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freebsd/lib/libvgl/simple.c
Søren Schmidt 9a57b7d230 First import of my little "video graphic library".
See the manpage vgl.3 for more info.

A little example will follow shortly.
1997-08-17 21:09:35 +00:00

358 lines
9.0 KiB
C

/*-
* Copyright (c) 1991-1997 Søren Schmidt
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer
* in this position and unchanged.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software withough specific prior written permission
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
* OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
* IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
* INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
* $Id: simple.c,v 1.8 1997/08/15 12:32:59 sos Exp $
*/
#include <signal.h>
#include <machine/console.h>
#include "vgl.h"
static byte VGLSavePaletteRed[256];
static byte VGLSavePaletteGreen[256];
static byte VGLSavePaletteBlue[256];
#define ABS(a) (((a)<0) ? -(a) : (a))
#define SGN(a) (((a)<0) ? -1 : 1)
void
VGLSetXY(VGLBitmap *object, int x, int y, byte color)
{
VGLCheckSwitch();
if (x>=0 && x<object->Xsize && y>=0 && y<object->Ysize) {
if (!VGLMouseFreeze(x, y, 1, 1, color)) {
switch (object->Type) {
case MEMBUF:
case VIDBUF8:
object->Bitmap[y*object->Xsize+x]=(color);
break;
case VIDBUF8X:
outb(0x3c4, 0x02);
outb(0x3c5, 0x01 << (x&0x3));
object->Bitmap[(unsigned)(object->Xsize/2*y)+(x/4)] = (color);
break;
case VIDBUF4:
outb(0x3c4, 0x02); outb(0x3c5, 0x01);
outb(0x3ce, 0x04); outb(0x3cf, 0x00);
object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
| ((color & 0x01) ? (0x80>>(x%8)) : 0);
outb(0x3c4, 0x02); outb(0x3c5, 0x02);
outb(0x3ce, 0x04); outb(0x3cf, 0x01);
object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
| ((color & 0x02) ? (0x80>>(x%8)) : 0);
outb(0x3c4, 0x02); outb(0x3c5, 0x04);
outb(0x3ce, 0x04); outb(0x3cf, 0x02);
object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
| ((color & 0x04) ? (0x80>>(x%8)) : 0);
outb(0x3c4, 0x02); outb(0x3c5, 0x08);
outb(0x3ce, 0x04); outb(0x3cf, 0x03);
object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] =
( object->Bitmap[(y*object->Xsize/8+x/8)&0xffff] & ~(0x80>>(x%8)) )
| ((color & 0x08) ? (0x80>>(x%8)) : 0);
}
}
VGLMouseUnFreeze();
}
}
byte
VGLGetXY(VGLBitmap *object, int x, int y)
{
VGLCheckSwitch();
switch (object->Type) {
case MEMBUF:
case VIDBUF8:
return object->Bitmap[((y*object->Xsize)+x)];
break;
case VIDBUF8X:
outb(0x3ce, 0x04); outb(0x3cf, x & 0x3);
return object->Bitmap[(unsigned)(object->Xsize/4*y)+(x/4)];
break;
case VIDBUF4:
return (object->Bitmap[((y*object->Xsize/8)+x/8)]&(0x80>>(x%8))) ? 1 : 0;
break;
}
return 0;
}
void
VGLLine(VGLBitmap *object, int x1, int y1, int x2, int y2, byte color)
{
int d, x, y, ax, ay, sx, sy, dx, dy;
dx = x2-x1; ax = ABS(dx)<<1; sx = SGN(dx); x = x1;
dy = y2-y1; ay = ABS(dy)<<1; sy = SGN(dy); y = y1;
if (ax>ay) { /* x dominant */
d = ay-(ax>>1);
for (;;) {
VGLSetXY(object, x, y, color);
if (x==x2)
break;
if (d>=0) {
y += sy; d -= ax;
}
x += sx; d += ay;
}
}
else { /* y dominant */
d = ax-(ay>>1);
for (;;) {
VGLSetXY(object, x, y, color);
if (y==y2)
break;
if (d>=0) {
x += sx; d -= ay;
}
y += sy; d += ax;
}
}
}
void
VGLBox(VGLBitmap *object, int x1, int y1, int x2, int y2, byte color)
{
VGLLine(object, x1, y1, x2, y1, color);
VGLLine(object, x2, y1, x2, y2, color);
VGLLine(object, x2, y2, x1, y2, color);
VGLLine(object, x1, y2, x1, y1, color);
}
void
VGLFilledBox(VGLBitmap *object, int x1, int y1, int x2, int y2, byte color)
{
int y;
for (y=y1; y<=y2; y++) VGLLine(object, x1, y, x2, y, color);
}
void
inline set4pixels(VGLBitmap *object, int x, int y, int xc, int yc, byte color)
{
if (x!=0) {
VGLSetXY(object, xc+x, yc+y, color);
VGLSetXY(object, xc-x, yc+y, color);
if (y!=0) {
VGLSetXY(object, xc+x, yc-y, color);
VGLSetXY(object, xc-x, yc-y, color);
}
}
else {
VGLSetXY(object, xc, yc+y, color);
if (y!=0)
VGLSetXY(object, xc, yc-y, color);
}
}
void
VGLEllipse(VGLBitmap *object, int xc, int yc, int a, int b, byte color)
{
int x = 0, y = b, asq = a*a, asq2 = a*a*2, bsq = b*b;
int bsq2 = b*b*2, d = bsq-asq*b+asq/4, dx = 0, dy = asq2*b;
while (dx<dy) {
set4pixels(object, x, y, xc, yc, color);
if (d>0) {
y--; dy-=asq2; d-=dy;
}
x++; dx+=bsq2; d+=bsq+dx;
}
d+=(3*(asq-bsq)/2-(dx+dy))/2;
while (y>=0) {
set4pixels(object, x, y, xc, yc, color);
if (d<0) {
x++; dx+=bsq2; d+=dx;
}
y--; dy-=asq2; d+=asq-dy;
}
}
void
inline set2lines(VGLBitmap *object, int x, int y, int xc, int yc, byte color)
{
if (x!=0) {
VGLLine(object, xc+x, yc+y, xc-x, yc+y, color);
if (y!=0)
VGLLine(object, xc+x, yc-y, xc-x, yc-y, color);
}
else {
VGLLine(object, xc, yc+y, xc, yc-y, color);
}
}
void
VGLFilledEllipse(VGLBitmap *object, int xc, int yc, int a, int b, byte color)
{
int x = 0, y = b, asq = a*a, asq2 = a*a*2, bsq = b*b;
int bsq2 = b*b*2, d = bsq-asq*b+asq/4, dx = 0, dy = asq2*b;
while (dx<dy) {
set2lines(object, x, y, xc, yc, color);
if (d>0) {
y--; dy-=asq2; d-=dy;
}
x++; dx+=bsq2; d+=bsq+dx;
}
d+=(3*(asq-bsq)/2-(dx+dy))/2;
while (y>=0) {
set2lines(object, x, y, xc, yc, color);
if (d<0) {
x++; dx+=bsq2; d+=dx;
}
y--; dy-=asq2; d+=asq-dy;
}
}
void
VGLClear(VGLBitmap *object, byte color)
{
VGLCheckSwitch();
VGLMouseFreeze(0, 0, object->Xsize, object->Ysize, color);
switch (object->Type) {
case MEMBUF:
case VIDBUF8:
memset(object->Bitmap, color, object->Xsize*object->Ysize);
break;
case VIDBUF8X:
/* XXX works only for Xsize % 4 = 0 */
outb(0x3c4, 0x02); outb(0x3c5, 0x0f);
memset(object->Bitmap, color, object->Xsize*object->Ysize/4);
break;
case VIDBUF4:
/* XXX works only for Xsize % 8 = 0 */
memset(object->Bitmap, color, object->Xsize/8*object->Ysize);
break;
}
VGLMouseUnFreeze();
}
void
VGLRestorePalette()
{
int i;
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C8, 0x00);
for (i=0; i<256; i++) {
outb(0x3C9, VGLSavePaletteRed[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteGreen[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteBlue[i]);
inb(0x84);
}
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSavePalette()
{
int i;
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C7, 0x00);
for (i=0; i<256; i++) {
VGLSavePaletteRed[i] = inb(0x3C9);
inb(0x84);
VGLSavePaletteGreen[i] = inb(0x3C9);
inb(0x84);
VGLSavePaletteBlue[i] = inb(0x3C9);
inb(0x84);
}
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSetPalette(byte *red, byte *green, byte *blue)
{
int i;
for (i=0; i<256; i++) {
VGLSavePaletteRed[i] = red[i];
VGLSavePaletteGreen[i] = green[i];
VGLSavePaletteBlue[i] = blue[i];
}
VGLCheckSwitch();
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C8, 0x00);
for (i=0; i<256; i++) {
outb(0x3C9, VGLSavePaletteRed[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteGreen[i]);
inb(0x84);
outb(0x3C9, VGLSavePaletteBlue[i]);
inb(0x84);
}
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSetPaletteIndex(byte color, byte red, byte green, byte blue)
{
VGLSavePaletteRed[color] = red;
VGLSavePaletteGreen[color] = green;
VGLSavePaletteBlue[color] = blue;
VGLCheckSwitch();
outb(0x3C6, 0xFF);
inb(0x3DA);
outb(0x3C8, color);
outb(0x3C9, red); outb(0x3C9, green); outb(0x3C9, blue);
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLSetBorder(byte color)
{
VGLCheckSwitch();
inb(0x3DA);
outb(0x3C0,0x11); outb(0x3C0, color);
inb(0x3DA);
outb(0x3C0, 0x20);
}
void
VGLBlankDisplay(int blank)
{
byte val;
VGLCheckSwitch();
outb(0x3C4, 0x01); val = inb(0x3C5); outb(0x3C4, 0x01);
outb(0x3C5, ((blank) ? (val |= 0x20) : (val &= 0xDF)));
}