/* Example 4 */ /* This example demonstrates how to open two different ViewPorts on the */ /* same display. The first ViewPort is in low resolution and use 32 */ /* colours, while the second ViewPort is in high resolution and only */ /* use 2 colours. */ #include #include /* ViewPort 1 */ #define WIDTH1 320 /* 320 pixels wide. */ #define HEIGHT1 150 /* 150 lines high. */ #define DEPTH1 5 /* 5 BitPlanes should be used, gives 32 colours. */ #define COLOURS1 32 /* 2^5 = 32 */ /* ViewPort 2 */ #define WIDTH2 640 /* 640 pixels wide. */ #define HEIGHT2 45 /* 45 lines high. */ #define DEPTH2 1 /* 1 BitPlanes should be used, gives 2 colours. */ #define COLOURS2 2 /* 2^1 = 2 */ struct IntuitionBase *IntuitionBase; struct GfxBase *GfxBase; struct View my_view; struct View *my_old_view; /* ViewPort 1 */ struct ViewPort view_port1; struct RasInfo ras_info1; struct BitMap bit_map1; struct RastPort rast_port1; UWORD color_table1[] = { 0x000, 0xFFF, 0xDDD, 0xBBB, 0x999, 0x777, 0x555, 0x333, 0xF00, 0xD00, 0xB00, 0x900, 0x700, 0x500, 0x300, 0x100, 0x0F0, 0x0D0, 0x0B0, 0x090, 0x070, 0x050, 0x030, 0x010, 0x00F, 0x00D, 0x00B, 0x009, 0x007, 0x005, 0x003, 0x001 }; /* ViewPort 2 */ struct ViewPort view_port2; struct RasInfo ras_info2; struct BitMap bit_map2; struct RastPort rast_port2; UWORD color_table2[] = { 0x000, 0xFFF }; 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 = &view_port1; /* 2. Prepare the ViewPort structures, and set some important values: */ /* ViewPort 1 */ InitVPort( &view_port1 ); view_port1.DWidth = WIDTH1; /* Set the width. */ view_port1.DHeight = HEIGHT1; /* Set the height. */ view_port1.DxOffset = 0; /* X position. */ view_port1.DyOffset = 0; /* Y position. */ view_port1.RasInfo = &ras_info1; /* Give it a pointer to RasInfo. */ view_port1.Modes = NULL; /* Low resolution. */ view_port1.Next = &view_port2; /* Pointer to next ViewPort. */ /* ViewPort 2 */ InitVPort( &view_port2 ); view_port2.DWidth = WIDTH2; /* Set the width. */ view_port2.DHeight = HEIGHT2; /* Set the height. */ view_port2.DxOffset = 0; /* X position. */ view_port2.DyOffset = HEIGHT1+5; /* Y position (5 lines under). */ view_port2.RasInfo = &ras_info2; /* Give it a pointer to RasInfo. */ view_port2.Modes = HIRES; /* High resolution. */ view_port2.Next = NULL; /* Last ViewPort in the list. */ /* 3. Get a colour map, link it to the ViewPort, and prepare it: */ /* ViewPort 1 */ view_port1.ColorMap = (struct ColorMap *) GetColorMap( COLOURS1 ); if( view_port1.ColorMap == NULL ) clean_up( "Could NOT get a ColorMap!" ); /* Get a pointer to the colour map: */ pointer = (UWORD *) view_port1.ColorMap->ColorTable; /* Set the colours: */ for( loop = 0; loop < COLOURS1; loop++ ) *pointer++ = color_table1[ loop ]; /* ViewPort 2 */ view_port2.ColorMap = (struct ColorMap *) GetColorMap( COLOURS2 ); if( view_port2.ColorMap == NULL ) clean_up( "Could NOT get a ColorMap!" ); /* Get a pointer to the colour map: */ pointer = (UWORD *) view_port2.ColorMap->ColorTable; /* Set the colours: */ for( loop = 0; loop < COLOURS2; loop++ ) *pointer++ = color_table2[ loop ]; /* 4. Prepare the BitMap: */ /* ViewPort 1 */ InitBitMap( &bit_map1, DEPTH1, WIDTH1, HEIGHT1 ); /* Allocate memory for the Raster: */ for( loop = 0; loop < DEPTH1; loop++ ) { bit_map1.Planes[ loop ] = (PLANEPTR) AllocRaster( WIDTH1, HEIGHT1 ); 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( WIDTH1, HEIGHT1 ), 0 ); } /* ViewPort 2 */ InitBitMap( &bit_map2, DEPTH2, WIDTH2, HEIGHT2 ); /* Allocate memory for the Raster: */ for( loop = 0; loop < DEPTH2; loop++ ) { bit_map2.Planes[ loop ] = (PLANEPTR) AllocRaster( WIDTH2, HEIGHT2 ); 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( WIDTH2, HEIGHT2 ), 0 ); } /* 5. Prepare the RasInfo structure: */ /* ViewPort 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 = NULL; /* Single playfield - only one */ /* RasInfo structure is necessary. */ /* ViewPort 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; /* Single playfield - only one */ /* RasInfo structure is necessary. */ /* 6. Create the display: */ MakeVPort( &my_view, &view_port1 ); /* Prepare ViewPort 1 */ MakeVPort( &my_view, &view_port2 ); /* Prepare ViewPort 2 */ MrgCop( &my_view ); /* 7. Prepare the RastPort, and give it a pointer to the BitMap. */ /* ViewPort 1 */ InitRastPort( &rast_port1 ); rast_port1.BitMap = &bit_map1; /* ViewPort 2 */ InitRastPort( &rast_port2 ); rast_port2.BitMap = &bit_map2; /* 8. Show the new View: */ LoadView( &my_view ); /* Set the draw mode to JAM1. FgPen's colour will be used. */ SetDrMd( &rast_port1, JAM1 ); SetDrMd( &rast_port2, JAM1 ); /* Set FgPen's colour to 1 (white). */ SetAPen( &rast_port2, 1 ); /* Draw some pixels in the second ViewPort: */ for( loop = 0; loop < 500; loop++ ) WritePixel( &rast_port2, rand() % WIDTH2, rand() % HEIGHT2 ); /* Print some text into the second ViewPort: */ Move( &rast_port2, 0, 10 ); Text( &rast_port2, "This text is written on a single high resolution BitMap. The ViewPort above use ", 80 ); Move( &rast_port2, 0, 20 ); Text( &rast_port2, "a 32-colour low resolution BitMap. ", 80 ); /* Draw 10000 pixels in seven different colours, randomly. */ for( loop = 0; loop < 10000; loop++ ) { /* Set FgPen's colour (1-31, 0 used for the the background). */ SetAPen( &rast_port1, rand() % (COLOURS1-1) + 1 ); /* Write a pixel somewere on the display: */ WritePixel( &rast_port1, rand() % WIDTH1, rand() % HEIGHT1 ); } /* 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( &view_port1 ); FreeVPortCopLists( &view_port2 ); FreeCprList( my_view.LOFCprList ); /* Deallocate the display memory, BitPlane for BitPlane: */ for( loop = 0; loop < DEPTH1; loop++ ) if( bit_map1.Planes[ loop ] ) FreeRaster( bit_map1.Planes[ loop ], WIDTH1, HEIGHT1 ); for( loop = 0; loop < DEPTH2; loop++ ) if( bit_map2.Planes[ loop ] ) FreeRaster( bit_map2.Planes[ loop ], WIDTH2, HEIGHT2 ); /* Deallocate the ColorMap: */ if( view_port1.ColorMap ) FreeColorMap( view_port1.ColorMap ); if( view_port2.ColorMap ) FreeColorMap( view_port2.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(); }