1997-10-16 07:29:26 +00:00
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/*-
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* Copyright (c) 1991-1997 S<EFBFBD>ren Schmidt
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer
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* in this position and unchanged.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. The name of the author may not be used to endorse or promote products
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* derived from this software withough specific prior written permission
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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1999-08-28 00:22:10 +00:00
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* $FreeBSD$
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1997-10-16 07:29:26 +00:00
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*/
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#include <sys/types.h>
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#include <machine/console.h>
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#include "vgl.h"
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int
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main(int argc, char **argv)
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{
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int x, y, xsize, ysize, i,j;
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VGLBitmap tmp;
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// set graphics mode, here 320x240 256 colors
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// supported modes are (from <machine/console.h>):
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// SW_VGA_CG320: std VGA 320x200 256 colors
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// SW_VGA_MODEX: Modex VGA 320x240 256 colors
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// SW_VGA_VG640: std VGA 640x480 16 colors
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VGLInit(SW_VGA_MODEX);
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// initialize mouse and show pointer
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VGLMouseInit(VGL_MOUSESHOW);
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// VGLDisplay is a ptr to a struct Bitmap defined and initialized by
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// libvgl. The Bitmap points directly to screen memory etc.
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xsize=VGLDisplay->Xsize;
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ysize=VGLDisplay->Ysize;
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// alloc a new bitmap (there should be a function for this)
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tmp.Type = MEMBUF; tmp.Bitmap = (char*)malloc(256*256);
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tmp.Xsize = 256; tmp.Ysize = 256;
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// fill the screen with colored lines
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for (y=0; y<ysize; y++)
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VGLLine(VGLDisplay, 0, y, xsize-1, y, y/2 % 256);
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// draw some lines and circles just to show off
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VGLLine(VGLDisplay, 0, 0, xsize-1, ysize-1, 63);
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VGLLine(VGLDisplay, 0, ysize-1, xsize-1, 0, 63);
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VGLLine(VGLDisplay, 0, 0, 0, ysize-1, 63);
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VGLLine(VGLDisplay, xsize-1, 0, xsize-1, ysize-1, 63);
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VGLEllipse(VGLDisplay, 256, 0, 256, 256, 63);
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VGLEllipse(VGLDisplay, 0, 256, 256, 256, 0);
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// some text is also usefull
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VGLBitmapString(VGLDisplay, 100,100,
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"This is text", 63, 0, 0, VGL_DIR_RIGHT);
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sleep(2);
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VGLBitmapString(VGLDisplay, 100,100,
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"This is text", 63, 0, 0, VGL_DIR_UP);
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sleep(2);
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VGLBitmapString(VGLDisplay, 100,100,
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"This is text", 63, 0, 0, VGL_DIR_LEFT);
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sleep(2);
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VGLBitmapString(VGLDisplay, 100,100,
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"This is text", 63, 0, 0, VGL_DIR_DOWN);
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sleep(2);
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// now show some simple bitblit
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for (i=0; i<256; i++)
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for (j=0; j<256; j++)
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tmp.Bitmap[i+256*j] = i%16;
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VGLBitmapCopy(&tmp, 0, 0, VGLDisplay, 0, 0, 128, 128);
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for (i=0; i<256; i++)
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for (j=0; j<256; j++)
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tmp.Bitmap[i+256*j] = j%16;
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VGLBitmapCopy(&tmp, 0, 0, VGLDisplay, 3, 128, 128, 128);
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sleep(2);
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VGLBitmapCopy(VGLDisplay, 237, 311, &tmp, 64, 64, 128, 128);
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VGLBitmapCopy(&tmp, 32, 32, VGLDisplay, 400, 128, 128, 128);
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sleep(2);
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VGLBitmapCopy(VGLDisplay, 300, 300, VGLDisplay, 500, 128, 128, 128);
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sleep(5);
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i=0;
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// loop around drawing and copying
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while (++i) {
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VGLBitmapCopy(VGLDisplay, rand()%xsize, rand()%ysize,
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VGLDisplay, rand()%xsize, rand()%ysize,
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rand()%xsize, rand()%ysize);
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VGLLine(VGLDisplay, rand()%xsize, rand()%ysize,
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rand()%xsize, rand()%ysize, rand()%256);
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VGLEllipse(VGLDisplay, rand()%xsize, rand()%ysize,
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rand()%xsize/2, rand()%ysize/2, rand()%256);
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rand();
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if (i > 1000) break;
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}
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// restore screen to its original mode
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VGLEnd();
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return 0;
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}
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