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- /***********************************************************/
- /* */
- /* Amiga C Encyclopedia (ACE) V3.0 Amiga C Club (ACC) */
- /* ------------------------------- ------------------ */
- /* */
- /* Book: ACM Graphics Amiga C Club */
- /* Chapter: LowLevelGraphics Tulevagen 22 */
- /* File: Example6.c 181 41 LIDINGO */
- /* Author: Anders Bjerin SWEDEN */
- /* Date: 92-04-28 */
- /* Version: 1.00 */
- /* */
- /* Copyright 1992, Anders Bjerin - Amiga C Club (ACC) */
- /* */
- /* Registered members may use this program freely in their */
- /* own commercial/noncommercial programs/articles. */
- /* */
- /***********************************************************/
-
- /* This example demonstrates how to create a ViewPort in dual playfield */
- /* mode. Playfield 1 use four colours and is placed behind playfield 2 */
- /* which only use two colours (transparent and grey). Playfield 1 is */
- /* filled with a lot of dots and is scrolled around while playfield 2 is */
- /* is not moved and is filled with only five grey rectangles. */
-
-
- #include <intuition/intuition.h>
- #include <graphics/gfxbase.h>
-
-
- #define DWIDTH 320 /* Display 320 pixels wide (low resolution). */
- #define DHEIGHT 200 /* Display 200 lines tall (NTSC non interlaced). */
-
- #define RWIDTH1 600 /* 600 pixels wide. */
- #define RHEIGHT1 300 /* 300 lines high. */
- #define DEPTH1 2 /* Playfield one should use 2 BitPlanes. */
-
- #define RWIDTH2 320 /* 320 pixels wide. */
- #define RHEIGHT2 200 /* 200 lines high. */
- #define DEPTH2 1 /* Playfield two should use 1 BitPlane. */
-
- #define COLOURS 10 /* PF1: colours 0-3, PF2: colours 8 and 9. (0-9) */
-
- #define SPEED 1 /* How many pixels the Raster should be scrolled */
- /* every time. */
-
- #define BOXES 5 /* Draw 5 rectangles in the second playfield. */
-
-
- struct IntuitionBase *IntuitionBase;
- struct GfxBase *GfxBase;
-
-
- struct View view;
- struct View *old_view;
- struct ViewPort view_port;
-
- /* Playfield 1: */
- struct RasInfo ras_info1;
- struct BitMap bit_map1;
- struct RastPort rast_port1;
-
- /* Playfield 2: */
- struct RasInfo ras_info2;
- struct BitMap bit_map2;
- struct RastPort rast_port2;
-
-
- UWORD color_table[] =
- {
- 0x000, /* Colour 0, Black */
- 0xF00, /* Colour 1, Red */
- 0x0F0, /* Colour 2, Green */
- 0x00F, /* Colour 3, Blue */
- 0x000, /* Colour 4, Not used */
- 0x000, /* Colour 5, - " - */
- 0x000, /* Colour 6, - " - */
- 0x000, /* Colour 7, - " - */
- 0x000, /* Colour 8, Transparent */
- 0x888 /* Colour 9, Grey */
- };
-
-
- UWORD box[ BOXES ][ 4 ] =
- {
- /* Minimum Maximum */
- /* X Y X Y */
- { 0, 0, 50, 20 },
- { 150, 30, 260, 50 },
- { 290, 100, 319, 150 },
- { 150, 170, 210, 199 },
- { 20, 70, 90, 170 }
- };
-
-
- void clean_up();
- void main();
-
-
- void main()
- {
- SHORT deltaX = SPEED;
- SHORT deltaY = SPEED;
- UWORD *pointer;
- int loop;
-
-
- /* Open the Intuition library: */
- IntuitionBase = (struct IntuitionBase *)
- OpenLibrary( "intuition.library", 0 );
- if( !IntuitionBase )
- clean_up( "Could NOT open the Intuition library!" );
-
- /* Open the Graphics library: */
- GfxBase = (struct GfxBase *)
- OpenLibrary( "graphics.library", 0 );
- if( !GfxBase )
- clean_up( "Could NOT open the Graphics library!" );
-
-
-
- /* Save the current View, so we can restore it later: */
- old_view = GfxBase->ActiView;
-
-
-
- /* 1. Prepare the View structure, and give it a pointer to */
- /* the first ViewPort: */
- InitView( &view );
- view.ViewPort = &view_port;
-
-
-
- /* 2. Prepare the ViewPort structure, and set some important values: */
- InitVPort( &view_port );
- view_port.DWidth = DWIDTH; /* Set the width. */
- view_port.DHeight = DHEIGHT; /* Set the height. */
- view_port.RasInfo = &ras_info1; /* Give it a pointer to RasInfo. */
- view_port.Modes = DUALPF|PFBA; /* Dual playfields, 2 on top of 1. */
-
-
- /* 3. Get a colour map, link it to the ViewPort, and prepare it: */
- view_port.ColorMap = (struct ColorMap *) GetColorMap( COLOURS );
- if( view_port.ColorMap == NULL )
- clean_up( "Could NOT get a ColorMap!" );
-
- /* Get a pointer to the colour map: */
- pointer = (UWORD *) view_port.ColorMap->ColorTable;
-
- /* Set the colours: */
- for( loop = 0; loop < COLOURS; loop++ )
- *pointer++ = color_table[ loop ];
-
-
-
- /* 4. Prepare the BitMaps: */
-
- /* Playfield 1: */
- InitBitMap( &bit_map1, DEPTH1, RWIDTH1, RHEIGHT1 );
- /* Allocate memory for the Raster: */
- for( loop = 0; loop < DEPTH1; loop++ )
- {
- bit_map1.Planes[ loop ] = (PLANEPTR) AllocRaster( RWIDTH1, RHEIGHT1 );
- if( bit_map1.Planes[ loop ] == NULL )
- clean_up( "Could NOT allocate enough memory for the raster!" );
-
- /* Clear the display memory with help of the Blitter: */
- BltClear( bit_map1.Planes[ loop ], RASSIZE( RWIDTH1, RHEIGHT1 ), 0 );
- }
-
- /* Playfield 2: */
- InitBitMap( &bit_map2, DEPTH2, RWIDTH2, RHEIGHT2 );
- /* Allocate memory for the Raster: */
- for( loop = 0; loop < DEPTH2; loop++ )
- {
- bit_map2.Planes[ loop ] = (PLANEPTR) AllocRaster( RWIDTH2, RHEIGHT2 );
- if( bit_map2.Planes[ loop ] == NULL )
- clean_up( "Could NOT allocate enough memory for the raster!" );
-
- /* Clear the display memory with help of the Blitter: */
- BltClear( bit_map2.Planes[ loop ], RASSIZE( RWIDTH2, RHEIGHT2 ), 0 );
- }
-
-
-
- /* 5. Prepare the RasInfo structures: */
-
- /* Playfield 1: */
- ras_info1.BitMap = &bit_map1; /* Pointer to the BitMap structure. */
- ras_info1.RxOffset = 0; /* The top left corner of the Raster */
- ras_info1.RyOffset = 0; /* should be at the top left corner */
- /* of the display. */
- ras_info1.Next = &ras_info2; /* Link RasInfo1 to RasInfo2. */
-
- /* Playfield 2: */
- ras_info2.BitMap = &bit_map2; /* Pointer to the BitMap structure. */
- ras_info2.RxOffset = 0; /* The top left corner of the Raster */
- ras_info2.RyOffset = 0; /* should be at the top left corner */
- /* of the display. */
- ras_info2.Next = NULL; /* Last RasInfo structure. */
-
-
-
- /* 6. Create the display: */
- MakeVPort( &view, &view_port );
- MrgCop( &view );
-
-
-
- /* 7. Prepare the RastPorts, and give them a pointer to each BitMap. */
-
- /* Playfield 1: */
- InitRastPort( &rast_port1 );
- rast_port1.BitMap = &bit_map1;
-
- /* Playfield 2: */
- InitRastPort( &rast_port2 );
- rast_port2.BitMap = &bit_map2;
-
-
-
- /* 8. Show the new View: */
- LoadView( &view );
-
-
-
- /* Playfield 2: */
- /* Set the draw mode to JAM1. FgPen's colour will be used. */
- SetDrMd( &rast_port2, JAM1 );
- /* Use colour 9 (grey): */
- SetAPen( &rast_port2, 9 );
- /* Draw five grey boxes: */
- for( loop = 0; loop < BOXES; loop++ )
- RectFill( &rast_port2, box[ loop ][ 0 ],
- box[ loop ][ 1 ],
- box[ loop ][ 2 ],
- box[ loop ][ 3 ] );
-
-
- /* Playfield 1: */
- /* Set the draw mode to JAM1. FgPen's colour will be used. */
- SetDrMd( &rast_port1, JAM1 );
- /* PF1: Draw 5000 pixels in four different colours, randomly. */
- for( loop = 0; loop < 5000; loop++ )
- {
- /* Set FgPen's colour (0-3): */
- SetAPen( &rast_port1, rand() % 4 );
- /* Write a pixel somewere on the display: */
- WritePixel( &rast_port1, rand() % RWIDTH1, rand() % RHEIGHT1 );
- }
-
- /* Scroll the Raster (PF 1) in all directions for a little while: */
- for( loop = 0; loop < 5000; loop++ )
- {
- ras_info1.RxOffset += deltaX;
- ras_info1.RyOffset += deltaY;
-
- /* The Raster is moved in one direction until the other side is */
- /* reached were we change the direction: */
-
- /* Have we reached the left side? */
- if( ras_info1.RxOffset <= 0 )
- deltaX = SPEED;
- /* Have we reached the right (Raster width - Display width) side? */
- if( ras_info1.RxOffset >= RWIDTH1 - DWIDTH )
- deltaX = -SPEED;
-
- /* Have we reached the top side? */
- if( ras_info1.RyOffset <= 0 )
- deltaY = SPEED;
- /* Have we reached the bottom (Raster height - Display height) side? */
- if( ras_info1.RyOffset >= RHEIGHT1 - DHEIGHT )
- deltaY = -SPEED;
-
-
- /* Recalculate the display instructions: (If you change any values */
- /* in the display structures the Amiga have to recalculate the */
- /* entire display instructions. You must therefore call all three */
- /* display functions: MakeVPort(), MrgCop() and LoadView().) */
- MakeVPort( &view, &view_port );
- MrgCop( &view );
- LoadView( &view );
- }
-
-
-
- /* 9. Restore the old View: */
- LoadView( old_view );
-
-
- /* Free all allocated resources and leave. */
- clean_up( "THE END" );
- }
-
-
- /* Returns all allocated resources: */
- void clean_up( message )
- STRPTR message;
- {
- int loop;
-
- /* Free automatically allocated display structures: */
- FreeVPortCopLists( &view_port );
- FreeCprList( view.LOFCprList );
-
- /* Deallocate the display memory, BitPlane for BitPlane: */
- /* Playfield 1: */
- for( loop = 0; loop < DEPTH1; loop++ )
- if( bit_map1.Planes[ loop ] )
- FreeRaster( bit_map1.Planes[ loop ], RWIDTH1, RHEIGHT1 );
- /* Playfield 2: */
- for( loop = 0; loop < DEPTH2; loop++ )
- if( bit_map2.Planes[ loop ] )
- FreeRaster( bit_map2.Planes[ loop ], RWIDTH2, RHEIGHT2 );
-
- /* Deallocate the ColorMap: */
- if( view_port.ColorMap ) FreeColorMap( view_port.ColorMap );
-
- /* Close the Graphics library: */
- if( GfxBase ) CloseLibrary( GfxBase );
-
- /* Close the Intuition library: */
- if( IntuitionBase ) CloseLibrary( IntuitionBase );
-
- /* Print the message and leave: */
- printf( "%s\n", message );
- exit();
- }
-