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exalpha.c from Allegro game programming library at Krugle


Show exalpha.c syntax highlighted

/*
 *    Example program for the Allegro library, by Shawn Hargreaves.
 *
 *    This program demonstrates how to use the 32 bit AL_RGBA translucency
 *    functions to store an alpha channel along with a bitmap graphic.
 */


#include "allegro.h"



int main(int argc, char *argv[])
{
   char buf[256];
   AL_BITMAP *background;
   AL_BITMAP *alpha;
   AL_BITMAP *sprite;
   AL_BITMAP *buffer;
   int bpp = -1;
   int ret = -1;
   int x, y, c, a;

   allegro_init(); 
   al_install_keyboard(); 
   al_install_mouse(); 
   al_install_timer();

   /* what color depth should we use? */
   if (argc > 1) {
      if ((argv[1][0] == '-') || (argv[1][0] == '/'))
	 argv[1]++;
      bpp = atoi(argv[1]);
      if ((bpp != 15) && (bpp != 16) && (bpp != 24) && (bpp != 32)) {
	 al_show_message("Invalid color depth '%s'\n", argv[1]);
	 return 1;
      }
   }

   if (bpp > 0) {
      /* set a user-requested color depth */
      al_set_color_depth(bpp);
      ret = al_set_gfx_mode(AL_GFX_AUTODETECT, 640, 480, 0, 0);
   }
   else {
      /* autodetect what color depths are available */
      static int color_depths[] = { 16, 15, 32, 24, 0 };
      for (a=0; color_depths[a]; a++) {
	 bpp = color_depths[a];
	 al_set_color_depth(bpp);
	 ret = al_set_gfx_mode(AL_GFX_AUTODETECT, 640, 480, 0, 0);
	 if (ret == 0)
	    break;
      }
   }

   /* did the video mode set properly? */
   if (ret != 0) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Error setting %d bit graphics mode\n%s\n", bpp, al_error);
      return 1;
   }

   /* load the background picture */
   al_replace_filename(buf, argv[0], "allegro.pcx", sizeof(buf));
   background = al_load_bitmap(buf, NULL);
   if (!background) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Error reading %s!\n", buf);
      return 1;
   }

   /* make a copy of it */
   al_set_color_depth(32);
   sprite = al_create_bitmap(background->w, background->h);
   al_blit(background, sprite, 0, 0, 0, 0, background->w, background->h);

   /* load the alpha sprite image. Note that we specifically force this
    * to load in a 32 bit format by calling al_set_color_depth(). That is
    * because the disk file is actually only a 256 color graphic: if it
    * was already a 32 bit AL_RGBA sprite, we would probably want to use
    * al_set_color_conversion(AL_COLORCONV_NONE) instead.
    */
   al_replace_filename(buf, argv[0], "mysha.pcx", sizeof(buf));
   alpha = al_load_bitmap(buf, NULL);
   if (!alpha) {
      al_set_gfx_mode(AL_GFX_NONE, 0, 0, 0, 0);
      al_show_message("Error reading %s!\n", buf);
      return 1;
   }

   /* normally we would have loaded an AL_RGBA image directly from disk. Since
    * I don't have one lying around, and am too lazy to draw one (or I could
    * rationalise this by saying that I'm trying to save download size by
    * reusing graphics :-) I'll just have to generate an alpha channel in
    * code. I do this by using greyscale values from the mouse picture as an
    * alpha channel for the Allegro image. Don't worry about this code: you
    * wouldn't normally need to write anything like this, because you'd just
    * get the right graphics directly out of a datafile.
    */
   al_drawing_mode(DRAW_MODE_TRANS, NULL, 0, 0);
   al_set_write_alpha_blender();

   for (y=0; y<sprite->h; y++) {
      for (x=0; x<sprite->w; x++) {
	 c = al_get_pixel(alpha, x, y);
	 a = al_get_r(c) + al_get_g(c) + al_get_b(c);
	 a = MID(0, a/2-128, 255);

	 al_put_pixel(sprite, x, y, a);
      }
   }

   al_destroy_bitmap(alpha);

   al_set_color_depth(bpp);

   /* darken the background image down a bit */
   al_drawing_mode(DRAW_MODE_TRANS, NULL, 0, 0);
   al_set_multiply_blender(0, 0, 0, 255);
   al_draw_rect_fill(background, 0, 0, background->w, background->h, al_make_color(32, 16, 128));
   al_drawing_mode(DRAW_MODE_SOLID, NULL, 0, 0);

   /* create a double buffer bitmap */
   buffer = al_create_bitmap(AL_SCREEN_W, AL_SCREEN_H);

   /* scale the background image to be the same size as the al_screen */
   al_stretch(background, buffer, 0, 0, background->w, background->h, 0, 0, AL_SCREEN_W, AL_SCREEN_H);

   al_text_mode(-1);
   al_printf_text(buffer, al_font_8x8, 0, 0, al_make_color(255, 255, 255), "%dx%d, %dbpp", AL_SCREEN_W, AL_SCREEN_H, bpp);

   al_destroy_bitmap(background);
   background = al_create_bitmap(AL_SCREEN_W, AL_SCREEN_H);
   al_blit(buffer, background, 0, 0, 0, 0, AL_SCREEN_W, AL_SCREEN_H);

   while (!al_key_pressed()) {
      /* draw the alpha sprite */
      x = al_mouse_x - sprite->w/2;
      y = al_mouse_y - sprite->h/2;

      al_set_alpha_blender();
      al_draw_trans_sprite(buffer, sprite, x, y);

      /* flip it across to the al_screen */
      al_blit(buffer, al_screen, 0, 0, 0, 0, AL_SCREEN_W, AL_SCREEN_H);

      /* replace the background where we drew the sprite */
      al_blit(background, buffer, x, y, x, y, sprite->w, sprite->h);
   }

   al_clear_keybuf();

   al_destroy_bitmap(background);
   al_destroy_bitmap(sprite);
   al_destroy_bitmap(buffer);

   return 0;
}

AL_END_OF_MAIN();




See more files for this project here

Allegro game programming library

Allegro is a cross-platform library intended for use in computer games and other types of multimedia programming.

Project homepage: http://sourceforge.net/projects/alleg
Programming language(s): Assembly,C,Shell Script
License: other

  allegro.pcx
  ex12bit.c
  ex3buf.c
  ex3d.c
  exaccel.c
  exalpha.c
  example.dat
  example.h
  examples.txt
  exbitmap.c
  exblend.c
  excamera.c
  excolmap.c
  excustom.c
  exdata.c
  exdbuf.c
  exdodgy.c
  exexedat.c
  exfixed.c
  exflame.c
  exflip.c
  exgui.c
  exhello.c
  exjoy.c
  exkeys.c
  exlights.c
  exmem.c
  exmidi.c
  exmouse.c
  expal.c
  expat.c
  exquat.c
  exrgbhsv.c
  exsample.c
  exscale.c
  exscn3d.c
  exscroll.c
  exshade.c
  exspline.c
  exsprite.c
  exstars.c
  exstream.c
  exswitch.c
  extimer.c
  extrans.c
  extruec.c
  exunicod.c
  exupdate.c
  exxfade.c
  exzbuf.c
  mysha.pcx
  planet.pcx
  running.dat
  running.h
  unifont.dat