/* Example 7 */ /* This example demonstrates how to create a ViewPort with the special */ /* display mode "Hold and Modify". */ /* */ /* ------------------------------------------------------------- */ /* BitPlane */ /* 543210 Description */ /* ------------------------------------------------------------- */ /* 00XXXX One of the base colours will be used. */ /* 01XXXX The pixel to left will be dublicated, and the blue */ /* value will be set by the first four bits (XXXX). */ /* 10XXXX The pixel to left will be dublicated, and the red */ /* value will be set by the first four bits (XXXX). */ /* 01XXXX The pixel to left will be dublicated, and the green */ /* value will be set by the first four bits (XXXX). */ /* ------------------------------------------------------------- */ #include #include /* Whith help of this macro we can write numbers in binary, and it */ /* will be translated to normal decimal numbers. For example: */ /* BIN(0,1,0,1,0,1) will be 21 (010101[b] -> 21[d]) */ #define BIN(a,b,c,d,e,f) ((a)<<5|(b)<<4|(c)<<3|(d)<<2|(e)<<1|(f)) #define WIDTH 320 /* 320 pixels wide (low resolution) */ #define HEIGHT 200 /* 200 lines high (non interlaced NTSC display) */ #define DEPTH 6 /* 6 BitPlanes + HAM = 4096 colours. */ #define COLOURS 16 /* 16 base colours. */ 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; /* The base colours: */ UWORD my_color_table[] = { 0x000, /* Colour 0, Black */ 0x111, /* Colour 1, */ 0x222, /* Colour 2, | */ 0x333, /* Colour 3, | */ 0x444, /* Colour 4, | */ 0x555, /* Colour 5, | */ 0x666, /* Colour 6, | */ 0x777, /* Colour 7, | */ 0x888, /* Colour 8, | */ 0x999, /* Colour 9, | */ 0xAAA, /* Colour 10, | */ 0xBBB, /* Colour 11, | */ 0xCCC, /* Colour 12, | */ 0xDDD, /* Colour 13, V */ 0xEEE, /* Colour 14, */ 0xFFF, /* Colour 15, White */ }; 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 = HAM; /* Hold And Moduify. */ /* 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 ); /* Set the draw mode to JAM1. FgPen's colour will be used. */ SetDrMd( &my_rast_port, JAM1 ); /* Base colour 0: */ SetAPen( &my_rast_port, BIN(0,0,0,0,0,0) ); RectFill( &my_rast_port, 10, 10, 30, 130 ); /* Change R to 3 (0011 = 3): */ SetAPen( &my_rast_port, BIN(1,0,0,0,1,1) ); RectFill( &my_rast_port, 30, 10, 50, 50 ); /* Change R to 7 (0111 = 7): */ SetAPen( &my_rast_port, BIN(1,0,0,1,1,1) ); RectFill( &my_rast_port, 50, 10, 70, 50 ); /* Change R to 11 (1011 = 11): */ SetAPen( &my_rast_port, BIN(1,0,1,0,1,1) ); RectFill( &my_rast_port, 70, 10, 90, 50 ); /* Change R to 13 (1101 = 13): */ SetAPen( &my_rast_port, BIN(1,0,1,1,0,1) ); RectFill( &my_rast_port, 90, 10, 110, 50 ); /* Change R to 15 (1111 = 15): */ SetAPen( &my_rast_port, BIN(1,0,1,1,1,1) ); RectFill( &my_rast_port, 110, 10, 130, 50 ); /* Change B to 3 (0011 = 3): */ SetAPen( &my_rast_port, BIN(0,1,0,0,1,1) ); RectFill( &my_rast_port, 30, 50, 50, 90 ); /* Change B to 7 (0111 = 7): */ SetAPen( &my_rast_port, BIN(0,1,0,1,1,1) ); RectFill( &my_rast_port, 50, 50, 70, 90 ); /* Change B to 11 (1011 = 11): */ SetAPen( &my_rast_port, BIN(0,1,1,0,1,1) ); RectFill( &my_rast_port, 70, 50, 90, 90 ); /* Change B to 13 (1101 = 13): */ SetAPen( &my_rast_port, BIN(0,1,1,1,0,1) ); RectFill( &my_rast_port, 90, 50, 110, 90 ); /* Change B to 15 (1111 = 15): */ SetAPen( &my_rast_port, BIN(0,1,1,1,1,1) ); RectFill( &my_rast_port, 110, 50, 130, 90 ); /* Change G to 3 (0011 = 3): */ SetAPen( &my_rast_port, BIN(1,1,0,0,1,1) ); RectFill( &my_rast_port, 30, 90, 50, 130 ); /* Change G to 7 (0111 = 7): */ SetAPen( &my_rast_port, BIN(1,1,0,1,1,1) ); RectFill( &my_rast_port, 50, 90, 70, 130 ); /* Change G to 11 (1011 = 11): */ SetAPen( &my_rast_port, BIN(1,1,1,0,1,1) ); RectFill( &my_rast_port, 70, 90, 90, 130 ); /* Change G to 13 (1101 = 13): */ SetAPen( &my_rast_port, BIN(1,1,1,1,0,1) ); RectFill( &my_rast_port, 90, 90, 110, 130 ); /* Change G to 15 (1111 = 15): */ SetAPen( &my_rast_port, BIN(1,1,1,1,1,1) ); RectFill( &my_rast_port, 110, 90, 130, 130 ); /* Change the basecolour: (Black, dark grey, ... light grey, white) */ /* As you will notice, not only the base colour will change! Since */ /* all rectangles' colours are modified versions of the base colour */ /* they will also change as the base colour change. */ for( loop = 0; loop < COLOURS; loop++ ) { Delay( 50 ); SetAPen( &my_rast_port, loop ); RectFill( &my_rast_port, 10, 10, 30, 130 ); } Delay( 50 ); /* 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(); }