/* * A template for use in building new saver graphics. * * Copyright 1991, Mike Meyer * All Rights Reserved * * See the file "ShadowMaster:Distribution" for information on distribution. * * ===build instructions * % lc -dNORAND black ; output= black.o input= black.c savermain.h * % blink black.o SC SD ; output= black input= black.o * % copy black //savers * ===endbuild * * Change the screen title, tags and colorspec to suit you, replace the * (trivial) dographics fuction at the bottom with code to do your * graphics. It'll be called with the Intuition and Graphics libraries * already open, and window and screen open on the stuff you chose. * Check SIGBREAKF_CTRL_C at regular intervals, and clean up after * yourself and exit when you get it. Return and everything else will be * cleaned up and the program will exit. * * Compile this with large data mode and stack checking off. Use -dNORAND * if you don't need the random number generator (rand) intialized. */ #include #include #include #include #include #include #include #include #ifndef NORAND /* So we error out if we did a NORAND but use it */ int rand(void) ; void srand(int) ; #endif static void dographics(void) ; struct ExecBase *SysBase = NULL ; struct DosLibrary *DOSBase = NULL ; struct IntuitionBase *IntuitionBase = NULL ; struct GfxBase *GfxBase = NULL ; struct Screen *screen = NULL ; struct Window *window = NULL ; /* Don't change anything above this point... */ /* * This is the initial color table for the blanker screen. The format of a * ColorSpec is pen number, R, G, B. Add pens as required by your screen. You * should really set all pens, so you avoid color flashes after opening. * If you insist on doing it another way, add SA_ScreenBehind to the screen * and do a ScreenToFront after setting the colormap, but before you start * drawing. * * Don't forget to set the SA_Depth tag in ScreenTags... */ static struct ColorSpec colorspec[] = { {0, 0, 0, 0}, {1, 8, 8, 8}, { -1 } } ; /* * You must have a better name to use here, right? */ static char *Title = "Trivial Screen Blanker" ; /* * Screen open data. You'll probably want to change this to set your own * depth and mode. I'd recommend leaving the overscan as is, but it's your * graphics hack. */ static struct TagItem ScreenTags[] = { {SA_Depth, 1}, {SA_Colors, &colorspec}, {SA_DisplayID, LORES_KEY}, {SA_Overscan, OSCAN_MAX}, {SA_Title, &Title}, {SA_ShowTitle, FALSE}, {SA_Quiet, TRUE}, {TAG_END, 0} } ; /* * The window is for turning off the sprite, and that's about it. However, * if you want clipped rendering (which means part of your graphics aren't * going to be seen), you can use it's rastport. Until you're sure that's * not going on, you probably want to do that anyway. After you trust your * grahics code, render through the screen rastport to get extra speed. * * WARNING: WA_CustomScreen _MUST_ be the first entry!!! */ static struct TagItem WindowTags[] = { {WA_CustomScreen, 0}, {WA_Borderless, TRUE}, {WA_Activate, TRUE}, {WA_SimpleRefresh, TRUE}, {TAG_END, 0} }; #include "savermain.h" /* * Add whatever graphics you want here. Be sure and do a * CheckSignal(SIGBREAKF_CTRL_C) & SIGBREAKF_CTRL_C at regular intervals, as * that's how you're told to unblank. When that evaluates to true, you should * free everything you've allocated and return. * * Note that we seed the rand() number generator in _main, so that it can * happen before we drop the task priority. For saver hacks, that random * number generator should be good enough. If you need better, change that * seeding. Otherwise, you can just use rand() knowing you'll get different * sequences each time you get started. If you really don't want this, just * delete the stuff in main. * * This example doesn't _do_ anything, so it uses a Wait instead of checking * signals. We want to be a good citizen. */ static void dographics(void) { Wait(SIGBREAKF_CTRL_C) ; }