/* The listing given here shows a complete VSprite example. This ** program requires the animtools.c, animtools.h and animtools_proto.h ** support files in order to compile and run. These files are listed at ** the end of this chapter. ** ** vsprite.c ** ** SAS/C V5.10a ** lc -b1 -cfist -v -y vsprite.c ** blink FROM LIB:c.o vsprite.o animtools.o LIB LIB:lc.lib LIB:amiga.lib TO vsprite */ #include <exec/types.h> #include <exec/memory.h> #include <intuition/intuitionbase.h> #include <graphics/gfx.h> #include <graphics/gfxbase.h> #include <graphics/gels.h> #include <graphics/collide.h> #include <libraries/dos.h> #include <stdlib.h> #include "animtools.h" VOID borderCheck(struct VSprite *hitVSprite, LONG borderflags); VOID process_window(struct Window *win, struct RastPort *myRPort, struct VSprite *MyVSprite); VOID do_VSprite(struct Window *win, struct RastPort *myRPort); VOID vspriteDrawGList(struct Window *win, struct RastPort *myRPort); struct GfxBase *GfxBase; /* pointer to Graphics library */ struct IntuitionBase *IntuitionBase; /* pointer to Intuition library */ int return_code; #define GEL_SIZE 4 /* number of lines in the vsprite */ /* VSprite data - there are two sets that are alternated between. */ /* note that this data is always displayed as low resolution. */ WORD chip vsprite_data1[] = { 0x7ffe, 0x80ff, 0x7c3e, 0x803f, 0x7c3e, 0x803f, 0x7ffe, 0x80ff, 0, 0 }; WORD chip vsprite_data2[] = { 0x7ffe, 0xff01, 0x7c3e, 0xfc01, 0x7c3e, 0xfc01, 0x7ffe, 0xff01, 0, 0 }; WORD mySpriteColors[] = { 0x0000, 0x00f0, 0x0f00 }; WORD mySpriteAltColors[] = { 0x000f, 0x0f00, 0x0ff0 }; NEWVSPRITE myNewVSprite = { /* information for the new VSprite */ /* Image data, sprite color array word width (must be 1 for true VSprite) */ vsprite_data1, mySpriteColors,1, /* Line height, image depth (must be 2 for true VSprite), x, y position */ */ GEL_SIZE, 2, 160, 100, /* Flags (VSPRITE == true VSprite), hit mask and me mask */ VSPRITE, 1 << BORDERHIT, 0 }; struct NewWindow myNewWindow = { /* information for the new window */ 80, 20, 400, 150, -1, -1, CLOSEWINDOW | INTUITICKS, ACTIVATE | WINDOWCLOSE | WINDOWDEPTH | RMBTRAP | WINDOWDRAG, NULL, NULL, "VSprite", NULL, NULL, 0, 0, 0, 0, WBENCHSCREEN }; /* Basic VSprite display subroutine */ VOID vspriteDrawGList(struct Window *win, struct RastPort *myRPort) { SortGList(myRPort); DrawGList(myRPort, ViewPortAddress(win)); RethinkDisplay(); } /* Collision routine for vsprite hitting border. Note that when the collision is VSprite to */ /* VSprite (or Bob to Bob, Bob to AnimOb, etc), then the parameters are both pointers to a VSprite. */ VOID borderCheck(struct VSprite *hitVSprite, LONG borderflags) { if (borderflags & RIGHTHIT) { hitVSprite->SprColors = mySpriteAltColors; hitVSprite->VUserExt = -40; } if (borderflags & LEFTHIT) { hitVSprite->SprColors = mySpriteColors; hitVSprite->VUserExt = 20; } } /* Process window and dynamically change vsprite. Get messages. Go away on */ /* CLOSEWINDOW. Update and redisplay vsprite on INTUITICKS. Wait for more messages. */ VOID process_window(struct Window *win, struct RastPort *myRPort, struct VSprite *myVSprite) { struct IntuiMessage *msg; FOREVER { Wait(1L << win->UserPort->mp_SigBit); while (NULL != (msg = (struct IntuiMessage *)GetMsg(win->UserPort))) { /* Only CLOSEWINDOW and INTUITICKS are active */ if (msg->Class == CLOSEWINDOW) { ReplyMsg((struct Message *)msg); return; } /* Must be an INTUITICKS: change x and y values on the fly. Note offset by ** window left and top edge--sprite relative to the screen, not window. Divide ** the MouseY in half to adjust for Lores movement increments on a Hires screen. */ myVSprite->X = win->LeftEdge + msg->MouseX + myVSprite->VUserExt; myVSprite->Y = win->TopEdge + msg->MouseY/2 + 1; ReplyMsg((struct Message *)msg); } /* Got a message, change image data on the fly */ myVSprite->ImageData = (myVSprite->ImageData == vsprite_data1) ? vsprite_data2 : vsprite_data1; SortGList(myRPort); DoCollision(myRPort); vspriteDrawGList(win, myRPort); } } /* Working with the VSprite. Setup the GEL system and get a new VSprite (makeVSprite()). */ /* Add VSprite to the system and display. Use the vsprite. When done, remove VSprite and */ /* update the display without the VSprite. Cleanup everything. */ VOID do_VSprite(struct Window *win, struct RastPort *myRPort) { struct VSprite *myVSprite; struct GelsInfo *my_ginfo; if (NULL == (my_ginfo = setupGelSys(myRPort, 0xfc))) return_code = RETURN_WARN; else { if (NULL == (myVSprite = makeVSprite(&myNewVSprite))) return_code = RETURN_WARN; else { AddVSprite(myVSprite, myRPort); vspriteDrawGList(win, myRPort); myVSprite->VUserExt = 20; SetCollision(BORDERHIT, borderCheck, myRPort->GelsInfo); process_window(win, myRPort, myVSprite); RemVSprite(myVSprite); freeVSprite(myVSprite); } vspriteDrawGList(win, myRPort); cleanupGelSys(my_ginfo, myRPort); } } /* Example VSprite program. First open up the libraries and a window. */ VOID main(int argc, char **argv) { struct Window *win; struct RastPort myRPort = {0}; return_code = RETURN_OK; if (NULL == (GfxBase = (struct GfxBase *)OpenLibrary(GRAPHICSNAME,37L))) return_code = RETURN_FAIL; else { if (NULL == (IntuitionBase = (struct IntuitionBase *)OpenLibrary(INTUITIONNAME,37L))) return_code = RETURN_FAIL; else { if (NULL == (win = OpenWindow(&myNewWindow))) return_code = RETURN_WARN; else { InitRastPort(&myRPort); myRPort = win->WScreen->RastPort; /* Copy the structure. */ do_VSprite(win, &myRPort); CloseWindow(win); } CloseLibrary((struct Library *)IntuitionBase); } CloseLibrary((struct Library *)GfxBase); } exit(return_code); }