VGLBitmap * ch2bmap(uint8_t * sprite, int16_t w, int16_t h) { int16_t realw, realh; VGLBitmap *tmp; realw = virt2scrw(w * 4); realh = virt2scrh(h); tmp = VGLBitmapCreate(MEMBUF, realw, realh, NULL); tmp->Bitmap = sprite; return (tmp); }
void vgainit(void) { {int b=0; while (b);} if (geteuid() != 0) { fprintf(stderr, "The current graphics console architecture only permits " \ "super-user to access it, therefore you either have to obtain such permissions" \ "or ask your sysadmin to put set-user-id on digger executable.\n"); exit(1); } if (VGLInit(SW_VESA_CG640x400) != 0) { fprintf(stderr, "WARNING! Could not initialise VESA mode. " \ "Trying to fallback to the VGA 640x480 mode\n"); if (VGLInit(SW_CG640x480) == 0) yoffset = 40; /* Center the image */ else { fprintf(stderr, "WARNING! Could not initialise VGA mode either. " \ "Please check your kernel.\n"); exit(1); } } vgl_inited = 1; sVGLDisplay = VGLBitmapCreate(MEMBUF, 640, 400, NULL); VGLBitmapAllocateBits(sVGLDisplay); VGLClear(sVGLDisplay, 0); /* * Since the VGL library doesn't provide a default way to restore console * and keyboard after uncatched by the program signal, we should try to * catch at least what we could catch and pray to God that he would not * send SIGKILL to us. */ signal(SIGHUP, catcher); signal(SIGINT, catcher); signal(SIGQUIT, catcher); signal(SIGABRT, catcher); signal(SIGTERM, catcher); signal(SIGSEGV, catcher); signal(SIGBUS, catcher); signal(SIGILL, catcher); }
void vgageti(int16_t x, int16_t y, uint8_t * p, int16_t w, int16_t h) { struct PendNode *ptr; VGLBitmap *tmp; int16_t realx, realy, realh, realw; memcpy(&tmp, p, (sizeof(VGLBitmap *))); if (tmp != NULL) VGLBitmapDestroy(tmp); /* Destroy previously allocated bitmap */ realx = virt2scrx(x); realy = virt2scry(y); realw = virt2scrw(w * 4); realh = virt2scrh(h); tmp = VGLBitmapCreate(MEMBUF, realw, realh, NULL); VGLBitmapAllocateBits(tmp); VGLBitmapCopy(sVGLDisplay, realx, realy, tmp, 0, 0, realw, realh); memcpy(p, &tmp, (sizeof(VGLBitmap *))); }
int main(int argc, char **argv) { int y, xsize, ysize, i,j; VGLBitmap *tmp; // set graphics mode, here 320x240 256 colors // supported modes are (from <sys/consio.h>): // SW_VGA_CG320: std VGA 320x200 256 colors // SW_VGA_MODEX: Modex VGA 320x240 256 colors // SW_VGA_VG640: std VGA 640x480 16 colors VGLInit(SW_VGA_MODEX); // initialize mouse and show pointer VGLMouseInit(VGL_MOUSESHOW); // VGLDisplay is a ptr to a struct Bitmap defined and initialized by // libvgl. The Bitmap points directly to screen memory etc. xsize=VGLDisplay->Xsize; ysize=VGLDisplay->Ysize; // alloc a new bitmap tmp = VGLBitmapCreate(MEMBUF, 256, 256, NULL); VGLBitmapAllocateBits(tmp); VGLClear(tmp, 0); // fill the screen with colored lines for (y=0; y<ysize; y++) VGLLine(VGLDisplay, 0, y, xsize-1, y, y/2 % 256); // draw some lines and circles just to show off VGLLine(VGLDisplay, 0, 0, xsize-1, ysize-1, 63); VGLLine(VGLDisplay, 0, ysize-1, xsize-1, 0, 63); VGLLine(VGLDisplay, 0, 0, 0, ysize-1, 63); VGLLine(VGLDisplay, xsize-1, 0, xsize-1, ysize-1, 63); VGLEllipse(VGLDisplay, 256, 0, 256, 256, 63); VGLEllipse(VGLDisplay, 0, 256, 256, 256, 0); // some text is also useful VGLBitmapString(VGLDisplay, 100,100, "This is text", 63, 0, 0, VGL_DIR_RIGHT); sleep(2); VGLBitmapString(VGLDisplay, 100,100, "This is text", 63, 0, 0, VGL_DIR_UP); sleep(2); VGLBitmapString(VGLDisplay, 100,100, "This is text", 63, 0, 0, VGL_DIR_LEFT); sleep(2); VGLBitmapString(VGLDisplay, 100,100, "This is text", 63, 0, 0, VGL_DIR_DOWN); sleep(2); // now show some simple bitblit for (i=0; i<256; i++) for (j=0; j<256; j++) tmp->Bitmap[i+256*j] = i%16; VGLBitmapCopy(tmp, 0, 0, VGLDisplay, 0, 0, 128, 128); for (i=0; i<256; i++) for (j=0; j<256; j++) tmp->Bitmap[i+256*j] = j%16; VGLBitmapCopy(tmp, 0, 0, VGLDisplay, 3, 128, 128, 128); sleep(2); VGLBitmapCopy(VGLDisplay, 237, 311, tmp, 64, 64, 128, 128); VGLBitmapCopy(tmp, 32, 32, VGLDisplay, 400, 128, 128, 128); sleep(2); VGLBitmapCopy(VGLDisplay, 300, 300, VGLDisplay, 500, 128, 128, 128); sleep(5); i=0; // loop around drawing and copying while (++i) { VGLBitmapCopy(VGLDisplay, rand()%xsize, rand()%ysize, VGLDisplay, rand()%xsize, rand()%ysize, rand()%xsize, rand()%ysize); VGLLine(VGLDisplay, rand()%xsize, rand()%ysize, rand()%xsize, rand()%ysize, rand()%256); VGLEllipse(VGLDisplay, rand()%xsize, rand()%ysize, rand()%xsize/2, rand()%ysize/2, rand()%256); rand(); if (i > 1000) break; } // restore screen to its original mode VGLEnd(); return 0; }