;Correct CludgeShape Mildred Library Example.
;
;Programmed by : Mikkel Loekke, aka. FlameDuck.
;
;Please read the README file.
;

WBStartup
NoCli

DEFTYPE.l

MCPU Processor                      ; Tell Mildred which CPU it should use.
Mc2pCPUmode Processor               ; Tell Mildred which CPU it should use for c2p.

MReserveBitmaps 1                   ; Tell Mildred that we're going to use 1 chunky bitmap.
MReservec2pWindows 1                ; Tell it we only need one c2p display.
MReserveShapes 1                   ; Tell Mildred that we need a shape aswell.

.initgraphics
MBitmap 0,320,256                   ; This will contain our chunky buffer.

Fil$="RAM:TempBall"             ; Or wherever you have the chunky object lying arround.

*fetchady.l=AllocMem (FileSize(Fil$+".CNK")+16,$10000) ; Reserve enough memory to contain our entire ball object,
                                                              ; and a 16 byte safety buffer. (Just in case.)
If *fetchady                                                  ; if we succeed
  *loadady.l=(*fetchady+16) AND $FFFFFFF0                     ; Calculate the 16 byte offset we need.
  If BLoad(Fil$+".CNK",*loadady)                              ; And load our shape at THAT address.
     MCludgeShape 0,32,32,*fetchady                         ; Now use the untruncated address to fetch the image.
     MMakeCookie 0
  Else
    EZRequest "File not found: "+Fil$                         ; Nice error message
    End
  EndIf
Else
  EZRequest "Couldn't allocate enough memory !"               ; Another nice error message.
  End
EndIf

Dim bx.w(63),by.w(63),bxa.b(63),bya.b(63)
For x.b=0 To 7
  For y.b=0 To 7
    bx(x+8*y)=32+32*x
    by(x+8*y)=24+24*y
  Next
Next




Mc2pWindow 0,320,256                ; Setup structures for c2p conversions.

*pbb.l=AllocMem(320*256,$10002)           ; Get some free CHIP memory.
CludgeBitMap 0,320,256,8,*pbb    ; And make it a planar bitmap.

Dim scrtaglst.TagItem(7)            ; All this stuff sets up our
scrtaglst(0)\ti_Tag = #SA_Left      ; Taglist for the screen we
scrtaglst(0)\ti_Data = 0            ; want.
scrtaglst(1)\ti_Tag = #SA_Depth
scrtaglst(1)\ti_Data = 8
scrtaglst(2)\ti_Tag = #SA_Width
scrtaglst(2)\ti_Data = 320
scrtaglst(3)\ti_Tag = #SA_Height
scrtaglst(3)\ti_Data = 256
scrtaglst(4)\ti_Tag = #SA_BitMap
scrtaglst(4)\ti_Data = Addr BitMap (0)
scrtaglst(5)\ti_Tag = #SA_ShowTitle
scrtaglst(5)\ti_Data = 0
scrtaglst(6)\ti_Tag = #SA_Draggable
scrtaglst(6)\ti_Data = 0
scrtaglst(7)\ti_Tag = #TAG_END      ; The most important tag of them all.

LoadPalette 0,Fil$+".PAL"           ; Load our palette info.

ScreenTags 0,"MildredDEMO",&scrtaglst(0) ; Open our intuition screen.

ShowPalette 0                       ; Attach our palette to the screen.


Repeat                              ; Repeat our mainloop ....
  Mc2p *pbb                         ; Convert our chunky buffer to
                                    ; our planar bitmap.
  MCls                              ; Clear our chunky buffer
  For t = 0 To 63
    MBlit 0,bx(t),by(t)
    bx(t)+bxa(t)
    by(t)+bya(t)
    If bx(t) = 0 OR bx(t)=287 Then bxa(t)*-1
    If by(t) = 0 OR by(t)=223 Then bya(t)*-1
  Next
Until RawStatus($45)                ; .... Until we press Escape.

End                                 ; End our nice program.


