📄 wexbasic.c
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/* wexbasic.c - WindML Basic Graphics Primitive example program *//* Copyright 2000 - 2003 Wind River Systems, Inc. All Rights Reserved *//*modification history--------------------01n,08may03,jlb Remove UGL_LOCAL on function prototype01m,16apr03,jlb Improved comments and program documentation01l,01apr03,sts [SPR 86504] Use uglRegistryFind() safely.01k,22feb02,msr Backward compatibility for input API.01j,29jan02,rbp Addition of support for Native Unix.01i,05nov01,gav Fixed misnamed devIds01h,05nov01,gav Change to new registry01g,05nov01,gav Change to new registry01f,09oct01,msr Ported to new UGL_Q_EVENT architecture.01e,19dec00,gav Entry point identical to filename w/o extension.01d,20nov00,gav Relative object positioning.01c,27oct00,rfm Added stdio usage01b,26oct00,rfm Modified entry point01a,25oct00,rfm Added modification history*//*DESCRIPTIONThis example program demonstrates how to draw basic primitives to the screen. To start the example: -> ld < wexbasic_ugl.o -> wexbasic To stop the example: -> wexbasicStop *//* This is included for a printf prototype. */#include <stdio.h>/* Include the UGL header file to use UGL functions, etc. */#include <ugl/ugl.h>#include <ugl/uglos.h>#include <ugl/uglinput.h>/* A forward declaration for this program. */int windMLExampleBasic (void);/* Global variables *//* Control variable to signal when to stop program */UGL_LOCAL volatile UGL_BOOL stopWex;/* Some graphics environment information */UGL_LOCAL int displayHeight, displayWidth;/* input service */UGL_LOCAL UGL_INPUT_SERVICE_ID inputServiceId;/** The color table is where we define the colors we want* to have available. The format is an array of* ARGB values paired with their allocated uglColor. As* of this writing, we don't need to worry about Alpha* ("A") values unless we are using video.*/UGL_LOCAL struct _colorStruct { UGL_ARGB rgbColor; UGL_COLOR uglColor; }colorTable[] = { { UGL_MAKE_ARGB(0xff, 0, 0, 0), 0}, /* The color table uses ARGB's */ { UGL_MAKE_ARGB(0xff, 0, 0, 168), 0}, /* (see uglColorAlloc). */ { UGL_MAKE_ARGB(0xff, 0, 168, 0), 0}, /* Initialize alpha to 255 for */ { UGL_MAKE_ARGB(0xff, 0, 168, 168), 0},/* now (opaque). */ { UGL_MAKE_RGB(168, 0, 0), 0}, /* UGL_MAKE_RGB takes care of */ { UGL_MAKE_RGB(168, 0, 168), 0}, /* the alpha for us. */ { UGL_MAKE_RGB(168, 84, 0), 0}, { UGL_MAKE_RGB(168, 168, 168), 0}, { UGL_MAKE_RGB(84, 84, 84), 0}, { UGL_MAKE_RGB(84, 84, 255), 0}, { UGL_MAKE_RGB(84, 255, 84), 0}, { UGL_MAKE_RGB(84, 255, 255), 0}, { UGL_MAKE_RGB(255, 84, 84), 0}, { UGL_MAKE_RGB(255, 84, 255), 0}, { UGL_MAKE_RGB(255, 255, 84), 0}, { UGL_MAKE_RGB(255, 255, 255), 0} };/* Label the colors we defined */#define BLACK (0)#define BLUE (1)#define GREEN (2)#define CYAN (3)#define RED (4)#define MAGENTA (5)#define BROWN (6)#define LIGHTGRAY (7)#define DARKGRAY (8)#define LIGHTBLUE (9)#define LIGHTGREEN (10)#define LIGHTCYAN (11)#define LIGHTRED (12)#define LIGHTMAGENTA (13)#define YELLOW (14)#define WHITE (15)/* * This is the data for a user defined fill pattern that* can be used with various drawing primitives. This data* will be used to create a monochrome DIB (MDIB), which* will be used in turn to create a monochrome "bitmap".* It is the bitmap that is used by the drawing primitives.** Solid fills do not need to have a pattern defined, just* pass an UGL_NULL value in the pattern parameter to* revert (it is the default) to solid fills.*/UGL_LOCAL struct { int width; int height; unsigned char data[32]; } patternData = { 16, 16, { 0xFF, 0xFF, /* a brick pattern */ 0x00, 0x01, 0x00, 0x01, /* 8 pixels per byte */ 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0xFF, 0xFF, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00, 0x01, 0x00 } };/**************************************************************************** ClearScreen - clear the screen** This routine clears the screen by drawing a black rectangle to the display.** RETURNS: ** ERRNO: N/A** SEE ALSO: ** NOMANUAL*/UGL_LOCAL void ClearScreen ( UGL_GC_ID gc /* Graphics context */ ) { uglBackgroundColorSet(gc, colorTable [BLACK].uglColor); uglForegroundColorSet(gc, colorTable [BLACK].uglColor); uglLineStyleSet(gc, UGL_LINE_STYLE_SOLID); uglLineWidthSet(gc, 1); uglRectangle(gc, 0, 0, displayWidth - 1, displayHeight - 1); }/**************************************************************************** wexPause - wait for input from keyboard** Wait for the signal to stop. ** RETURNS: ** ERRNO: N/A** SEE ALSO: ** NOMANUAL*/UGL_LOCAL void wexPause (void) { while (!stopWex) { UGL_MSG msg; if ((uglInputMsgGet (inputServiceId, &msg, 140) != UGL_STATUS_Q_EMPTY) && msg.type == MSG_KEYBOARD) stopWex = UGL_TRUE; } }#if defined(WINDML_NATIVE) && defined(__unix__)/**************************************************************************** main - start of demo program for unix native simulator** Start the example program. ** RETURNS: ** ERRNO: N/A** SEE ALSO: ** NOMANUAL**/int main (int argc, char *argv []) { windMLExampleBasic(); return (0); }#elif defined(WINDML_NATIVE) && defined(_WIN32)/**************************************************************************** WinMain - start of demo program for windows native simulator** Start the example program. ** RETURNS: ** ERRNO: N/A** SEE ALSO: ** NOMANUAL**/int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShowCmd) { uglWin32Parameters(hInstance, hPrevInstance, lpCmdLine, nShowCmd); windMLExampleBasic(); return (0); }#else/**************************************************************************** wexbasic - demonstrate basic graphics primitives** This routine demonstrates the basic WindML graphics primitives. ** This example program demonstrates how to:**\ml *\m Initialize WindML*\m Identify the graphics device and input devices*\m Determine the resolution of the display*\m Create a graphics context*\m Allocate colors*\m Draw lines (solid and dashed with various widths)*\m Draw a rectangle with a fill pattern*\m Draw polygons, both filled and not filled*\m Draw an ellipse*\m Draw a pie slice*\m Releasing all resources and terminating a WindML application.*\me*** RETURNS: ** ERRNO: N/A** SEE ALSO: wexbasicStop() **/void wexbasic (void) { stopWex = UGL_FALSE; printf("To stop wexbasic, type 'wexbasicStop'\n"); uglOSTaskCreate("tWindMLbas", (UGL_FPTR)windMLExampleBasic, 110, 0, 10240,0,0,0,0,0); }#endif/**************************************************************************** wexbasicStop - stop the basic graphics example program** This routine stops the basic graphics primitive example program.** RETURNS: ** ERRNO: N/A** SEE ALSO: wexbasic() **/void wexbasicStop (void) { stopWex = UGL_TRUE; }/**************************************************************************** windMLExampleBasic - set up demo program and render graphics images** This routine initializes the graphics device and input device and then* draws some basic primitives to the display.** RETURNS: ** ERRNO: N/A** SEE ALSO:** NOMANUAL **/int windMLExampleBasic (void) { /* For registry lookups. */ UGL_REG_DATA *pRegistryData; /* An int for miscellaneous counters,etc. */ int i; /* * The UGL Graphics Context (GC) is an important concept in UGL. * The GC contains data that various UGL functions can use. * If there were no such thing as a GC, most function calls * would require several more parameters to communicate that * information. */ UGL_GC_ID gc; /* * This structure is filled in with data about the frame buffer * by the uglInfo() function. */ UGL_MODE_INFO modeInfo; /* * The device ID is critical to the operation of UGL. It * identifies individual "devices" (display adapter, keyboard, * font engine, etc.) to functions that may be able to work * with more than one device. */ UGL_DEVICE_ID devId; /* * As mentioned in the comments to patternData, the fill pattern * is defined as a monochrome bitmap for certain drawing primitives. * To create the bitmap (UGL_MDDB_ID), a Device Independent Bitmap * (DIB) is used; in particular a monochrome DIB (UGL_MDIB). The * "DDB" in UGL_MDDB_ID stands for Device Dependent Bitmap. Often * the DDB is simply referred to as a "bitmap" and the DIB is * called a "dib" (it's easier to pronounce dib than ddb).
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