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{\rtf1\ansi\ansicpg1252\deff0\deflang1031{\fonttbl{\f0\fmodern\fcharset0 Courier;}{\f1\fswiss\fprq2\fcharset0 System;}}
{\colortbl ;\red0\green128\blue0;\red0\green0\blue255;\red0\green0\blue0;\red128\green128\blue128;\red160\green0\blue160;\red136\green0\blue0;}
\viewkind4\uc1\pard\cf1\lang1033\f0\fs20 /*\par
// ### **** \par
// ###***** Level One's L3 Blitter Demo\par
// #####*** Author: appriv0tor 2006\par
// #### *** \par
*/\par
\par
\cf2 #include\cf3 <lowlevellib.h>\par
\par
\cf2 llgfx_id\cf3 \cf4 background\cf3 =0;\par
\cf2 llgfx_id\cf3 \cf4 logo\cf3 =0;\par
\cf2 llgfx_id\cf3 \cf4 sprite\cf3 =0;\par
\par
\cf2 #define\cf3 \cf5 MAX_DEMOS\cf3 1\par
\par
\cf2 void\cf3 \cf6 blitdemo_001\cf3 ()\par
\{\par
\cf1 //BLIT Test start\par
\cf3 \cf6 llgfx_BLIT\cf3 (0,\cf4 sprite\cf3 ,0,0,0,\cf5 BLIT_DST_CENTERED\cf3 );\par
\}\par
\par
\par
\cf2 int\cf3 \cf6 os_main\cf3 (\cf2 int\cf3 \cf4 argc\cf3 , \cf2 char\cf3 **\cf4 argv\cf3 , \cf2 char\cf3 **\cf4 envp\cf3 )\par
\{\par
\cf2 int\cf3 \cf4 xpos\cf3 =0;\par
\cf2 int\cf3 \cf4 ypos\cf3 =0;\par
\par
\cf1 /************************************************************************/\par
\cf3 \cf1 /* Bildchirm Modus Setzen */\par
\cf3 \cf1 /* F\'fcr PDA und GP2X nur 320x240x16 verwenden */\par
\cf3 \cf1 /* F\'fcr DX5 beliebige Wert m\'f6glich */\par
\cf3 \cf1 /************************************************************************/\par
\cf3 \cf6 llgfx_SetDisplayMode\cf3 (200,160,32,0,0);\par
\par
\cf1 /************************************************************************/\par
\cf3 \cf1 /* Grafik Resourcen laden */\par
\cf3 \cf1 /* Ladepfad ab der Lokation des Game Exe files. */\cf3 \par
\cf1 /************************************************************************/\par
\cf3 \par
\cf4 background\cf3 = \cf6 llgfx_LoadGfx\cf3 ("background.png");\par
\cf4 logo\cf3 = \cf6 llgfx_LoadGfx\cf3 ("one03.png",\cf5 LLGFX_COLORKEY\cf3 );\par
\cf4 sprite\cf3 = \cf6 llgfx_LoadGfx\cf3 ("test_spr1.png");\par
\par
\cf2 int\cf3 \cf4 blitdemo\cf3 = 0;\par
\cf1 /* \par
* Frameloop: F\'fcr die Blitter demo\par
* wird mit dem TILE Blitter der Hintergrund bef\'fcllt\par
* dann logo bzw sprite geblittet\par
*/\par
\cf3 \cf6 llirq_ResetTime\cf3 ();\par
\cf2 while\cf3 (\cf4 osmain_endgame\cf3 ==\cf2 false\cf3 )\{\par
\cf2 float\cf3 \cf4 delta\cf3 = \cf6 llirq_GetDeltaTime\cf3 ();\par
\par
\cf6 llgfx_TILE_BLIT\cf3 (0,\cf4 background\cf3 ,\cf4 xpos\cf3 ++,\cf4 ypos\cf3 ++);\par
\par
\cf2 switch\cf3 (\cf4 blitdemo\cf3 )\{\par
\cf2 case\cf3 0: \cf6 blitdemo_001\cf3 (); \cf2 break\cf3 ; \cf1 //BLIT_DST_CENTERED\par
\cf3 \}\par
\par
\cf1 //Ende Taste abfragen\par
\cf3 \cf6 llgfx_Printf\cf3 ("Blitdemo_00%d\\nB=next\\nA=quit",\cf4 blitdemo\cf3 );\par
\cf2 if\cf3 ( \cf6 Justdown\cf3 (\cf4 llinput_Keys\cf3 [\cf5 LLINPUT_KEY_A\cf3 ]) )\{\par
\cf4 osmain_endgame\cf3 = \cf2 true\cf3 ;\par
\}\par
\cf2 if\cf3 ( \cf6 Justdown\cf3 (\cf4 llinput_Keys\cf3 [\cf5 LLINPUT_KEY_B\cf3 ]) )\{\par
\cf4 blitdemo\cf3 ++;\par
\cf2 if\cf3 (\cf4 blitdemo\cf3 >= \cf5 MAX_DEMOS\cf3 )\par
\cf4 blitdemo\cf3 = 0;\par
\}\par
\par
\cf1 //Frameloop Zeichnen ist fertig, Backbuffer anzeigen\par
\cf3 \cf6 llgfx_FlipScreen\cf3 (0);\par
\cf6 llsound_Update\cf3 (\cf4 delta\cf3 );\par
\cf6 llinput_Update\cf3 ();\par
\cf6 llirq_Sleep\cf3 (10);\par
\}\par
\pard \cf2 return\cf3 0;\par
\}\cf0\lang1031\b\f1\fs20\par
}