/* Example 10 */ /* This example demonstrates how to use the Area Fill functions. */ /* [ AreaMove(), AreaDraw() and AreaEnd(). ] */ #include #include #include #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 MAX_VERTICES 100 /* 100 vertices, 5 bytes each = 500 bytes. */ #define BUFFERT_SIZE 250 /* 500 bytes = 250 words. */ 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; struct TmpRas my_temp_ras; struct AreaInfo my_area_info; UWORD my_color_table[] = { 0x000, /* Colour 0, Black */ 0xF00, /* Colour 1, Red */ 0x0F0, /* Colour 2, Green */ 0x00F /* Colour 3, Blue */ }; /* The buffert must start on a word boundary: */ UWORD buffert[ BUFFERT_SIZE ]; PLANEPTR extra_space; 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; /* Prepare the View structure, and give it a pointer to */ /* the first ViewPort: */ InitView( &my_view ); my_view.ViewPort = &my_view_port; /* 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. */ /* 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 ]; /* 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 ); } /* 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. */ /* Create the display: */ MakeVPort( &my_view, &my_view_port ); MrgCop( &my_view ); /* Prepare the RastPort, and give it a pointer to the BitMap. */ InitRastPort( &my_rast_port ); my_rast_port.BitMap = &my_bit_map; /* 1. Get some space for the vertices and initialize the AreaInfo ptr: */ InitArea( &my_area_info, buffert, MAX_VERTICES ); my_rast_port.AreaInfo = &my_area_info; /* 2. Allocate some space that is needed to build up the objects: */ extra_space = (PLANEPTR) AllocRaster( WIDTH, HEIGHT ); if( extra_space == NULL ) clean_up( "Could NOT allocate enough memory for the temp raster!" ); /* 3. Initialize the TmpRas structure: */ my_rast_port.TmpRas = (struct TmpRas *) InitTmpRas( &my_temp_ras, extra_space, RASSIZE( WIDTH, HEIGHT ) ); /* Show the new View: */ LoadView( &my_view ); SetAPen( &my_rast_port, 1 ); /* Red */ SetBPen( &my_rast_port, 0 ); /* Black */ SetOPen( &my_rast_port, 2 ); /* Green */ SetDrMd( &my_rast_port, JAM1 ); /* New position: */ AreaMove( &my_rast_port, 10, 10 ); /* Add the vertices: */ AreaDraw( &my_rast_port, 310, 10 ); AreaDraw( &my_rast_port, 310, 100 ); AreaDraw( &my_rast_port, 290, 100 ); AreaDraw( &my_rast_port, 290, 30 ); AreaDraw( &my_rast_port, 30, 30 ); AreaDraw( &my_rast_port, 30, 100 ); AreaDraw( &my_rast_port, 10, 100 ); /* End this object. The last line will be set automatically in order */ /* to close the object, and the figure will be filled. The Outline */ /* pen (green) will be used to draw a line around the whole object. */ AreaEnd( &my_rast_port ); /* Turn off the outline function: */ BNDRYOFF( &my_rast_port ); /* New position: (This figure will not be outlined.) */ AreaMove( &my_rast_port, 10, 190 ); /* Add the vertices: */ AreaDraw( &my_rast_port, 10, 150); AreaDraw( &my_rast_port, 310, 190); AreaDraw( &my_rast_port, 310, 150); /* End this object: */ AreaEnd( &my_rast_port ); /* Wait 10 seconds: */ Delay( 50 * 10 ); /* 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; /* Deallocate memory used for the objects: */ if( extra_space ) FreeRaster( extra_space, WIDTH, HEIGHT ); /* 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(); }