
*****	Title		Super.s
*****	Function	An attempt at a SuperBitMap window. I must admit that
*****			this is a crib of the example on page 66 of the RKM
*****			Libraries & Devices manual. Everyones got to learn
*****			somehow!

*****			To check it's working some text and an image are
*****			displayed when window is first opened, but they are
*****			out of sight. To see them, resize the window or use
*****			the proportional gadgets.

*****			
*****	Size		4968 bytes
*****	Author		Mark Meany
*****	Date Started	17th Jan 92
*****	This Revision	18th Jan 92
*****	Notes		Map Builder by disc 21.
*****			

		incdir		"sys:include/"
		include		"exec/exec_lib.i"
		include		"exec/exec.i"
		include		"intuition/intuition_lib.i"
		include		"intuition/intuition.i"
		include		"libraries/dos_lib.i"
		include		"libraries/dos.i"
		include		"libraries/dosextens.i"
		include		"graphics/gfx.i"
		include		"graphics/graphics_lib.i"
		include		graphics/layers.i
		include		graphics/layers_lib.i

; Some equates for super bitmap window.

WidthSuper	equ		800		SuperBitMap playfield
HeightSuper	equ		600		attributes
DepthSuper	equ		2

UpDownID	equ		0		Proportional gadget
LeftRightID	equ		1		ID`s, I hate doing this!
NoID		equ		2

; We all recognise Steves macro, don`t we?

CALLSYS		macro
		ifgt		NARG-1
		FAIL		!!!
		endc
		jsr		_LVO\1(a6)
		endm

; And a macro for calling layers.library functions

CALLLAYERS	macro
		move.l		_LayersBase,a6
		jsr		_LVO\1(a6)
		endm

		section		Skeleton,code

; Include easystart to allow a Workbench startup.

;		include		"misc/easystart.i"

		move.l		a0,_args	save addr of CLI args
		move.l		d0,_argslen	and the length

		bsr.s		Openlibs	open libraries
		tst.l		d0		any errors?
		beq.s		no_libs		if so quit

		bsr		Init		Initialise data
		tst.l		d0		any errors?
		beq.s		no_libs		if so quit

		bsr		Openwin		open window
		tst.l		d0		any errors?
		beq.s		no_win		if so quit

		bsr		WaitForMsg	wait for user

no_win		bsr		Closewin	close our window

		bsr		DeInit		free resources

no_libs		bsr		Closelibs	close open libraries

		rts				finish


;**************	Open all required libraries

; Open DOS, Intuition, Graphics and Layers libraries.

; If d0=0 on return then one or more libraries are not open.

Openlibs	lea		dosname,a1	a1->lib name
		moveq.l		#0,d0		any version
		CALLEXEC	OpenLibrary	and open it
		move.l		d0,_DOSBase	save base ptr
		beq.s		.lib_error	quit if error

		lea		intname,a1	a1->lib name
		moveq.l		#0,d0		any version
		CALLEXEC	OpenLibrary	and open it
		move.l		d0,_IntuitionBase	save base ptr
		beq.s		.lib_error	quit if error

		lea		gfxname,a1	a1->lib name
		moveq.l		#0,d0		any version
		CALLEXEC	OpenLibrary	and open it
		move.l		d0,_GfxBase	save base ptr
		beq.s		.lib_error	quit if error

		lea		layername,a1	a1->lib name
		moveq.l		#0,d0		any version
		CALLEXEC	OpenLibrary	and open it
		move.l		d0,_LayersBase	save base ptr

.lib_error	rts

*************** Initialise any data

;--------------	At present just set STD_OUT and check for usage text

Init		tst.l		returnMsg	are we from WorkBench?
		bne.s		.ok		if so ignore usage bit

		CALLDOS		Output		determine CLI handle
		move.l		d0,STD_OUT	and save it for later
		beq.s		.err		quit if there is no handle

		move.l		_args,a0	get addr of CLI args
		cmpi.b		#'?',(a0)	is the first arg a ?
		bne.s		.ok		if not skip the next bit

		lea		_UsageText,a0	a0->the usage text
		bsr		DosMsg		and display it
.err		moveq.l		#0,d0		set an error
		bra.s		.error		and finish

;--------------	Your Initialisations should start here

.ok		moveq.l		#1,d0		no errors

.error		rts				back to main


*************** Open An Intuition Window

; Opens an intuition window. If d0=0 on return then window could not be
;opened.

; This version opens a SuperBitmap window. Alter equates for specific size.

; Allocate memory for a BitMap structure

Openwin		move.l		#bm_SIZEOF,d0	mem size
		move.l		#MEMF_PUBLIC!MEMF_CLEAR,d1	requirements
		CALLEXEC	AllocMem	get some memory
		move.l		d0,MyBitMap	save address
		beq		.win_error	quit if error

; Now intialise the BitMap structure

		move.l		d0,a0		a0->BitMap structure
		move.l		#DepthSuper,d0	SuperBitmap depth
		move.l		#WidthSuper,d1	SuperBitmap width
		move.l		#HeightSuper,d2	SuperBitmap height
		CALLGRAF	InitBitMap	initialise the structure

; Allocate memory for the bitplanes. I`ve opted for segmented playfields to
;allow the user more chance of getting the memory required. Trying to
;allocate one huge chunk may fail!

		moveq.l		#DepthSuper-1,d7 loop counter, dbr adjusted
		move.l		MyBitMap,a3	 a3->BitMap structure
		moveq.l		#0,d6		 clear register
		move.w		bm_BytesPerRow(a3),d6  d6=bitplane byte width
		mulu.w		bm_Rows(a3),d6	       d6=RastetSize
		move.w		d6,RasterSize	 save for later

		lea		bm_Planes(a3),a3 a3->1st bitplane pointer
.allocplaneloop	move.l		d6,d0		 size of memory
		move.l		#MEMF_CHIP!MEMF_CLEAR,d1 requirements
		CALLEXEC	AllocMem	get some memory
		move.l		d0,(a3)+	save addr in BitMap struct
		beq		.win_error	quit if error

		dbra		d7,.allocplaneloop for all bitplanes

; If we get here, all bitplanes have been allocated. Attach the BitMap
;structure to the NewWindow structure.

		lea		MyWindow,a0	a0-> NewWindow structure
		move.l		MyBitMap,nw_BitMap(a0) set nw_BitMap field

; Now open the window.

		CALLINT		OpenWindow	and open it
		move.l		d0,window.ptr	save struct ptr
		beq.s		.win_error	quit if error

****************************************************************************
; Something is supposed to go in here, but I can`t figure out what though??

;Crap! Another mistake in the RKM manual wastes an hour or so!!!!!
****************************************************************************

; Copy useful pointers into program variables

		move.l		d0,a0			  ;a0->win struct	
		move.l		wd_UserPort(a0),window.up ;save up ptr
		move.l		wd_RPort(a0),window.rp    ;save rp ptr
		move.l		window.rp,a0		  a0->RastPort struct
		move.l		rp_Layer(a0),a0	  	  a0->Layers struct
		move.l		a0,window.lyr		  save pointer
		
; Write some text into playfield, outside windows view. Should be able to
;resize the window to reveal this text if it is a true SuperBitMap!!!

		move.l		window.rp,a0	a0->windows RastPort
		lea		WinText,a1	a1->IText structure
		moveq.l		#10,d0		X offset
		moveq.l		#100,d1		Y offset
		CALLINT		PrintIText	print this text

; Now plonk an image in there for the adventerous to find!

		move.l		window.rp,a0	a0->windows RastPort
		lea		RayImage,a1	a1->Image structure
		move.l		#600,d0		X offset
		move.l		#500,d1		Y offset
		CALLINT		DrawImage	draw picture

; Adjust the proportional gadgets to display something meaningful

		jsr		DoNewSize	

		move.l		#1,d0		no errors

.win_error	rts				all done so return

*************** Deal with User interaction

; At present only supports gadget selection. Address of routine to call
;when a gadget is selected should be stored in the gg_UserData field
;of that gadgets structure. All gadget/menu service subroutines should set
;d2=0 to ensure accidental QUIT is not forced. If a QUIT gadget is used
;it should set d2=CLOSEWINDOW.


WaitForMsg	move.l		window.up,a0	a0-->user port
		CALLEXEC	WaitPort	wait for something to happen
		move.l		window.up,a0	a0-->window pointer
		CALLSYS		GetMsg		get any messages
		tst.l		d0		was there a message ?
		beq.s		WaitForMsg	if not loop back
		move.l		d0,a1		a1-->message
		move.l		im_Class(a1),d2	d2=IDCMP flags
		move.l		im_IAddress(a1),a5 a5=addr of structure
		CALLSYS		ReplyMsg	answer os or it get angry

BP1		cmp.l		#NEWSIZE,d2	window resized?
		bne.s		.test_ggdown	if not skip
		bsr		DoNewSize	it has! recalc gadgets
		bra		WaitForMsg	and loop back

.test_ggdown	cmp.l		#GADGETDOWN,d2	gadget going down?
		bne.s		.test_ggup	if not skip
		move.l		gg_UserData(a5),PropGadgSub	save sub ptr
		bra		WaitForMsg	and loop back

.test_ggup	cmp.l		#GADGETUP,d2	gadget released?
		bne.s		.test_tick	if not skip
		bsr		CheckPropGadg	deal with action
		move.l		#0,PropGadgSub	signal no active prop gadget
		bra		WaitForMsg	and loop back

.test_tick	cmp.l		#INTUITICKS,d2	tick tock?
		bne.s		.test_win	if not skip
		bsr		CheckPropGadg	deal with any active props
		bra		WaitForMsg	and loop back

.test_win	cmp.l		#CLOSEWINDOW,d2  window closed ?
		bne		WaitForMsg	 if not then jump
		rts

*************** Close the Intuition window.

; Updated to deal with SuperBitMap windows. It is possible to progress quite
;some way into initialisation before, an error occurs. Best to check all
;possabilities and go from there! Closing/freing is done in reverse order
;to Opening/allocating where possible!!!

; First release bitplane pointers

Closewin	move.l		MyBitMap,d6	d6->BitMap structure (safe)
		beq		.error		quit if not allocated

		move.l		d6,a5		a5->BitMap structure
		lea		bm_Planes(a5),a3 a3->1st bitplane
		move.l		#DepthSuper-1,d7 loop counter, dbra adjusted

.planeloop	moveq.l		#0,d0		clear register
		move.w		RasterSize,d0	bytesize
		move.l		(a3)+,d1	d1->memoryBlock
		beq.s		.nextplane	skip if not allocated
		move.l		d1,a1		a1->memoryBlock
		CALLEXEC	FreeMem		and release it
.nextplane	dbra		d7,.planeloop	for all bitplanes

; Now release bitmap structure

		move.l		#bm_SIZEOF,d0	bytesize
		move.l		d6,a1		memoryBlock
		CALLEXEC	FreeMem		and release it

; And finaly close the window

		move.l		window.ptr,a0	a0->Window struct
		CALLINT		CloseWindow	and close it
.error		rts

***************	Release any additional resources used

DeInit
		rts

***************	Close all open libraries

; Closes any libraries the program managed to open.

Closelibs	move.l		_DOSBase,d0		d0=base ptr
		beq.s		.lib_error		quit if 0
		move.l		d0,a1			a1->lib base
		CALLEXEC	CloseLibrary		close lib

		move.l		_IntuitionBase,d0	d0=base ptr	
		beq.s		.lib_error		quit if 0
		move.l		d0,a1			a1->lib base
		CALLEXEC	CloseLibrary		close lib

		move.l		_GfxBase,d0		d0=base ptr
		beq.s		.lib_error		quit if 0
		move.l		d0,a1			a1->lib base
		CALLEXEC	CloseLibrary		close lib

		move.l		_LayersBase,d0		d0=base ptr
		beq.s		.lib_error		quit if 0
		move.l		d0,a1			a1->lib base
		CALLEXEC	CloseLibrary		close lib

.lib_error	rts


*****************************************************************************
*			Useful Subroutines Section					    *
*****************************************************************************

; Entry		a0 must hold address of 0 terminated message.
;		STD_OUT should hold handle of file to be written to.
;		DOS library must be open

DosMsg		movem.l		d0-d3/a0-a3,-(sp) save registers

		tst.l		STD_OUT		test for open console
		beq		.error		quit if not one

		move.l		a0,a1		get a working copy

;--------------	Determine length of message

		moveq.l		#-1,d3		reset counter
.loop		addq.l		#1,d3		bump counter
		tst.b		(a1)+		is this byte a 0
		bne.s		.loop		if not loop back

;--------------	Make sure there was a message

		tst.l		d3		was there a message ?
		beq.s		.error		if not, graceful exit

;--------------	Get handle of output file

		move.l		STD_OUT,d1	d1=file handle
		beq.s		.error		leave if no handle

;--------------	Now print the message
;		At this point, d3 already holds length of message
;		and d1 holds the file handle.

		move.l		a0,d2		d2=address of message
		CALLDOS		Write		and print it

;--------------	All done so finish

.error		movem.l		(sp)+,d0-d3/a0-a3 restore registers
		rts

*****************************************************************************
*			Data Section					    *
*****************************************************************************

dosname		dc.b		'dos.library',0
		even
intname		dc.b		'intuition.library',0
		even
gfxname		dc.b		'graphics.library',0
		even
layername	dc.b		'layers.library',0
		even
		
; replace the usage text below with your own particulars

_UsageText	dc.b		$0a
		dc.b		'This is only a skeleton routine written for:'
		dc.b		$0a
		dc.b		'       ACC discs Intuition Tutorials!'
		dc.b		$0a
		dc.b		0
		even

;***********************************************************
;	Window and Gadget defenitions
;***********************************************************

		include		win.i

WinText		dc.b		1		FrontPen
		dc.b		0		BackPen
		dc.b		RP_JAM2		DrawMode
		dc.b		0		KludgeFill00
		dc.w		0		x position
		dc.w		0		y position
		dc.l		0		font
OurText		dc.l		.Text		address of text to print
		dc.l		0		no more text

.Text		dc.b		'Didn`t believe me hey?',0		the text itself
		even

		rsreset



returnMsg	dc.l		0		DEBUG ONLY

;***********************************************************
	SECTION	Vars,BSS
;***********************************************************

_args		ds.l		1		CLI Parameter Details
_argslen	ds.l		1

_DOSBase	ds.l		1		Library Base Pointers
_IntuitionBase	ds.l		1
_GfxBase	ds.l		1
_LayersBase	ds.l		1		

MyBitMap	ds.l		1		-> BitMap structure
RasterSize	ds.w		1		byte size of playfield

window.ptr	ds.l		1		-> Window structure
window.rp	ds.l		1		-> windows RastPort structure
window.up	ds.l		1		-> windows UserPort structure
window.lyr	ds.l		1		-> windows Layers structure

PropGadgSub	ds.l		1		-> prop gadget subroutine

STD_OUT		ds.l		1		Output file handle

		section		Skeleton,code

***** Your code goes here!!!

		include		subs.i		Subroutines!