📄 wexbitmp.c
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/* wexbitmp.c - WindML Bitmap example program *//* Copyright 2000 - 2003 Wind River Systems, Inc. All Rights Reserved *//*modification history--------------------01n,16apr03,jlb Improved comments and program documentation01m,02apr03,jlb Correct Diab compile warning and added function headers01l,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,07nov00,gav Added comments about the two transparent blit methods used in WindML.01c,27oct00,rfm Added stdio usage01b,26oct00,rfm Modified entry point01a,25oct00,rfm Added modification history*//*DESCRIPTIONThis example program demonstrates how to render bitmaps to the screen. To start the example: -> ld < wexbitmap_ugl.o -> wexbitmap To stop the example: -> wexBitmapStop*//* This is included for a printf prototype. */#include <stdio.h>/* Include the UGL header file to use UGL functions, etc. *//* The DIB header has defines specific to the use of DIBs. */#include <ugl/ugl.h>#include <ugl/uglos.h>#include <ugl/ugldib.h>#include <ugl/uglinput.h>#include <ioLib.h>/* This is found in the accompanying C file where the image data is also. */extern UGL_DIB imageDib;/* A forward declaration for this program. */int windMLExampleBitmap (void);/* Global variables */int fd;/* 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;/** In the accompanying C file there is a DIB we will use. The* colors for that image will be allocated using this color table* and be available for the DDB/bitmap that will be created later.*/UGL_COLOR imageColorTable[6];/** 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} };#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 that will be used to create both regular and* transparent DIBs. The DIBs are then used to create "bitmaps"* of their respective types. It is the bitmap that UGL draws onto* and "blits" (bit block transfers) to other bitmaps and the* screen (i.e. frame buffer).** 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 UGL_UINT8 transparentData[] = {#define O WHITE,#define B BLUE,#define Y LIGHTGRAY,#define G GREEN, B B B B B B B B B B B O O O O O O O O O B B B B B B B B B B B B B B B B B B B B B B B O O O O O O O O O B B B B B B B B B B B B B B B B B B B B B B B B O O O O O O O B B B B B B B B B B B B B B B B B B B B B B B B B O O O O O O O B B B B B B B B B B B B B B B B B B B B B B B B B O O O O O O O B B B B B B B B B B B B B B B B B B B B B B B B B B O O O O O B B B B B B B B B B B B B B B B B B B B B B B B B B B O O O O O B B B B B B B B B B B B B B B B B B B B B B B B B B B O O O O O B B B B B B B B B B B B B B B B B B B B B B B B B B B B O O O B B B B B B B B B B B B B B B B B B B B B B B B B B B B B O O O B B B B B B B B B B B B B B B B B B B B B B B B B B B B B O O O B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B O B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B O B B B B B B B B B B B B B B B B O O O O O O O O O O O O O O O O O O O O O O O B B B B B B B B B O O O O O O O O O O O O O O O Y B O O O O O O O O O O O O B B B O O O O O O O O O O O O O O B Y B B B O O O O O O O O O O O O O O O O O O O O O O O O O O B B Y B B B B B O O O O O O O O O O B B O O O O O O O O O B B B B B Y Y B B B B B O O O O O O O O O B B O O O O O O O O B B B B B B Y Y B B B B B B O O O O O O O B B B O O O O B B B B B B B B B B Y Y B B B B B B B O O O O O O B B B O O O B B B B B B B B B B B Y Y B B B B B B B B O O O O O B B B B O B B B B B B B B B B B B Y Y B B B B B B B B B O O O B B B B B B B B B B B B B B B B B B Y Y B B B B B B B B B B O O B B B B B B B B B B B B B B B B B Y Y Y Y B B B B B B B B B B O B B B B B B B B B B B B B B B B B Y Y Y Y B B B B B B B B B B B B B B B B B B B B B B B B B B B Y Y Y Y Y Y B B B B B B B B B B B B B B B B B B B B B B B B B B Y Y Y Y Y Y B B B B B B B B B B B B B B B B B B B B B B B B B B Y Y Y Y Y Y B B B B B B B B B B B B B B B B B B B B B B B B B B Y Y Y Y Y Y B B B B B B B B B B B B B B B B B B B B B B B B B B Y Y Y Y Y Y B B B B B B B B B B B B B G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G G#undef G#undef Y#undef B#undef O };/** This is the data which defines the "mask" for a transparent* bitmap. There is no such thing as a transparent DIB in UGL.* Transparent bitmaps (DDBs) are created from a regular DIB* and a monochrome DIB (MDIB).** The mask is essentially a monochrome bitmap where bits that* are set (1) indicate that the color of the transparent bitmap* image should be displayed. A clear bit (0) indicates that* the color of the underlying bitmap should be displayed.**/UGL_LOCAL UGL_UINT8 transparentMask[] = { 0x00, 0x0F, 0xF0, 0x00, 0x00, 0x7F, 0xFE, 0x00, 0x01, 0xFF, 0xFF, 0x80, 0x03, 0xFF, 0xFF, 0xC0, 0x07, 0xFF, 0xFF, 0xE0, 0x0F, 0xFF, 0xFF, 0xF0, 0x1F, 0xFF, 0xFF, 0xF8, 0x3F, 0xFF, 0xFF, 0xFC, 0x3F, 0xFF, 0xFF, 0xFC, 0x7F, 0xFF, 0xFF, 0xFE, 0x7F, 0xFF, 0xFF, 0xFE, 0x7F, 0xFF, 0xFF, 0xFE, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0x7F, 0xFF, 0xFF, 0xFE, 0x7F, 0xFF, 0xFF, 0xFE, 0x7F, 0xFF, 0xFF, 0xFE, 0x3F, 0xFF, 0xFF, 0xFC, 0x3F, 0xFF, 0xFF, 0xFC, 0x1F, 0xFF, 0xFF, 0xF8, 0x0F, 0xFF, 0xFF, 0xF0, 0x07, 0xFF, 0xFF, 0xE0, 0x03, 0xFF, 0xFF, 0xC0, 0x01, 0xFF, 0xFF, 0x80, 0x00, 0x7F, 0xFE, 0x00, 0x00, 0x0F, 0xF0, 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) { char ch; while (!stopWex) { UGL_MSG msg;/* if ((uglInputMsgGet (inputServiceId, &msg, 140) == UGL_STATUS_Q_EMPTY) && msg.type == MSG_KEYBOARD) */ while(read(fd, &ch, 1) > 0) { if((ch == 'q') || (ch == 'Q')) { printf("You have press %c, the demo will quit.\n", ch); stopWex = UGL_TRUE; break; } } } }#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 []) { windMLExampleBitmap(); 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); windMLExampleBitmap(); return (0); }#else/**************************************************************************** wexbitmap - demonstrate bitmap operations** This routine demonstrates the manner to create and manipulate bitmaps. ** The 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 Create bitmaps; including transparent bitmaps*\m Move bitmaps (blt) from off screen to on screen; including stretching the bitmap during the blt.*\m Drawing to an off screen bitmap and then transferring the modified bitmap to on screen.*\m Releasing all resources and terminating a WindML application.*\me*** RETURNS: ** ERRNO: N/A** SEE ALSO: wexbitmapStop() **/void wexbitmap (void) { fd = open("/tyCo/0", 2, 0644); ioctl (fd, FIOSETOPTIONS, OPT_ECHO | OPT_CRMOD | OPT_TANDEM | \ OPT_MON_TRAP | OPT_7_BIT | OPT_ABORT ); stopWex = 0; printf("To stop wexbitmap, type 'wexbitmapStop'\n"); uglOSTaskCreate("tWindMLbmp", (UGL_FPTR)windMLExampleBitmap, 110, 0, 10240, 0,0,0,0,0); }#endif/**************************************************************************** wexbitmapStop - stop the bitmap example program*
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