;Scroll Memory
;-------------
;This demo shows you the power of the scrolling features by allowing you
;to scroll all over your chip ram :-).  Usually you would set limits to stop
;you from going over the boundaries, but that's up to you.
;
;Use mouse to move around, LMB exits.

	opt	o+

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

CALL	MACRO
	jsr	_LVO\1(a6)
	ENDM

	SECTION	"ScrollMemory",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
	CALL	SetUserPri

	move.l	GMS_Base(pc),a6      ;Tell GMS that we want to add a
	lea	ScreenStruct(pc),a0  ;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

	moveq	#JPORT1,d0           ;Initialise the mouse port.
	CALL	Read_Mouse

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

Loop:	moveq	#JPORT1,d0
	CALL	Read_Mouse
	btst	#MB_LMB,d0
	bne.s	ReturnToDOS
	move.w	d0,d1
	asr.w	#8,d0                ;d0 = X Change
	add.w	d0,SS_PicXOffset(a0)
	ext.w	d1
	add.w	d1,SS_PicYOffset(a0)
	CALL	Move_Picture
	CALL	Wait_OSVBL
	bra.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
	dc.l	0,0,0                    ;Screen_Mem1/2/3
	dc.l	0                        ;Screen link.
	dc.l	Palette                  ;Address of 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_Planes
	dc.w	0,0                      ;X/Y screen offsets.
	dc.w	0,0                      ;X/Y picture offsets.
	dc.l	HSCROLL|VSCROLL|HBUFFER  ;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
