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/*
**
** $Id: AnimExample.c,v 21.1 92/05/28 17:09:27 chris Exp $
** $Revision: 21.1 $
**
** $Filename: Examples/AnimExample.c $
** $Author: Christian A. Weber $
** $Release: 21.1 $
** $Date: 92/05/28 17:09:27 $
**
** A simple DPaint ANIM player. To compile with Lattice C 5.x, just
** type 'lmk'. For other compilers you may have to do minor changes.
**
** THIS IS PD. NO WARRANTY. USE AT YOUR OWN RISK.
**
*/
#include <proto/exec.h>
#include <proto/graphics.h>
#include <graphics/gfxbase.h>
#include <proto/intuition.h>
#include <dos/dos.h>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
/*
** If you don't want to put non-Commodore files in the standard
** include directories, use the SASCOptions program to add the place
** where you store those non-standard files to your include path.
*/
#include <libraries/iff.h>
struct Library *IntuitionBase, *IFFBase;
struct GfxBase *GfxBase;
int delay;
/****************************************************************************
** Adjust the screen position for overscan pictures in an OS 1.3 compatible
** way. There are more clever ways to do this under Kickstart 2.x, so you
** may want to modify this code.
*/
void SetOverscan(struct Screen *screen)
{
WORD cols, rows, x=screen->Width, y=screen->Height;
struct ViewPort *vp = &(screen->ViewPort);
cols = GfxBase->NormalDisplayColumns>>1;
rows = GfxBase->NormalDisplayRows; if(rows>300) rows>>=1;
x -= cols; if(vp->Modes & HIRES) x -= cols;
y -= rows; if(vp->Modes & LACE) y -= rows;
x >>=1; if(x<0) x=0; y >>=1; if(y<0) y=0; if(y>32) y=32;
/*
** To avoid color distortions in HAM mode, we must limit the
** left edge of the screen to the leftmost value the hardware
** can display.
*/
if(vp->Modes & HAM)
{
if(GfxBase->ActiView->DxOffset-x < 96)
x = GfxBase->ActiView->DxOffset-96;
}
vp->DxOffset = -x; vp->DyOffset = -y;
MakeScreen(screen);
RethinkDisplay();
}
/****************************************************************************
** Load an IFF file and if it's an ANIM, display the animation on a screen.
** To keep things simple, the double-buffering is done with ScreenToFront().
** If you want speed, you should use a smarter way.
*/
void DisplayANIM(char *filename)
{
IFFL_HANDLE iff;
if(iff = IFFL_OpenIFF(filename, IFFL_MODE_READ) )
{
IFFL_HANDLE form, loopform;
struct IFFL_BMHD *bmhd;
struct Screen *screen1,*screen2;
struct NewScreen ns;
/*
** First of all, check the file type, and exit if it's not ANIM.
*/
if( ((ULONG *)iff)[2] != ID_ANIM)
{
puts("Not an ANIM file.");
goto end;
}
/*
** In an ANIM file, each animation frame has its own FORM.
** We set up a pointer to the first of these sub-FORMs to get
** BMHD and the initial ILBM picture.
*/
form = (IFFL_HANDLE)((UBYTE *)iff + 12);
if( !(bmhd = IFFL_GetBMHD(form)) )
{
puts("This file has no bitmap header.");
goto end;
}
/*
** Initialize the NewScreen structure, and open two screens.
*/
memset(&ns, 0, sizeof(ns) );
ns.Type = CUSTOMSCREEN | SCREENQUIET | SCREENBEHIND;
ns.Width = bmhd->w;
ns.Height = bmhd->h;
ns.Depth = bmhd->nPlanes;
ns.ViewModes = IFFL_GetViewModes(form);
if(screen1 = OpenScreen(&ns) )
{
if(screen2 = OpenScreen(&ns) )
{
LONG count, d;
UWORD colortable[256];
SetOverscan(screen1);
SetOverscan(screen2);
count = IFFL_GetColorTab(form, colortable);
/* Fix for old broken HAM pictures */
if(count>32L) count = 32L;
LoadRGB4(&(screen1->ViewPort), colortable, count);
LoadRGB4(&(screen2->ViewPort), colortable, count);
/*
** Decode and display the first frame
*/
if( !IFFL_DecodePic(form, &screen1->BitMap) )
{
puts("Can't decode picture");
goto error;
}
IFFL_DecodePic(form, &screen2->BitMap);
ScreenToFront(screen2);
for(d=0; d < delay; ++d) WaitTOF();
/*
** Decode and display the second frame by
** copying the first frame over and modifying it with
** the first DLTA FORM.
*/
form = IFFL_FindChunk(form, 0L);
if( !IFFL_ModifyFrame(form, &screen1->BitMap) )
{
puts("Can't decode frame 1");
goto error;
}
ScreenToFront(screen1);
for(d=0; d < delay; ++d) WaitTOF();
loopform = IFFL_FindChunk(form, 0L);
/*
** Main loop
*/
for(;;)
{
for(form = loopform; *(ULONG *)form == ID_FORM; )
{
/*
** Wait for the left mouse button. Yeah I know
** it's dirty, so don't use it in real apps :)
*/
if(!(*(UBYTE *)0xbfe001 & 0x40))
goto error;
/*
** Prepare the next frame and flip screens
*/
if(IFFL_ModifyFrame(form, &screen2->BitMap) )
{
struct Screen *dummy;
dummy=screen1; screen1=screen2; screen2=dummy;
ScreenToFront(screen1);
for(d=0; d < delay; ++d) WaitTOF();
}
else
{
puts("Can't decode frame.");
goto error;
}
form = IFFL_FindChunk(form, 0L);
}
}
error:
CloseScreen(screen2);
}
else puts("Can't open 2nd screen.");
CloseScreen(screen1);
}
else puts("Can't open 1st screen.");
end:
IFFL_CloseIFF(iff);
}
else printf("Can't open file '%s'\n",filename);
}
/****************************************************************************
** Main program
*/
LONG main( int argc, char **argv )
{
/*
** Check command line args
*/
if( (argc != 3) || !strcmp(argv[1], "?") )
{
printf("Usage: %s filename <delaytime>\n", argv[0]);
return RETURN_FAIL;
}
delay = atoi(argv[2]);
/*
** Open the libraries we need
*/
if(GfxBase = (struct GfxBase *)OpenLibrary("graphics.library", 0L) )
{
if(IntuitionBase = OpenLibrary("intuition.library", 0L) )
{
if(IFFBase = OpenLibrary(IFFNAME, IFFVERSION) )
{
/*
** Now show the animation ...
*/
DisplayANIM(argv[1]);
printf("IFFL_IFFError value is %ld\n", IFFL_IFFError() );
CloseLibrary(IFFBase); /* THIS IS VERY IMPORTANT! */
}
else printf("Can't open iff.library V%ld+\n", IFFVERSION);
CloseLibrary(IntuitionBase);
}
CloseLibrary((struct Library *)GfxBase);
}
return RETURN_OK;
}
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