;Double Buffering
;----------------
;This just shows how to double buffer the screen.  You can also try out
;triple buffering just by changing the DBLBUFFER flag to TPLBUFFER in the
;ScreenStruct.
;
;Notice that this thing does in fact fully multi-task (no forbid/permit)!
;Instead we set our task priority to be a little higher than any other tasks
;-- if we didn't do this sometimes our frames could be stalled (try removing
;the SetUserPri and watch the demo again).

	opt	o+

	INCLUDE	"exec/exec_lib.i"
	INCLUDE	"games/games_lib.i"
	INCLUDE	"games/games.i

CALL	MACRO
	jsr	_LVO\1(a6)
	ENDM

	SECTION	"DoubleBuffer",CODE

;===========================================================================;
;                             INITIALISE DEMO
;===========================================================================;

Start:	MOVEM.L	A0-A6/D1-D7,-(SP)
	move.l	($4).w,a6
	lea	GMS_Name(pc),a1
	moveq	#$00,d0
	CALL	OpenLibrary
	move.l	d0,GMS_Base
	beq.s	Quit

	move.l	GMS_Base(pc),a6          ;Set the task priority to a
	CALL	SetUserPri               ;user-selected level.

	lea	ScreenStruct(pc),a0      ;Add screen for use.
	CALL	Add_Screen
	tst.l	d0
	bne.s	Error

	lea	Picture(pc),a1           ;a1 = Picture struct.
	move.l	SS_MemPtr1(a0),PIC_Data(a1)
	lea	PicFile(pc),a0           ;a0 = Picture file.
	CALL	LoadPic
	tst.w	d0
	bne.s	ReturnToDOS

	lea	ScreenStruct(pc),a0      ;Now show the screen/pic.
	CALL	Show_Screen

;===========================================================================;
;                                MAIN LOOP
;===========================================================================;

Loop:	CALL	Wait_OSVBL               ;Nice VBL wait for multi-tasking.
	CALL	SwapBuffers
	moveq	#JPORT1,d0               ;Port 1 (mouse)
	moveq	#JT_ZBXY,d1
	CALL	Read_JoyPort
	btst	#MB_LMB,d0
	beq.s	Loop

;===========================================================================;
;                              RETURN TO DOS
;===========================================================================;

ReturnToDOS:
	move.l	GMS_Base(pc),a6
	lea	ScreenStruct(pc),a0
	CALL	Delete_Screen            ;Give back screen memory etc.
Error:	move.l	GMS_Base(pc),a1
	move.l	($4).w,a6
	CALL	CloseLibrary
Quit:	MOVEM.L	(SP)+,A0-A6/D1-D7
	moveq	#$00,d0
	rts

;===========================================================================;
;                                  DATA
;===========================================================================;

GMS_Name:
	dc.b	"games.library",0
	even
GMS_Base:
	dc.l	0

AMT_PLANES =	5

ScreenStruct:
	dc.l	"GSV1",0          ;Structure Version & Stats.
	dc.l	0,0,0             ;Screen_Mem1/2/3
	dc.l	0                 ;Screen link.
	dc.l	Palette           ;Address of screen palette
	dc.l	0                 ;Address of rasterlist.
	dc.l	0                 ;Amt of colours in palette.
	dc.w	320,256,320,256   ;Screen & Pic Height/Width.
	dc.w	AMT_PLANES        ;Amt of planes
	dc.w	0,0               ;X/Y screen offset
	dc.w	0,0               ;X/Y picture offset
	dc.l	DBLBUFFER         ;Special attributes.
	dc.w	LORES             ;Screen mode.
	dc.b	INTERLEAVED       ;Screen type
	dc.b	0                 ;Reserved.
	even

Palette	dc.w	$0000,$0130,$0FCB,$0FA9,$0D88,$0965,$0644,$0211
	dc.w	$0400,$0444,$0FF0,$0432,$0CC0,$0150,$0501,$0880
	dc.w	$0261,$0271,$0382,$0492,$05A3,$05B4,$0677,$06C4
	dc.w	$0788,$09AA,$0BCC,$0801,$0901,$0A02,$0701,$0601

Picture	dc.l	"PCV1",0           ;Version header.
	dc.l	0                  ;Source data.
	dc.w	320,256            ;Width, Height.
	dc.w	AMT_PLANES         ;Amount of Planes.
	dc.l	32                 ;Amount of colours.
	dc.l	Palette            ;Source palette (remap).
	dc.w	LORES              ;Screen mode.
	dc.w	INTERLEAVED        ;Destination
	dc.l	0                  ;Parameters.

PicFile	dc.b	"GAMESLIB:data/IFF.Pic320",0
	even
