IFND GRAPHICS_GELS_I GRAPHICS_GELS_I SET 1 ** ** $Filename: graphics/gels.i $ ** $Release: 2.04 Includes, V37.4 $ ** $Revision: 37.0 $ ** $Date: 91/01/07 $ ** ** include file for AMIGA GELS (Graphics Elements) ** ** (C) Copyright 1985-1999 Amiga, Inc. ** All Rights Reserved ** IFND EXEC_TYPES_I include 'exec/types.i' ENDC *------ VS_vSflags --------------------------------------------------- * ;-- user-set vSprite flags -- SUSERFLAGS EQU $00FF ; mask of all user-settable vSprite-flags BITDEF VS,VSPRITE,0 ; set if vSprite, clear if bob BITDEF VS,SAVEBACK,1 ; set if background is to be saved/restored BITDEF VS,OVERLAY,2 ; set to mask image of bob onto background BITDEF VS,MUSTDRAW,3 ; set if vSprite absolutely must be drawn * ;-- system-set vSprite flags -- BITDEF VS,BACKSAVED,8 ; this bob's background has been saved BITDEF VS,BOBUPDATE,9 ; temporary flag, useless to outside world BITDEF VS,GELGONE,10 ; set if gel is completely clipped (offscreen) BITDEF VS,VSOVERFLOW,11 ; vSprite overflow (if MUSTDRAW set we draw!) *------ B_flags ------------------------------------------------------ * ;-- these are the user flag bits -- BUSERFLAGS EQU $00FF ; mask of all user-settable bob-flags BITDEF B,SAVEBOB,0 ; set to not erase bob BITDEF B,BOBISCOMP,1 ; set to identify bob as animComp * ;-- these are the system flag bits -- BITDEF B,BWAITING,8 ; set while bob is waiting on 'after' BITDEF B,BDRAWN,9 ; set when bob is drawn this DrawG pass BITDEF B,BOBSAWAY,10 ; set to initiate removal of bob BITDEF B,BOBNIX,11 ; set when bob is completely removed BITDEF B,SAVEPRESERVE,12 ; for back-restore during double-buffer BITDEF B,OUTSTEP,13 ; for double-clearing if double-buffer *------ defines for the animation procedures ------------------------- ANFRACSIZE EQU 6 ANIMHALF EQU $0020 RINGTRIGGER EQU $0001 *------ macros -------------------------------------------------------- * these are GEL functions that are currently simple enough to exist as a * definition. It should not be assumed that this will always be the case InitAnimate MACRO * &animKey CLR.L \1 ENDM RemBob MACRO * &b OR.W #BF_BOBSAWAY,b_BobFlags+\1 ENDM *------ VS : vSprite ------------------------------------------------- STRUCTURE VS,0 ; vSprite * -- SYSTEM VARIABLES -- * GEL linked list forward/backward pointers sorted by y,x value APTR vs_NextVSprite ; struct *vSprite APTR vs_PrevVSprite ; struct *vSprite * GEL draw list constructed in the order the bobs are actually drawn, then * list is copied to clear list * must be here in vSprite for system boundary detection APTR vs_DrawPath ; struct *vSprite: pointer of overlay drawing APTR vs_ClearPath ; struct *vSprite: pointer for overlay clearing * the vSprite positions are defined in (y,x) order to make sorting * sorting easier, since (y,x) as a long integer WORD vs_Oldy ; previous position WORD vs_Oldx ; * -- COMMON VARIABLES -- WORD vs_VSFlags ; vSprite flags * -- USER VARIABLES -- * the vSprite positions are defined in (y,x) order to make sorting * easier, since (y,x) as a long integer WORD vs_Y ; screen position WORD vs_X WORD vs_Height WORD vs_Width ; number of words per row of image data WORD vs_Depth ; number of planes of data WORD vs_MeMask ; which types can collide with this vSprite WORD vs_HitMask ; which types this vSprite can collide with APTR vs_ImageData ; *WORD pointer to vSprite image * borderLine is the one-dimensional logical OR of all * the vSprite bits, used for fast collision detection of edge APTR vs_BorderLine ; *WORD: logical OR of all vSprite bits APTR vs_CollMask ; *WORD: similar to above except this is a * matrix pointer to this vSprite's color definitions (not used by bobs) APTR vs_SprColors ; *WORD APTR vs_VSBob ; struct *bob: points home if this vSprite is ; part of a bob * planePick flag: set bit selects a plane from image, clear bit selects * use of shadow mask for that plane * OnOff flag: if using shadow mask to fill plane, this bit (corresponding * to bit in planePick) describes whether to fill with 0's or 1's * There are two uses for these flags: * - if this is the vSprite of a bob, these flags describe how * the bob is to be drawn into memory * - if this is a simple vSprite and the user intends on setting * the MUSTDRAW flag of the vSprite, these flags must be set * too to describe which color registers the user wants for * the image BYTE vs_PlanePick BYTE vs_PlaneOnOff LABEL vs_SUserExt ; user definable LABEL vs_SIZEOF *------ BOB : bob ------------------------------------------------------ STRUCTURE BOB,0 ; bob: blitter object * -- COMMON VARIABLES -- WORD bob_BobFlags ; general purpose flags (see definitions below) * -- USER VARIABLES -- APTR bob_SaveBuffer ; *WORD pointer to the buffer for background * save used by bobs for "cookie-cutting" and multi-plane masking APTR bob_ImageShadow ; *WORD * pointer to BOBs for sequenced drawing of bobs * for correct overlaying of multiple component animations APTR bob_Before ; struct *bob: draw this bob before bob pointed ; to by before APTR bob_After ; struct *bob: draw this bob after bob pointed ; to by after APTR bob_BobVSprite ; struct *vSprite: this bob's vSprite definition APTR bob_BobComp ; struct *animComp: pointer to this bob's ; animComp def APTR bob_DBuffer ; struct dBufPacket: pointer to this bob's ; dBuf packet LABEL bob_BUserExt ; bob user extension LABEL bob_SIZEOF *------ AC : animComp ------------------------------------------------ STRUCTURE AC,0 ; animComp * -- COMMON VARIABLES -- WORD ac_CompFlags ; animComp flags for system & user * timer defines how long to keep this component active: * if set non-zero, timer decrements to zero then switches to nextSeq * if set to zero, animComp never switches WORD ac_Timer * -- USER VARIABLES -- * initial value for timer when the animComp is activated by the system WORD ac_TimeSet * pointer to next and previous components of animation object APTR ac_NextComp ; struct *animComp APTR ac_PrevComp ; struct *animComp * pointer to component component definition of next image in sequence APTR ac_NextSeq ; struct *animComp APTR ac_PrevSeq ; struct *animComp APTR ac_AnimCRoutine ; address of special animation procedure WORD ac_YTrans ; initial y translation (if this is a component) WORD ac_XTrans ; initial x translation (if this is a component) APTR ac_HeadOb ; struct *animOb APTR ac_AnimBob ; struct *bob LABEL ac_SIZE *------ AO : animOb -------------------------------------------------- STRUCTURE AO,0 ; animOb * -- SYSTEM VARIABLES -- APTR ao_NextOb ; struct *animOb APTR ao_PrevOb ; struct *animOb * number of calls to Animate this animOb has endured LONG ao_Clock WORD ao_AnOldY ; old y,x coordinates WORD ao_AnOldX ; * -- COMMON VARIABLES -- WORD ao_AnY ; y,x coordinates of the animOb WORD ao_AnX ; * -- USER VARIABLES -- WORD ao_YVel ; velocities of this object WORD ao_XVel ; WORD ao_XAccel ; accelerations of this object WORD ao_YAccel ; !!! backwards !!! WORD ao_RingYTrans ; ring translation values WORD ao_RingXTrans ; APTR ao_AnimORoutine ; address of special animation procedure APTR ao_HeadComp ; struct *animComp: pointer to first component LABEL ao_AUserExt ; animOb user extension LABEL ao_SIZEOF *------ DBP : dBufPacket --------------------------------------------- * dBufPacket defines the values needed to be saved across buffer to buffer * when in double-buffer mode STRUCTURE DBP,0 ; dBufPacket WORD dbp_BufY ; save the other buffers screen coordinates WORD dbp_BufX ; APTR dbp_BufPath ; struct *vSprite: carry the draw path over ; the gap * these pointers must be filled in by the user * pointer to other buffer's background save buffer APTR dbp_BufBuffer ; *WORD * pointer to other buffer's background plane pointers APTR dbp_BufPlanes ; **WORD LABEL dbp_SIZEOF ENDC ; GRAPHICS_GELS_I