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671 lines
31 KiB
Text
671 lines
31 KiB
Text
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I, Chris Chadwick, first released PIXELplus 256 as shareware back in 1995.
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It's likely that you have never heard of it before as at the time I was
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not on the Internet, and so could only distribute it through a shareware
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library, here in the UK.
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"Why not try and sell it now, using the Internet?", you maybe asking.
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Well, I'm (now) not sure there would be a big enough market for such a
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product, although maybe I'm wrong. I've seen several other *similar*
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products available FREE on the Internet <sound of a sinking heart!>,
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so there would be little point, I think, charging for mine! Besides,
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I myself use several FREEWARE products from other authors, which I
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find *very* useful, so I figure, why not try and give something back? :)
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Since getting on the Internet I have noticed there is still a large
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interest in programming with QBASIC, QuickBASIC etc., and have read
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several newsgroup postings asking how bitmapped graphics can be
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implemented into peoples programs. I, therefore, have decided to
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release PIXELplus 256 as FREEWARE in the hope that some/many people find a
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use for this application, which took me a very long time to develop
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(two years, during which time it had many changes and tweaks!).
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***** PIXELplus 256 is now FREEWARE, as of 9th October, 1997 *****
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You are free to use and distribute it in any way you see fit, on the
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condition NO CHARGE is made for any part of the entire PIXELplus 256 package.
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Also, please DO NOT try to pass off anything (including the example graphics
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provided) contained in the PIXELplus 256 package as your own work (as if
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you would ;) . Please give credit where it's due: a simple mention in your
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programs would be nice. I would also like to know what you think of
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PIXELplus 256; to know someone is making use of something that took *MUCH*
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effort to produce would be great! Send me a short e-mail, if you can find
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the time, to:
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chris.chadwick@dial.pipex.com or xjk18@dial.pipex.com
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NOTE: please study the code in USERSUBS.BAS in order to find out how
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to use the routines contained within it. All this information (and alot
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more in 200 pages!) is contained within the PIXELplus 256 Users Manual,
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which I sent to registered users. Unfortunately, there is no 'electronic'
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version of this manual, so I can not include it as part of the FREEWARE
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PIXELplus256 package - perhaps someone would like to type one up into a
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*useable* text document!?.
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However, I do still have *a few* manuals (which I also wrote and produced,
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taking even MORE time) left over. If you feel you would like one (first
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come, first served!), send me an e-mail, BUT I will have to make a charge
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for them to cover costs etc. the amount being dependent on where you live,
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for shipping reasons.
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Disclaimer: You use PIXELplus 256 at your own risk. I, Chris Chadwick,
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will take NO responsibility for any damage or loss of data etc. that
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may be incurred by installing/using this software. As FREEWARE, I offer
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no liability to provide maintenace of the software or technical support.
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NOTE: Although PIXELplus 256 is FREEWARE, I still hold the copyright on
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the ENTIRE PIXELplus 256 package, and I DO NOT relinquish this copyright.
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I have simply decided to allow anyone to use the package, for no charge.
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The following document was provided with the shareware version
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of PIXELplus 256 to show how to get PIXELplus 256 graphics into peoples
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programs etc...
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-----------------------------------------------------------------------------
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*** PIXELplus 256 User Information ***
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PIXELplus 256 - Shareware version 1.0
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Copyright (C)1995 Chris Chadwick (Somerset, England)
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All rights reserved.
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----------
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CONTENTS
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----------
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1) Overview
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2) PIXELplus 256 Features
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3) System Requirements
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4) Files and Directories
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5) PIXELplus 256 File Formats
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6) Starting PIXELplus 256
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7) Considerations for User's with Slower Machines
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8) Setup Configuration Files
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9) Working in BASIC
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- Using DATA Files
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- User Subroutines
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- Adding the User Subroutines to Your Own BASIC Programs
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- Adding the User Subroutines to Existing QuickBASIC &
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VB for MS-DOS Programs
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- Adding the User Subroutines to Existing QBASIC Programs
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- Initializing and Using Images, Palettes and Screen Designs
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- Using Image Array Index Listings
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10) Registering PIXELplus 256 (removed for FREEWARE version)
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--------------
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1 - Overview
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--------------
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Although the BASIC programming language provides a way of
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displaying bitmapped images via the PUT(graphics) statement,
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the only way to actually design such images was by first using
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simple graphics commands (LINE, PAINT, CIRCLE etc.), and then
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using the GET(graphics) statement. PIXELplus 256 was produced
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to solve this problem, allowing the easy (and fun) creation of
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256 colour bitmapped graphics, specifically designed for use with
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the PUT(graphics) statement.
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PIXELplus 256 is a boon for any BASIC programmer who wants
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to add colourful, bitmapped graphics to their own programs.
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Using the advanced Image Editor, create sprites, icons,
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character sets, animations or any other type of image you
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require. The Screen Designer makes it easy to compose screen
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layouts - game levels, title screens etc. - using images
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created with the Image Editor.
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Finished images and screen designs can be displayed in your
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own programs that use BASIC screen mode 13 - the popular
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320x200, 256 colour VGA graphics mode. A set of BASIC user
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subroutines (USERSUBS.BAS) are also provided, making it easy
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to incorporate PIXELplus 256 images, palettes and screen designs
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into your own programs. BASIC's own PUT(graphics) statement is
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used to display images, eliminating the need for non-BASIC library
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routines. This makes it possible to use PIXELplus 256 images with
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BASIC interpreters, such as QBASIC.
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----------------------------
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2 - PIXELplus 256 Features
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----------------------------
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PIXELplus 256 supports many powerful features:
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<20> Full mouse control with the easy-to-use Graphical User
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Interface.
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<20> 18 Flexible Drawing Tools:
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Scissors, Paste Brush, Special Effects Brush, Flood Fill,
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Tile Fill, Gradient Fill, Paintbrush, Pixel Pointer,
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Air Brush, Eraser, Circle/Ellipse, Filled Circle/Ellipse,
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Gradient Circle/Ellipse, Box, Filled Box, Gradient Box,
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Line, Curve. Plus Colour Sampler (always available).
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<20> 14 Special Effects:
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BRIGHT, DARK, TINT, FUR, MIX, SOFT, UNZAG, HOLLOW, TILE,
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XOR, GREY, SWEEP, SWAP, EDGE
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<20> Multiple Zoom Levels: Great for doing detailed, close-up
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work. All Drawing Tools work at all zoom levels, too!
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<20> Palette Tools: Giving full control over the colour palette.
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Alter individual colours, create colour gradients etc.
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<20> Integrated Animation Tester: Now you can check images
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animate properly, while you're designing them.
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<20> User-defined Gradient Styles: Design your own gradient styles
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to use with tools that use a colour gradient.
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<20> Screen Designer: Makes composing screen layouts easy!
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Now there's no need to work out the actual screen
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coordinates where you want images displayed in your own
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programs.
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-------------------------
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3 - System Requirements
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-------------------------
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To ensure PIXELplus 256 runs correctly, your computer should
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conform to the following specifications:
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<20> IBM or compatible PC. 386 or better recommended.
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<20> 512K free conventional memory.
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<20> VGA graphics card and colour monitor.
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<20> Hard disk.
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<20> Microsoft compatible mouse with up-to-date driver.
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---------------------------
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4 - Files and Directories
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---------------------------
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Having installed PIXELplus 256 onto your hard disk, you will
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notice that five subdirectories have been created within
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the main PP256 directory. They are used to help keep the various
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files created by PIXELplus 256 organized. The five
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subdirectories and their usage is detailed below:
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Subdirectory Usage
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------------ -----
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IMAGES Contains all image files created with the
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Image Editor, including:
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<20> Standard format image files which will
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usually have the default .PUT file name
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extension.
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<20> Image files that have been saved as DATA in
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ASCII text format which will usually have the
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default .BAS file name extension.
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PALETTES Holds all colour palette files. Files with
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a .APF (Associated Palette File) file name
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extension are palettes that belong to the
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specific image files of the same base name
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(e.g. SPRITES.APF would hold the palette for
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the images in file SPRITES.PUT). Palette
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files available for general use are also
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stored here and will usually have the
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default .PAL file name extension.
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SCREENS Contains all screen design files created
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with the Screen Designer, including:
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<20> Standard format screen design files which
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will usually have the default .DES file
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name extension.
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<20> Screen design files that have been saved as DATA
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in ASCII text format which will usually have the
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default .BAS file name extension.
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<20> Screen design files that have been saved in memory
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image (screen snapshot) format which will usually
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have the default .IMG file name extension.
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GRADS Holds all the Image Editor gradient style
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files which will include 32 standard styles
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plus any user-defined styles. Note that
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gradient style files should not be renamed
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or deleted from DOS - unwanted user-defined
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gradient styles can be removed from within
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the Image Editor itself, while files with
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extensions from .000 to .031 are required
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for PIXELplus 256 to start.
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CLIPS Contains all the Image Editor Clipboard files
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which will usually have the default .CLP file
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name extension.
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Note: Do not rename or delete any of the above subdirectories
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otherwise PIXELplus 256 will not start.
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--------------------------------
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5 - PIXELplus 256 File Formats
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--------------------------------
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PIXELplus 256 produces image, palette and screen design files in
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various formats. To help clarify the use of these files in your own
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BASIC programs, the following table details the format of each file
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type produced.
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Default Subdirectory See
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File Type Extension Stored In File Format Note
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------------- --------- ------------ ---------------------------- ----
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Image .PUT IMAGES BLOAD (7 byte header + data) -
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Image+Palette .BAS IMAGES ASCII (BASIC source code) 1
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Palette .APF PALETTES Binary 2
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Palette .PAL PALETTES Binary -
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Screen Design .DES SCREENS BLOAD (7 byte header + data) -
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Screen Design .BAS SCREENS ASCII (BASIC source code) -
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Screen Design .IMG SCREENS BLOAD (7 byte header + data) 3
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Notes:
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1) Image files that have been saved as BASIC DATA statements will
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only include a further set of DATA statements for the associated
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palette if the images use a non-standard palette.
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2) .APF is a special palette file name extension used by PIXELplus 256
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to associate palette files to particular image files.
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3) Screen designs that have been saved in this format are simply screen
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image snapshot files and don't contain individual screen design item data.
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Note also that the Image Editor Clipboard files - stored in the CLIPS
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subdirectory - are the same as standard (.PUT) images files except
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that they only ever contain a single image.
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----------------------------
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6 - Starting PIXELplus 256
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----------------------------
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First, make sure you're in the PIXELplus 256 main directory
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by typing CD \PP256 followed by ENTER. If you installed
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PIXELplus 256 to a different directory, simply substitute
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\PP256 with the name of that directory.
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Note that the Image Editor/Animation Tester and Screen Designer
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are two separate programs (PP.EXE and SD.EXE respectively).
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This makes it possible to start either program directly from
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the DOS prompt, in addition to being able to invoke the Screen
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Designer from within the Image Editor and vice versa.
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The following table details how to start PIXELplus 256 from
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the DOS prompt:
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Enter this: To do this:
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----------- -----------
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PP Start the PIXELplus 256 Image Editor.
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PP ImageFileName Start the Image Editor and open the
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image file specified by "ImageFileName".
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This must be an existing image file
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that resides in the IMAGES subdirectory.
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If you don't specify an extension in
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"ImageFileName" then the default for
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image files (.PUT) is assumed.
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SD Start the Screen Designer. Once loaded,
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you will be asked to specify an image
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file to use with the Screen Designer.
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SD ImageFileName Start the Screen Designer and load the
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image file specified by "ImageFileName".
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This must be an existing image file
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that resides in the IMAGES subdirectory.
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If you don't specify an extension in
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"ImageFileName" then the default for
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image files (.PUT) is assumed.
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DEMO Run the demonstration program - just a
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small example of what can be achieved
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using PIXELplus 256. The image files
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used by this demo are stored in the
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IMAGES subdirectory and have a .DEM
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file name extension - you can open and
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view them from within the Image Editor.
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However, renaming, deleting or significantly
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altering any of these files will stop
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the demo from running properly.
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----------------------------------------------------
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7 - Considerations for User's with Slower Machines
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----------------------------------------------------
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User's running PIXELplus 256 on slower machines (386SX or
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below) should note the following points and tips on
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improving performance:
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<20> Turn off the "Preview image" option when using the File/Load Clipboard...
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command in the Image Editor. This will sometimes enable
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you to select a file from the list box more quickly.
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<20> Change the Drawing Tool view to outline mode. Do this by
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pressing SPACE, while pointing on the Edit Grid.
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<20> When playing animations in the Animation Tester, the
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frame update is synchronized with the monitor in order
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to achieve smooth, flicker-free animation. However, in
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certain situations, flicker may occur or the animation
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may only be partially displayed, or even not visible at
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all. This is because your computer can't update each frame
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of the animation quickly enough to keep up with the monitor
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synchronization. Such problems will only usually occur if
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you are animating large images at high speed. Increasing
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the "Delay" or reducing the size of images will usually help
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alleviate any problems.
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<20> Some internal operations may take a short time to complete,
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such as doing a large gradient fill. During this time, you
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may mistakenly think your computer has locked-up. In such
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cases, keep an eye on the Status Bar for messages telling
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you what's happening.
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-------------------------------
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8 - Setup Configuration Files
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-------------------------------
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Both the Image Editor and the Screen Designer maintain a small
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configuration setup file (PP256_ED.SET and PP256_SD.SET
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respectively). This ensures certain features of PIXELplus 256
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are kept at their latest setting, and are not reset to a
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default every time you start PIXELplus 256. Information held
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in these files includes Drawing Tool set up status, View menu
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option settings and the various special effect, Air Brush and
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brush strength values (used by Paintbrush, Line, Box etc.).
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The latest Image Editor Clipboard image is also maintained in
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a file called CLIPBRD.CLP.
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Tip: If you want to reset the Image Editor or the Screen Designer
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to their default settings, simply delete the appropriate setup
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file from the DOS prompt before starting PIXELplus 256.
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----------------------
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9 - Working in BASIC
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----------------------
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First of all, it should be noted that PIXELplus 256 produces files
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specifically compatible for use with the more recent versions of
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Microsoft BASIC: QBASIC, QuickBASIC and Visual BASIC for MS-DOS. Most
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people will at least have QBASIC as this comes as part of the more
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recent versions of MS-DOS. Also, the supplied user subroutine file,
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USERSUBS.BAS (discussed later in this section), was written to be directly
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compatible with QBASIC, QuickBASIC and Visual BASIC for MS-DOS - all
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discussions in this section assume you will be working with one of these
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versions of BASIC.
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While all PIXELplus 256 files should be compatible with other dialects
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of BASIC, you may need to manually add line numbers to files created with
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the File/Save as DATA... command, as well as making other minor alterations
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to USERSUBS.BAS. Even so, some older dialects of BASIC will not be compatible
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for the simple reason that they do not provide access to VGA screen modes.
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This section contains all the information you need to incorporate and use
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images, palettes and screen designs in your own programs. If you are unsure
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about the use of any BASIC statements or concepts used in this section,
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consult your BASIC manual or your BASIC's online Help for an explanation.
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Using DATA Files
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----------------
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Images and screen designs that have been saved as DATA need to
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be incorporated into the module-level code of your program
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before they can be used. The following list details several ways
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this can be achieved when using QuickBASIC or Visual BASIC for
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MS-DOS. QBASIC users may only use option 3:
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1) Use the $INCLUDE metacommand to have the required file included
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into the module-level code of your program.
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2) Load/Add the file to your program, then select and copy the
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required DATA statements. Next, paste the DATA statements at
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the desired position in the module-level code. Once this is
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done, unload the DATA file from your program.
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3) Load the file on it's own, then select and copy the required
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DATA statements. Next, open your program and paste the DATA
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statements at the desired position in the module-level code.
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Note: There is a limit to the number of DATA items you can have in
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the module-level code of your program. If you are using large
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image/screen design files, you may have to initialize them from
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the actual files (.PUT/.DES) themselves, instead of from DATA
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statements. Details of this are given later in this section.
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User Subroutines
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----------------
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The file USERSUBS.BAS is provided as part of PIXELplus 256 and
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contains ready-written subroutines that allow images, palettes and
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screen designs to be incorporated into your own programs.
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Adding the User Subroutines to Your Own BASIC Programs
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------------------------------------------------------
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Before you can use the user subroutines, you need to make them part of
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any program that you want to use them in. The easiest way to do this
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is when you are starting a new program from scratch, as you can
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simply load USERSUBS.BAS and then continue building your program
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in the usual way. When doing so, remember to save your program under a
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new name otherwise you might accidentally overwrite the original USERSUBS.BAS
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file - in fact, it's probably a good idea to make a working copy of
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USERSUBS.BAS in the directory you use when working in BASIC.
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The way you can incorporate the user subroutines into your existing programs
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depends on which version of BASIC you are working in:
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Adding the User Subroutines to Existing QuickBASIC & VB for MS-DOS Programs
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---------------------------------------------------------------------------
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Incorporating the user subroutines into your existing QuickBASIC
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and Visual BASIC for MS-DOS programs can be achieved easily as both
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these versions of BASIC allow USERSUBS.BAS to be added directly to the
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currently loaded program: in QuickBASIC, choose File/Load File...; in
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Visual BASIC for MS-DOS, choose File/Add File... Doing so will add
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USERSUBS.BAS as a separate module in your program. If necessary, you can
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move the routines to different program modules in the usual way.
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Adding the User Subroutines to Existing QBASIC Programs
|
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-------------------------------------------------------
|
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Adding the user subroutines to your existing QBASIC programs is a little
|
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more complicated as QBASIC doesn't provide a way of directly adding
|
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two program files together. However, the user subroutines can be
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copied from USERSUBS.BAS - one at a time - and then pasted into your own
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program code by following the procedure below:
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1) In QBASIC, open USERSUBS.BAS and move to a subroutine that you
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want to use in your own program.
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2) Select the entire routine code (from DEFINT A-Z to END SUB) and
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choose Edit/Copy.
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3) Open your program.
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4) Create a new (dummy) subroutine by selecting Edit/New SUB... and give
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it a meaningless name such as "xxx".
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5) Select the entire new routine code, then choose Edit/Paste. This will
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automatically replace the newly created subroutine with the one
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||
copied from USERSUBS.BAS.
|
||
|
||
Repeat all the above steps for every user subroutine you want to use in
|
||
your own program.
|
||
|
||
Note: Remember to copy the DesignType definition across if you are
|
||
going to use the screen design routines.
|
||
|
||
Initializing and Using Images, Palettes and Screen Designs
|
||
----------------------------------------------------------
|
||
Before you can use images, palettes and screen designs in your
|
||
own programs, the relevant data must be placed into arrays of an
|
||
appropriate data type - integer arrays for images, long integer
|
||
arrays for palettes and DesignType arrays for screen designs.
|
||
USERSUBS.BAS contains three subroutines to initialize arrays with
|
||
images, palettes and screen designs:
|
||
|
||
SUB InitImageData (FileName$, ImageArray%())
|
||
SUB InitPaletteData (FileName$, PaletteArray&())
|
||
SUB InitDesignData (FileName$, DesignArray() AS DesignType)
|
||
|
||
All three subroutines require two parameters: the first, FileName$,
|
||
is the name of file to be loaded into the array - this must include
|
||
the path to the file if it does not reside in the current directory.
|
||
Alternatively, using an empty string ("") as the FileName$ parameter
|
||
will cause the required data to be read from module-level DATA statements.
|
||
|
||
The second parameter is an array of an appropriate data type. This array
|
||
must be initially created at module-level so that it can be passed to
|
||
the appropriate routine where it is set to the correct size and filled
|
||
with the required data. Consider the example module-level code below:
|
||
|
||
SCREEN 13
|
||
|
||
REDIM DemoImages%(1 TO 1)
|
||
CALL InitImageData("C:\PP256\IMAGES\DEMO.PUT", DemoImages%())
|
||
|
||
REDIM DemoPalette&(1 TO 1)
|
||
CALL InitPaletteData("C:\PP256\PALETTES\DEMO.APF", DemoPalette&())
|
||
|
||
REDIM DemoDesign(1 TO 1) AS DesignType
|
||
RESTORE DesignData
|
||
CALL InitDesignData("", DemoDesign())
|
||
|
||
Note: The initial SCREEN 13 statement selects the 320x200, 256 colour
|
||
VGA graphics mode. This is essential as PIXELplus 256 images, palettes
|
||
and screen designs can only be used when in this screen mode.
|
||
|
||
REDIM is used to ensure the created arrays are dynamic; REDIM SHARED
|
||
can be used instead if you want all other subroutines and functions in
|
||
your program to have access to the arrays. Alternatively, you can use
|
||
the SHARED statement in any subroutines/functions that you want to
|
||
have access to specific arrays.
|
||
|
||
Notice that the example code above shows how to initialize a screen design
|
||
array from module-level DATA statements (not shown) as opposed to
|
||
loading data directly from file. The RESTORE statement preceding
|
||
the CALL to InitDesignData ensures the correct DATA statements are
|
||
read; of course, the actual DATA statements must have previously
|
||
been incorporated into the program by using one of the methods detailed
|
||
in the above section, "Using DATA Files".
|
||
|
||
Continuing on from the above example, the next thing to do is change
|
||
the current colour palette to the one now held in the DemoPalette&
|
||
array - the associated colour palette needed to display the images held in
|
||
the DemoImages% array. This is achieved by using the following statement:
|
||
|
||
PALETTE USING DemoPalette&
|
||
|
||
Now that the required colour palette is being used, we can display any
|
||
of the images held in the DemoImages% array - let's say it contains ten
|
||
images - by using the PUT(graphics) statement. For example:
|
||
|
||
PUT (0, 0), DemoImages%(1), PSET
|
||
|
||
This displays the first image held in the DemoImages% array - the
|
||
first image in any image array always starts at subscript 1. However,
|
||
displaying any of the other nine images presents a problem as we
|
||
need to know the array subscript where they are stored. One way to
|
||
find the start subscript of each image is to print out an image array
|
||
index listing from the PIXELplus 256 Image Editor (see "Using Image Array
|
||
Index Listings" at the end of this section). Alternatively, we can
|
||
use another USERSUBS.BAS subroutine:
|
||
|
||
SUB MakeImageIndex (ImageArray%(), IndexArray%())
|
||
|
||
The MakeImageIndex subroutine allows us to create an index array
|
||
that holds the start subscript of every image held in an image array.
|
||
The first parameter is the image array that you want to make an
|
||
index for. The second parameter is an integer array that is to be
|
||
used to hold the image index - again, this array must be initially
|
||
created at module-level so that it can be passed to the MakeImageIndex
|
||
routine:
|
||
|
||
REDIM ImageNo%(1 to 1)
|
||
CALL MakeImageIndex(DemoImages%(), ImageNo%())
|
||
|
||
Now we can display any of the ten images by specifying the index
|
||
number of the image, instead of having to specify the actual image
|
||
array subscript - ImageNo%(1) holds the start subscript for image 1,
|
||
ImageNo%(2) holds the start subscript for image 2 etc. The following
|
||
code would display all ten images:
|
||
|
||
PUT (0, 0), DemoImages%(ImageNo%(1)), PSET
|
||
PUT (10, 0), DemoImages%(ImageNo%(2)), PSET
|
||
PUT (20, 0), DemoImages%(ImageNo%(3)), PSET
|
||
PUT (30, 0), DemoImages%(ImageNo%(4)), PSET
|
||
PUT (40, 0), DemoImages%(ImageNo%(5)), PSET
|
||
PUT (50, 0), DemoImages%(ImageNo%(6)), PSET
|
||
PUT (60, 0), DemoImages%(ImageNo%(7)), PSET
|
||
PUT (70, 0), DemoImages%(ImageNo%(8)), PSET
|
||
PUT (80, 0), DemoImages%(ImageNo%(9)), PSET
|
||
PUT (90, 0), DemoImages%(ImageNo%(10)), PSET
|
||
|
||
Finally, to display the screen design held in the DemoDesign array,
|
||
we can use the following user subroutine:
|
||
|
||
SUB DisplayDesign (DesignArray() AS DesignType, ImageArray%(), ImageIndex%(), ClsAction%)
|
||
|
||
The DisplayDesign subroutine requires four parameters: the first
|
||
is a DesignType array holding the screen design to be displayed;
|
||
the second is an integer array holding the images to be use for
|
||
displaying the screen design; the third is the image index array
|
||
for the images being used; the fourth is an integer value which
|
||
dictates whether or not the screen is cleared before the screen
|
||
design is displayed - any non-zero value causes the screen to be
|
||
cleared. So, to display the screen design, use:
|
||
|
||
CALL DisplayDesign(DemoDesign(), DemoImages%(), ImageNo%(), 1)
|
||
|
||
Note that this example tells DisplayDesign to clear the screen
|
||
before displaying the screen design. However, using a value of zero
|
||
for the ClsAction% parameter allows you to overlay a screen design on
|
||
the existing screen image, or display more than one design on-screen
|
||
at the same time.
|
||
|
||
A design that has been saved as a screen snapshot - using the
|
||
File/Save as Screen... command in the Screen Designer - can be displayed
|
||
simply by loading it directly back to the screen using the BLOAD
|
||
statement. For example:
|
||
|
||
BLOAD "C:\PP256\SCREENS\SNAPSHOT.IMG"
|
||
|
||
Note: If the screen snapshot you want to load uses a different palette
|
||
to the current one, remember to change to the required palette
|
||
beforehand, as previously explained. The required palette file will be
|
||
the one used by the images that were used to create the screen design.
|
||
|
||
Using Image Array Index Listings
|
||
--------------------------------
|
||
As explained earlier in this section, using the PUT(graphics) statement
|
||
to display an image requires that you specify the subscript of where
|
||
the image is stored, within the image array. As such, you can either
|
||
use an image index array (detailed above), or you can make use of an
|
||
image array index listing. The latter can be printed from within the
|
||
Image Editor by selecting File/Print Index..., when you have the required
|
||
image file loaded.
|
||
|
||
Among other things, an image array index listing shows the subscript
|
||
values required to display each and every image contained in the file
|
||
(or as many as you specified to be included on the listing). When using
|
||
the PUT(graphics) statement, you can either specify these values directly,
|
||
or, more usefully, you could assign them to constants in order to give
|
||
them more meaningful names. For example, if you had a file containing
|
||
images of all the pieces of a chess set, you could assign the relevant
|
||
subscript values to constants, as follows:
|
||
|
||
CONST WHITEPAWN% = 1, WHITEROOK% = 131
|
||
CONST WHITEKNIGHT% = 261, WHITEBISHOP% = 391
|
||
CONST WHITEQUEEN% = 521, WHITEKING% = 651
|
||
CONST BLACKPAWN% = 781, BLACKROOK% = 911
|
||
CONST BLACKKNIGHT% = 1041, BLACKBISHOP% = 1171
|
||
CONST BLACKQUEEN% = 1301, BLACKKING% = 1431
|
||
|
||
Now, displaying the image of any of the twelve chess pieces simply
|
||
involves specifying the required constant in a PUT(graphics) statement;
|
||
for example, to display the image of the white queen:
|
||
|
||
PUT (32, 32), ChessImages%(WHITEQUEEN%), PSET
|
||
|
||
Space is provided on an image array index listing for you to supply
|
||
description/comments for each image, which you can write in as you view
|
||
the images in the Image Editor.
|
||
|
||
Other information contained on an image array index listing includes
|
||
the amount of memory used by each image, as well as their exact dimensions.
|
||
|
||
|
||
|
||
< end of text >
|