mirror of
https://github.com/isometimes/rpi4-osdev
synced 2024-11-14 14:20:39 +00:00
159 lines
3.6 KiB
C
159 lines
3.6 KiB
C
#include "include/wgtspr.h"
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#include "include/mem.h"
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#include "include/multicore.h"
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// ######## REQUIRED FUNCTIONS ########
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unsigned long state0 = 1000;
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unsigned long state1 = 2000;
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unsigned long rand(void)
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{
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unsigned long s1 = state0;
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unsigned long s0 = state1;
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state0 = s0;
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s1 ^= s1 << 23;
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s1 ^= s1 >> 17;
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s1 ^= s0;
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s1 ^= s0 >> 26;
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state1 = s1;
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return state0 + state1;
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}
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// ######## STUB FUNCTIONS ########
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unsigned int kb = 0;
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unsigned int kbhit(void) {
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kb++;
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return kb / 500;
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}
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void getch(void) {
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wait_msec(0x500000);
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kb = 0;
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}
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// ######## WGT EXAMPLES ########
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block sprites[1001]; /* Pointers to sprites */
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int quit; /* If quit !=0, program quits */
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int sprite_toggle = 0; /* Toggles movement and animation */
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char c; /* Input from keyboard - q quits */
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void looper (void); /* a routine which controls the sprites */
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void wgt25()
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{
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color palette[256]; /* Our palette */
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int i; /* Loop counter */
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set_clock_rate(get_max_clock());
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mem_init();
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vga256 ();
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start_core2(minit); // Start the comms engine (core 2)
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while (!comms_up); // Wait for comms up
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extern unsigned char _binary_bin_mouse_spr_start[];
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wloadsprites (palette, &_binary_bin_mouse_spr_start[0], sprites, 0, 1000);
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wsetpalette (0, 255, palette);
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initialize_sprites (sprites); /* initialize them */
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maxsprite = 4; /* number of sprites on */
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for (i = 0; i < 200; i++) /* draw a background */
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{
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wsetcolor (vgapal[i]);
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wfline (0, i, 159, i);
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wfline (160, 199 - i, 319, 199 - i);
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}
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wcopyscreen (0, 0, 319, 199, NULL, 0, 0, spritescreen);
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wcopyscreen (0, 0, 319, 199, NULL, 0, 0, backgroundscreen);
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/* when using sprites, whatever is on the visual page must be on
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spritescreen and backgroundscreen too! */
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/* Also, you must make sure you turn a sprite on AFTER you draw
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the background or it will leave a black spot where the sprite
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is first shown. */
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spriteon (1, 0, 0, 1);
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animate (1, "(1,30)(2,30)(3,30)(4,30)(3,30)(2,30)R");
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movex (1, "(2,150,0)(0,90,0)(-2,150,0)(0,90,0)R");
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movey (1, "(0,150,0)(2,90,0)(0,150,0)(-2,90,0)R");
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spriteon (2, 160, 0, 1);
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animate (2, "(1,30)(2,30)(3,30)(4,30)R");
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movex (2, "(-1,150,0)(1,300,0)(-1,150,0)R");
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movey (2, "(1,180,0)(-1,180,0)R");
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spriteon (3, 0, 100, 1);
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animate (3, "(1,30)(4,30)R");
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movex (3, "(1,300,1)(-300,1,0)R");
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movey (3, "(0,1,0)"); /* must set a y move since
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I turn it on below even
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if it doens't do anything */
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for (i = 1; i < 4; i++)
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{
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animon (i);
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movexon (i);
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moveyon (i);
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}
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do {
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looper ();
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} while (!quit);
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spriteoff (1); /* turn off sprite */
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spriteoff (2); /* turn off sprite */
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spriteoff (3); /* turn off sprite */
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/* To be safe, turn off all sprites before ending program.
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This will free any memory used from them. */
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deinitialize_sprites();
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wfreesprites (sprites, 0, 1000); /* free memory */
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}
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void looper (void)
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{
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int i;
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erase_sprites (); /* clear the sprites */
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if (but)
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{
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if (but == 2)
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quit = 1;
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sprite_toggle = !sprite_toggle;
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if (sprite_toggle)
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for (i = 1; i < 4; i++)
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{
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movexoff (i);
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moveyoff (i);
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animoff (i);
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}
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else
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for (i = 1; i < 4; i++)
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{
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movexon (i);
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moveyon (i);
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animon (i);
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}
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noclick();
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}
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draw_sprites (1); /* draw them back on */
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/* This loop is required to update sprite
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positions */
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wait_msec(0x3E9F); /* Try removing this to see how fast the
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sprite engine really is */
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}
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void main()
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{
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wgt25();
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while (1);
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}
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