/*- * 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: demo.c,v 1.16 1997/08/17 20:46:55 sos Exp sos $ */ #include #include #include "vgl.h" int main(int argc, char **argv) { int x, 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 (there should be a function for this) tmp.Type = MEMBUF; tmp.Bitmap = (char*)malloc(256*256); tmp.Xsize = 256; tmp.Ysize = 256; // fill the screen with colored lines for (y=0; y 1000) break; } // restore screen to its original mode VGLEnd(); return 0; }