/*- * SPDX-License-Identifier: BSD-2-Clause * * 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 without 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. * * $FreeBSD$ */ #include #include #include #include #include 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 ): // 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; yBitmap[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; }