION
2.7.4 CHARACTER SPACE
2.7.5 CHARACTER KERNING
2.7.6 OUR OWN FONT EXAMPLE
2.8 FUNCTIONS
2.9 EXAMPLES
Chapter 3 "SPRITES"
-------------------
3.1 INTRODUCTION
3.2 LIMITATIONS
3.3 COLOURS
3.4 ACCESS HARDWARE SPRITES
3.4.1 SPRITE DATA
3.4.2 SIMPLESPRITE STRUCTURE
3.4.3 RESERVE A SPRITE
3.4.4 PLAY WITH THE SPRITE
3.4.5 FREE THE SPRITE
3.4.6 PROGRAM STRUCTURE
3.5 TECHNIQUES
3.5.1 WIDER SPRITES
3.5.2 MORE COLOURS
3.5.2.1 15 COLOURED SPRITE DATA
3.5.2.2 ATTACH SPRITES
3.5.2.3 MOVE ATTACHED SPRITES
3.5.3 LEVELS
3.6 FUNCTIONS
3.7 EXAMPLES
Chapter 4 "VSPRITES"
--------------------
4.1 INTRODUCTION
4.2 HOW VSPRITES WORK
4.2.1 LIMITATIONS
4.2.2 HOW TO AVOID THE LIMITATIONS
4.3 CREATE VSPRITES
4.3.1 VSPRITE DATA
4.3.2 VSPRITE STRUCTURE
4.3.3 COLOUR TABLE
4.3.4 GELSINFO STRUCTURE
4.3.5 INITIALIZE THE GELSINFO STRUCTURE
4.3.6 INITIALIZE THE VSPRITE STRUCTURE
4.3.7 ADD THE VSPRITE TO THE VSPRITE LIST
4.3.8 PREPARE THE GEL SYSTEM
4.3.9 CHANGE THE VSPRITE
4.3.10 REMOVE VSPRITES
4.4 A COMPLETE EXAMPLE
4.5 FUNCTIONS
4.6 EXAMPLES
Chapter 5 "BOBS"
----------------
5.1 INTRODUCTION
5.2 COMPONENTS OF A BOB
5.2.1 GELSINFO STRUCTURE
5.2.2 VSPRITE STRUCTURE
5.2.3 BOB STRUCTURE
5.2.4 IMAGE
5.2.5 IMAGE SHADOW
5.2.6 RESTORING THE BACKGROUND
5.2.7 ADD USER INFORMATION TO YOUR STRUCTURES
5.3 WORK WITH BOBS
5.3.1 ADD THE BOBS TO THE LIST
5.3.2 MOVE BOBS
5.3.3 CHANGE THE BOB'S IMAGE
5.3.4 REMOVE BOBS
5.3.5 EXAMPLE
5.4 DOUBLE BUFFERED DISPLAY
5.4.1 CREATE DOUBLE BUFFERED DISPLAYS
5.4.2 USE BOBS ON A DOUBLE BUFFERED DISPLAY
5.4.3 CLOSE A DOUBLE BUFFERED DISPLAY
5.5 COLLISION ROUTINES
5.5.1 GEL HITS GEL
5.5.2 GEL OUTSIDE THE BOUNDARIES
5.5.3 ME-MASKS AND HIT-MASKS
5.5.4 COLLISION ROUTINES
5.5.5 COLLISION EXAMPLE
5.6 FUNCTIONS
5.7 EXAMPLES
Chapter 6 "GRAPHICAL TRICKS"
----------------------------
6.1 INTRODUCTION
6.2 COPY MASKED IMAGES
6.3 DOUBLE BUFFERED DISPLAY
6.3.1 CREATE A DOUBLE BUFFERED DISPLAY
6.3.2 HOW TO SWITCH BETWEEN THE DISPLAYS
6.3.3 CLOSE A DOUBLE BUFFERED DISPLAY
6.4 BUILDING LARGE DISPLAYS WITH SMALL BOXES
6.4.1 THE SIZE OF THE MAP BLOCKS
6.4.2 HOW MAP BLOCKS SHOULD BE DESIGNED
6.4.3 CONSTRUCT SCREENS WITH MAP BLOCKS
6.5 SCROLL
6.5.1 DOUBLE BUFFERED SCROLLING
6.5.2 SMOOTH SCROLLING
6.5.3 SCROLLING MAP BLOCKS
6.5.4 SCROLLING TEXT
6.6 EXAMPLES
Chapter 7 "3D"
--------------
7.1 ABOUT THE EXAMPLES
Chapter 8 "COPPER"
------------------
8.1 INTRODUCTION
8.1.1 COPPER LIST
8.1.2 COLOUR REGISTERS AND COLOUR VALUES
8.1.3 COPPER INSTRUCTIONS
8.2 CREATE A COPPER LIST
8.3 CLOSE A COPPER LIST
8.5 COPPER DRAW
8.6 EXAMPLES
Chapter 9 "INCLUDE FONTS"
-------------------------
Chapter 10 "COPPER DRAW"
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