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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: Example9.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 shows how to flood fill a figure, and how to draw filled */
- /* rectangles (both solid as well as filled with single and multi */
- /* coloured patterns). */
-
-
- #include <intuition/intuition.h>
- #include <graphics/gfxbase.h>
- #include <graphics/gfxmacros.h>
-
-
- /* NOTE! We must include the file "gfxmacros.h" inorder to be able to */
- /* use the functions (macros) SetOPen() and SetAfPt(). */
-
-
- #define WIDTH 320 /* 320 pixels wide (low resolution) */
- #define HEIGHT 200 /* 200 lines high (non interlaced NTSC display) */
- #define DEPTH 2 /* 2 BitPlanes should be used, gives four colours. */
- #define COLOURS 4 /* 2^2 = 4 */
-
-
- #define OUTLINE_MODE 0 /* Fill until we find same colour as Outline Pen. */
- #define COLOUR_MODE 1 /* Fill until we find another colour. */
-
-
- struct IntuitionBase *IntuitionBase;
- struct GfxBase *GfxBase;
-
-
- struct View my_view;
- struct View *my_old_view;
- struct ViewPort my_view_port;
- struct RasInfo my_ras_info;
- struct BitMap my_bit_map;
- struct RastPort my_rast_port;
-
-
- UWORD my_color_table[] =
- {
- 0x000, /* Colour 0, Black */
- 0xF00, /* Colour 1, Red */
- 0x0F0, /* Colour 2, Green */
- 0x00F /* Colour 3, Blue */
- };
-
-
- /* The coordinates (25) for the PolyDraw() function: */
- WORD coordinates[] =
- {
- 0, 0,
- 120, 0,
- 120, 40,
- 180, 40,
- 180, 0,
- 300, 0,
- 300, 20,
- 200, 20,
- 200, 60,
- 160, 60,
- 160, 100,
- 280, 100,
- 280, 40,
- 300, 40,
- 300, 120,
- 0, 120,
- 0, 40,
- 20, 40,
- 20, 100,
- 140, 100,
- 140, 60,
- 100, 60,
- 100, 20,
- 0, 20,
- 0, 0
- };
-
-
- /* A heart (1 BitPlane): */
- /* An area pattern is always 16 bits wide, and the hight is some power */
- /* of two (1, 2, 4, 8, 16, 32, and so on ). */
- UWORD pattern[] =
- {
- 0x38E0, /* 0011 1000 1110 0000 */
- 0x7DF0, /* 0111 1101 1111 0000 */
- 0xFFF8, /* 1111 1111 1111 1000 */
- 0xFFF8, /* 1111 1111 1111 1000 */
- 0xFFF8, /* 1111 1111 1111 1000 */
- 0x7FF0, /* 0111 1111 1111 0000 */
- 0x3FE0, /* 0011 1111 1110 0000 */
- 0x1FC0, /* 0001 1111 1100 0000 */
- 0x0F80, /* 0000 1111 1000 0000 */
- 0x0700, /* 0000 0111 0000 0000 */
- 0x0200, /* 0000 0010 0000 0000 */
-
- 0x0000, /* 0000 0000 0000 0000 */
- 0x0000, /* 0000 0000 0000 0000 */
- 0x0000, /* 0000 0000 0000 0000 */
- 0x0000, /* 0000 0000 0000 0000 */
- 0x0000, /* 0000 0000 0000 0000 */
- };
-
-
- /* A four-coloured pattern: (Black, red, green and blue lines) */
- UWORD coloured_pattern[][] =
- {
- {
- 0x00FF, /* BitPlane 0 */
- 0xFF00,
- 0x00FF,
- 0xFF00
- },
- {
- 0x00FF, /* BitPlane 1 */
- 0x00FF,
- 0xFF00,
- 0xFF00
- }
- };
-
-
- void clean_up();
- void main();
-
-
- void main()
- {
- 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: */
- my_old_view = GfxBase->ActiView;
-
-
- /* 1. Prepare the View structure, and give it a pointer to */
- /* the first ViewPort: */
- InitView( &my_view );
- my_view.ViewPort = &my_view_port;
-
-
- /* 2. Prepare the ViewPort structure, and set some important values: */
- InitVPort( &my_view_port );
- my_view_port.DWidth = WIDTH; /* Set the width. */
- my_view_port.DHeight = HEIGHT; /* Set the height. */
- my_view_port.RasInfo = &my_ras_info; /* Give it a pointer to RasInfo. */
- my_view_port.Modes = NULL; /* Low resolution. */
-
-
- /* 3. Get a colour map, link it to the ViewPort, and prepare it: */
- my_view_port.ColorMap = (struct ColorMap *) GetColorMap( COLOURS );
- if( my_view_port.ColorMap == NULL )
- clean_up( "Could NOT get a ColorMap!" );
-
- /* Get a pointer to the colour map: */
- pointer = (UWORD *) my_view_port.ColorMap->ColorTable;
-
- /* Set the colours: */
- for( loop = 0; loop < COLOURS; loop++ )
- *pointer++ = my_color_table[ loop ];
-
-
- /* 4. Prepare the BitMap: */
- InitBitMap( &my_bit_map, DEPTH, WIDTH, HEIGHT );
-
- /* Allocate memory for the Raster: */
- for( loop = 0; loop < DEPTH; loop++ )
- {
- my_bit_map.Planes[ loop ] = (PLANEPTR) AllocRaster( WIDTH, HEIGHT );
- if( my_bit_map.Planes[ loop ] == NULL )
- clean_up( "Could NOT allocate enough memory for the raster!" );
-
- /* Clear the display memory with help of the Blitter: */
- BltClear( my_bit_map.Planes[ loop ], RASSIZE( WIDTH, HEIGHT ), 0 );
- }
-
-
- /* 5. Prepare the RasInfo structure: */
- my_ras_info.BitMap = &my_bit_map; /* Pointer to the BitMap structure. */
- my_ras_info.RxOffset = 0; /* The top left corner of the Raster */
- my_ras_info.RyOffset = 0; /* should be at the top left corner */
- /* of the display. */
- my_ras_info.Next = NULL; /* Single playfield - only one */
- /* RasInfo structure is necessary. */
-
- /* 6. Create the display: */
- MakeVPort( &my_view, &my_view_port );
- MrgCop( &my_view );
-
-
- /* 7. Prepare the RastPort, and give it a pointer to the BitMap. */
- InitRastPort( &my_rast_port );
- my_rast_port.BitMap = &my_bit_map;
-
-
- /* 8. Show the new View: */
- LoadView( &my_view );
-
-
-
- SetDrMd( &my_rast_port, JAM2 ); /* Use Fg and Bg Pen. */
- SetAPen( &my_rast_port, 3 ); /* FgPen: Blue */
- SetBPen( &my_rast_port, 2 ); /* BgPen: Green */
- SetOPen( &my_rast_port, 3 ); /* BgPen: Blue */
-
-
- /* Draw a funny figure in blue colour: */
- Move( &my_rast_port, 0, 0 );
- PolyDraw( &my_rast_port, 25, coordinates );
-
-
- /* Wait 5 seconds: */
- Delay( 50 * 5 );
-
-
- /* Change FgPen colour to red, and fill the figure: */
- SetAPen( &my_rast_port, 1 ); /* FgPen: Red */
- Flood( &my_rast_port, OUTLINE_MODE, 10, 10 );
-
-
- /* Wait 5 seconds: */
- Delay( 50 * 5 );
-
-
- /* Draw a filled rectangle at the bottom of the display: */
- RectFill( &my_rast_port, 0, 150, 150, 190 );
-
-
- /* Wait 5 seconds: */
- Delay( 50 * 5 );
-
-
- /* Set the are pattern. We will now draw a rectangle filled with a */
- /* lot of hearts. (The pattern is 16 lines tall which is 2 to the */
- /* power of 4.) */
- SetAfPt( &my_rast_port, (USHORT *) pattern, 4);
-
- /* Draw a rectangle filled with hearts at the bottom of the display: */
- RectFill( &my_rast_port, 150, 150, 300, 190 );
-
-
- /* Wait 5 seconds: */
- Delay( 50 * 5 );
-
-
- /* Prepare to fill with a coloured pattern: */
- /* Drawmode JAM2, FgPen colour 255, BgPen 0 */
- SetDrMd( &my_rast_port, JAM2 );
- SetAPen( &my_rast_port, 255 );
- SetBPen( &my_rast_port, 0 );
- SetAfPt( &my_rast_port, (USHORT *) coloured_pattern, -2);
- /* 4 lines = 2^2 -> 2 : Multicolour: -2 */
-
- /* Draw a rectangle filled with four colours: */
- RectFill( &my_rast_port, 0, 150, 300, 190 );
-
-
- /* Wait 5 seconds: */
- Delay( 50 * 5 );
-
-
-
- /* 9. Restore the old View: */
- LoadView( my_old_view );
-
-
- /* Free all allocated resources and leave. */
- clean_up( "THE END" );
- }
-
-
- /* Returns all allocated resources: */
- void clean_up( message )
- STRPTR message;
- {
- int loop;
-
- /* Free automatically allocated display structures: */
- FreeVPortCopLists( &my_view_port );
- FreeCprList( my_view.LOFCprList );
-
- /* Deallocate the display memory, BitPlane for BitPlane: */
- for( loop = 0; loop < DEPTH; loop++ )
- if( my_bit_map.Planes[ loop ] )
- FreeRaster( my_bit_map.Planes[ loop ], WIDTH, HEIGHT );
-
- /* Deallocate the ColorMap: */
- if( my_view_port.ColorMap ) FreeColorMap( my_view_port.ColorMap );
-
- /* Close the Graphics library: */
- if( GfxBase ) CloseLibrary( GfxBase );
-
- /* Close the Intuition library: */
- if( IntuitionBase ) CloseLibrary( IntuitionBase );
-
- /* Print the message and leave: */
- printf( "%s\n", message );
- exit();
- }
-