/* Example 11 */ /* This example demonstrate how to copy rectangular memory areas */ /* with help of the blitter. */ #include #include #include /* NOTE! We must include the file "gfxmacros.h" inorder to be able to */ /* use the function (macro) SetDrPt(). */ #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 4 colours. */ #define COLOURS 4 /* 2^2 = 4 */ 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 */ 0x555, /* Colour 1, Dark grey */ 0x777, /* Colour 2, Grey */ 0x999, /* Colour 3, Light grey */ }; void clean_up(); void main(); void main() { UWORD *pointer; int loop; int x, y; /* 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, JAM1 ); /* Use FgPen only. */ SetAPen( &my_rast_port, 1 ); /* Dark grey */ Move( &my_rast_port, 10, 10 ); Draw( &my_rast_port, 26, 10 ); Draw( &my_rast_port, 26, 26 ); SetAPen( &my_rast_port, 3 ); /* Light grey */ Draw( &my_rast_port, 10, 26 ); Draw( &my_rast_port, 10, 10 ); SetAPen( &my_rast_port, 2 ); /* Grey */ RectFill( &my_rast_port, 11, 11, 25, 25 ); WritePixel( &my_rast_port, 10, 10 ); WritePixel( &my_rast_port, 26, 26 ); SetAPen( &my_rast_port, 1 ); /* Dark grey */ WritePixel( &my_rast_port, 13, 13 ); WritePixel( &my_rast_port, 23, 13 ); WritePixel( &my_rast_port, 23, 23 ); WritePixel( &my_rast_port, 13, 23 ); /* We will now make 150 copies of the brick: */ for( x = 0; x < 15; x++ ) for( y = 0; y < 10; y++ ) BltBitMap( &my_bit_map, /* Source */ 10, 10, /* Position, source. */ &my_bit_map, /* Destination. */ 50 + 17 * x, /* Position, destination. */ 10 + 17 * y, /* - " - */ 17, 17, /* Width and height. */ 0xC0, /* Normal copy. */ 0xFF, /* All bitplanes. */ NULL ); /* No temporary storage. */ /* Wait 20 seconds: */ Delay( 50 * 20 ); /* 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(); }