ZealOS/docs/Demo/Graphics/SpritePlot.CC.html
TomAwezome 35ab2c024a Optimize RawPutChar bare-metal performance.
Add ATAPI Format Unit structs, partially implement.
2021-07-29 14:43:33 -04:00

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<pre style="font-family:monospace;font-size:12pt">
<a name="l1"></a><span class=cF2>/*</span><span class=cF0>
<a name="l2"></a></span><span class=cF2>Sprite graphics can be placed in src code.</span><span class=cF0>
<a name="l3"></a></span><span class=cF2>The binary graphic data is stored in the</span><span class=cF0>
<a name="l4"></a></span><span class=cF2>file after the text area. &lt;CTRL-r&gt; is used</span><span class=cF0>
<a name="l5"></a></span><span class=cF2>to generate a sprite. Press &lt;CTRL-t&gt; to</span><span class=cF0>
<a name="l6"></a></span><span class=cF2>toggle to plain text mode and see its</span><span class=cF0>
<a name="l7"></a></span><span class=cF2>text place holder $SP...$. You can place any text</span><span class=cF0>
<a name="l8"></a></span><span class=cF2>in the tag quotes or none. The text doesn't matter,</span><span class=cF0>
<a name="l9"></a></span><span class=cF2>but the BI=num does. The num identifies</span><span class=cF0>
<a name="l10"></a></span><span class=cF2>the sprite and can't be changed by you.</span><span class=cF0>
<a name="l11"></a>
<a name="l12"></a></span><span class=cF2>Insert a ptr to a sprite by pressing &lt;CTRL-r&gt;</span><span class=cF0>
<a name="l13"></a></span><span class=cF2>and &quot;Ptr to Sprite&quot;. This creates an &quot;Insert Bin&quot;,</span><span class=cF0>
<a name="l14"></a></span><span class=cF2>$IB...$ DolDoc cmd you can see by toggling</span><span class=cF0>
<a name="l15"></a></span><span class=cF2>to text with &lt;CTRL-t&gt;.</span><span class=cF0>
<a name="l16"></a>
<a name="l17"></a></span><span class=cF2>IB's behave like string consts in </span><a href="https://zeal-operating-system.github.io/ZealOS/Doc/CosmiC.DD.html#l1"><span class=cF4>CosmiC</span></a><span class=cF2> when</span><span class=cF0>
<a name="l18"></a></span><span class=cF2>compiled. That is, they are ptrs to data.</span><span class=cF0>
<a name="l19"></a>
<a name="l20"></a></span><span class=cF2>This file uses the persistent graphic</span><span class=cF0>
<a name="l21"></a></span><span class=cF2>device context </span><a href="https://zeal-operating-system.github.io/ZealOS/Kernel/KernelA.HH.html#l4304"><span class=cF4>CDC</span></a><span class=cF2>, </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrGlobals.CC.html#l3"><span class=cF4>gr.dc</span></a><span class=cF2>, while the other</span><span class=cF0>
<a name="l22"></a></span><span class=cF2>demo's use </span><a href="https://zeal-operating-system.github.io/ZealOS/System/Gr/GrGlobals.CC.html#l3"><span class=cF4>gr.dc2</span></a><span class=cF2> which must be redrawn at</span><span class=cF0>
<a name="l23"></a></span><span class=cF2>60 fps by the window mgr task.</span><span class=cF0> </span><span class=cF2>This demo</span><span class=cF0>
<a name="l24"></a></span><span class=cF2>is simpler because you do not need</span><span class=cF0>
<a name="l25"></a></span><span class=cF2>a window update callback routine.</span><span class=cF0>
<a name="l26"></a></span><span class=cF2>*/</span><span class=cF0>
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<a name="l31"></a>
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<a name="l34"></a>
<a name="l35"></a>
<a name="l36"></a> </span><span class=cFA>&lt;1&gt;/* Graphics Not Rendered in HTML */</span><span class=cF0>
<a name="l37"></a>
<a name="l38"></a>
<a name="l39"></a>
<a name="l40"></a>
<a name="l41"></a>
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<a name="l46"></a></span><span class=cF1>U0</span><span class=cF0> SpritePlot()
<a name="l47"></a>{
<a name="l48"></a> </span><span class=cF9>CDC</span><span class=cF0> *dc = </span><span class=cF5>DCAlias</span><span class=cF0>;
<a name="l49"></a> </span><span class=cF9>I64</span><span class=cF0> i;
<a name="l50"></a>
<a name="l51"></a> </span><span class=cF5>DocClear</span><span class=cF0>;
<a name="l52"></a> </span><span class=cF1>for</span><span class=cF0> (i = </span><span class=cFE>0</span><span class=cF0>; i &lt; </span><span class=cF3>GR_WIDTH</span><span class=cF0> &gt;&gt; </span><span class=cFE>2</span><span class=cF0>; i++)
<a name="l53"></a> </span><span class=cF7>{</span><span class=cF0>
<a name="l54"></a> </span><span class=cF5>DCFill</span><span class=cF0>;
<a name="l55"></a> </span><span class=cF5>Sprite3</span><span class=cF0>(dc, i, </span><span class=cF3>GR_HEIGHT</span><span class=cF0> &gt;&gt; </span><span class=cFE>1</span><span class=cF0>, </span><span class=cFE>0</span><span class=cF0>, </span><span class=cFA>&lt;1&gt;</span><span class=cF0>);
<a name="l56"></a> </span><span class=cF5>Sleep</span><span class=cF0>(</span><span class=cFE>3</span><span class=cF0>);
<a name="l57"></a> </span><span class=cF7>}</span><span class=cF0>
<a name="l58"></a> </span><span class=cF6>&quot;Image size:%d\n&quot;</span><span class=cF0>, </span><span class=cFA>&lt;1&gt;</span><span class=cF0>;
<a name="l59"></a> </span><span class=cF5>DCDel</span><span class=cF0>(dc);
<a name="l60"></a> </span><span class=cF5>PressAKey</span><span class=cF0>;
<a name="l61"></a> </span><span class=cF5>DCFill</span><span class=cF0>;
<a name="l62"></a>}
<a name="l63"></a>
<a name="l64"></a>SpritePlot;
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