rpi4-osdev/part12-wgt/samples/wgt25.c

159 lines
3.6 KiB
C

#include "include/wgtspr.h"
#include "include/mem.h"
#include "include/multicore.h"
// ######## REQUIRED FUNCTIONS ########
unsigned long state0 = 1000;
unsigned long state1 = 2000;
unsigned long rand(void)
{
unsigned long s1 = state0;
unsigned long s0 = state1;
state0 = s0;
s1 ^= s1 << 23;
s1 ^= s1 >> 17;
s1 ^= s0;
s1 ^= s0 >> 26;
state1 = s1;
return state0 + state1;
}
// ######## STUB FUNCTIONS ########
unsigned int kb = 0;
unsigned int kbhit(void) {
kb++;
return kb / 500;
}
void getch(void) {
wait_msec(0x500000);
kb = 0;
}
// ######## WGT EXAMPLES ########
block sprites[1001]; /* Pointers to sprites */
int quit; /* If quit !=0, program quits */
int sprite_toggle = 0; /* Toggles movement and animation */
char c; /* Input from keyboard - q quits */
void looper (void); /* a routine which controls the sprites */
void wgt25()
{
color palette[256]; /* Our palette */
int i; /* Loop counter */
set_clock_rate(get_max_clock());
mem_init();
vga256 ();
start_core2(minit); // Start the comms engine (core 2)
while (!comms_up); // Wait for comms up
extern unsigned char _binary_bin_mouse_spr_start[];
wloadsprites (palette, &_binary_bin_mouse_spr_start[0], sprites, 0, 1000);
wsetpalette (0, 255, palette);
initialize_sprites (sprites); /* initialize them */
maxsprite = 4; /* number of sprites on */
for (i = 0; i < 200; i++) /* draw a background */
{
wsetcolor (vgapal[i]);
wfline (0, i, 159, i);
wfline (160, 199 - i, 319, 199 - i);
}
wcopyscreen (0, 0, 319, 199, NULL, 0, 0, spritescreen);
wcopyscreen (0, 0, 319, 199, NULL, 0, 0, backgroundscreen);
/* when using sprites, whatever is on the visual page must be on
spritescreen and backgroundscreen too! */
/* Also, you must make sure you turn a sprite on AFTER you draw
the background or it will leave a black spot where the sprite
is first shown. */
spriteon (1, 0, 0, 1);
animate (1, "(1,30)(2,30)(3,30)(4,30)(3,30)(2,30)R");
movex (1, "(2,150,0)(0,90,0)(-2,150,0)(0,90,0)R");
movey (1, "(0,150,0)(2,90,0)(0,150,0)(-2,90,0)R");
spriteon (2, 160, 0, 1);
animate (2, "(1,30)(2,30)(3,30)(4,30)R");
movex (2, "(-1,150,0)(1,300,0)(-1,150,0)R");
movey (2, "(1,180,0)(-1,180,0)R");
spriteon (3, 0, 100, 1);
animate (3, "(1,30)(4,30)R");
movex (3, "(1,300,1)(-300,1,0)R");
movey (3, "(0,1,0)"); /* must set a y move since
I turn it on below even
if it doens't do anything */
for (i = 1; i < 4; i++)
{
animon (i);
movexon (i);
moveyon (i);
}
do {
looper ();
} while (!quit);
spriteoff (1); /* turn off sprite */
spriteoff (2); /* turn off sprite */
spriteoff (3); /* turn off sprite */
/* To be safe, turn off all sprites before ending program.
This will free any memory used from them. */
deinitialize_sprites();
wfreesprites (sprites, 0, 1000); /* free memory */
}
void looper (void)
{
int i;
erase_sprites (); /* clear the sprites */
if (but)
{
if (but == 2)
quit = 1;
sprite_toggle = !sprite_toggle;
if (sprite_toggle)
for (i = 1; i < 4; i++)
{
movexoff (i);
moveyoff (i);
animoff (i);
}
else
for (i = 1; i < 4; i++)
{
movexon (i);
moveyon (i);
animon (i);
}
noclick();
}
draw_sprites (1); /* draw them back on */
/* This loop is required to update sprite
positions */
wait_msec(0x3E9F); /* Try removing this to see how fast the
sprite engine really is */
}
void main()
{
wgt25();
while (1);
}