void set_color_depth(int depth);
Sets the pixel format to be used by subsequent calls to set_gfx_mode()
and create_bitmap(). Valid depths are 8 (the default), 15, 16, 24, and 32
bits.
int set_gfx_mode(int card, int w, int h, int v_w, int v_h);
Switches into graphics mode. The card parameter should be one of the
values:
GFX_TEXT - return to text mode GFX_AUTODETECT - let Allegro pick an appropriate graphics driver GFX_VGA - normal VGA (320x200, 320x100, 160x120, or 80x80) GFX_MODEX - select a planar, tweaked VGA mode GFX_VESA1 - use the VESA 1.x driver GFX_VESA2B - use the VBE 2.0 banked mode driver GFX_VESA2L - use the VBE 2.0 linear framebuffer driver GFX_VESA3 - use the VBE 3.0 driver GFX_VBEAF - use the VBE/AF hardware accelerator API GFX_XTENDED - use the unchained mode 640x400 driverThe w and h parameters specify what screen resolution you want. Possible modes are:
"Some time ago, putting illegal or unsupported values or combinations of such into the video card registers might prove hazardous to both your monitor and your health. I have *never* claimed that bad things can't happen if you use TWEAK, although I'm pretty sure it never will. I've never heard of any damage arising from trying out TWEAK, or from general VGA tweaking in any case."
You can use the afinfo test program to check whether you have a VBE/AF driver, and to see what resolutions it supports.
The SciTech VBE/AF drivers require nearptr access to be enabled, so any stray pointers are likely to crash your machine while their drivers are in use. This means it may be a good idea to use VESA while debugging your program, and only switch to VBE/AF once the code is working correctly. The FreeBE/AF drivers do not have this problem.
For example, you could select a 640x480 mode in which the monitor acts as a window onto a 1024x1024 virtual screen, and then move the visible screen around in this larger area. Initially, with the visible screen positioned at the top left corner of video memory, this setup would look like:
(0,0)------------(640,0)----(1024,0) | | | | visible screen | | | | | (0,480)----------(640,480) | | | | the rest of video memory | | | (0,1024)--------------------(1024,1024)What's that? You are viewing this with a proportional font? Hehehe.
When you call set_gfx_mode(), the v_w and v_h parameters represent the minimum size of virtual screen that is acceptable for your program. The range of possible sizes is usually very restricted, and Allegro is likely to end up creating a virtual screen much larger than the one you request. On an SVGA card with one megabyte of vram you can count on getting a 1024x1024 virtual screen (256 colors) or 1024x512 (15 or 16 bpp), and with 512k vram you can get 1024x512 (256 color). Other sizes may or may not be possible: don't assume that they will work. In mode-X the virtual width can be any multiple of eight greater than or equal to the physical screen width, and the virtual height will be set accordingly (the VGA has 256k of vram, so the virtual height will be 256*1024/virtual_width).
After you select a graphics mode, the physical and virtual screen sizes can be checked with the macros SCREEN_W, SCREEN_H, VIRTUAL_W, and VIRTUAL_H.
If Allegro is unable to select an appropriate mode, set_gfx_mode() returns a negative number and stores a description of the problem in allegro_error. Otherwise it returns zero.
extern int gfx_capabilities;
Bitfield describing the capabilities of the current graphics driver and
video hardware. This may contain combination any of the flags:
GFX_CAN_SCROLL:
Indicates that the scroll_screen() function may be used with this
driver.
GFX_CAN_TRIPLE_BUFFER:
Indicates that the request_scroll() and poll_scroll() functions may be
used with this driver. As a special case, the mode-X driver only
supports triple buffering when the retrace simulator is installed, so
you must call timer_simulate_retrace() before doing any triple
buffering in a mode-X resolution.
GFX_HW_CURSOR:
Indicates that a hardware mouse cursor is in use. When this flag is
set, it is safe to draw onto the screen without hiding the mouse
pointer first. Note that not every cursor graphic can be implemented
in hardware: in particular VBE/AF only supports 2-color images up to
32x32 in size, where the second color is an exact inverse of the
first. This means that Allegro may need to switch between hardware and
software cursors at any point during the execution of your program, so
you should not assume that this flag will remain constant for long
periods of time. It only tells you whether a hardware cursor is in use
at the current time, and may change whenever you hide/redisplay the
pointer.
GFX_HW_HLINE:
Indicates that the normal opaque version of the hline() function is
implemented using a hardware accelerator. This will improve the
performance not only of hline() itself, but also of many other
functions that use it as a workhorse, for example circlefill(),
triangle(), and floodfill().
GFX_HW_HLINE_XOR:
Indicates that the XOR version of the hline() function, and any other
functions that use it as a workhorse, are implemented using a hardware
accelerator.
GFX_HW_HLINE_SOLID_PATTERN:
Indicates that the solid and masked pattern modes of the hline()
function, and any other functions that use it as a workhorse, are
implemented using a hardware accelerator (see note below).
GFX_HW_HLINE_COPY_PATTERN:
Indicates that the copy pattern mode of the hline() function, and any
other functions that use it as a workhorse, are implemented using a
hardware accelerator (see note below).
GFX_HW_FILL:
Indicates that the opaque version of the rectfill() function, the
clear() routine, and clear_to_color(), are implemented using a
hardware accelerator.
GFX_HW_FILL_XOR:
Indicates that the XOR version of the rectfill() function is
implemented using a hardware accelerator.
GFX_HW_FILL_SOLID_PATTERN:
Indicates that the solid and masked pattern modes of the rectfill()
function are implemented using a hardware accelerator (see note below).
GFX_HW_FILL_COPY_PATTERN:
Indicates that the copy pattern mode of the rectfill() function is
implemented using a hardware accelerator (see note below).
GFX_HW_LINE:
Indicates that the opaque mode line() and vline() functions are
implemented using a hardware accelerator.
GFX_HW_LINE_XOR:
Indicates that the XOR version of the line() and vline() functions are
implemented using a hardware accelerator.
GFX_HW_TRIANGLE:
Indicates that the opaque mode triangle() function is implemented
using a hardware accelerator.
GFX_HW_TRIANGLE_XOR:
Indicates that the XOR version of the triangle() function is
implemented using a hardware accelerator.
GFX_HW_TEXTOUT_FIXED:
Indicates that monochrome character expansion (for the 8x8 and 8x16
fixed width font formats) is implemented using a hardware accelerator.
GFX_HW_VRAM_BLIT:
Indicates that blitting from one part of the screen to another is
implemented using a hardware accelerator. If this flag is set,
blitting within the video memory will almost certainly be the fastest
possible way to display an image, so it may be worth storing some of
your more frequently used graphics in an offscreen portion of the
video memory.
GFX_HW_VRAM_BLIT_MASKED:
Indicates that the masked_blit() routine is capable of a hardware
accelerated copy from one part of video memory to another, and that
draw_sprite() will use a hardware copy when given a sub-bitmap of the
screen or a video memory bitmap as the source image. If this flag is
set, copying within the video memory will almost certainly be the
fastest possible way to display an image, so it may be worth storing
some of your more frequently used sprites in an offscreen portion of
the video memory.
Warning: if this flag is not set, masked_blit() and draw_sprite() will not work correctly when used with a video memory source image! You must only try to use these functions to copy within the video memory if they are supported in hardware.
GFX_HW_MEM_BLIT:
Indicates that blitting from a memory bitmap onto the screen is being
accelerated in hardware.
GFX_HW_MEM_BLIT_MASKED:
Indicates that the masked_blit() and draw_sprite() functions are being
accelerated in hardware when the source image is a memory bitmap and
the destination is the physical screen.
Note: even if the capabilities information says that patterned drawing is supported by the hardware, it will not be possible for every size of pattern. VBE/AF only supports patterns up to 8x8 in size, so Allegro will fall back on the original non-accelerated drawing routines whenever you use a pattern larger than this.
Note2: these hardware acceleration features will only take effect when you are drawing directly onto the screen bitmap, a video memory bitmap, or a sub-bitmap thereof. Accelerated hardware is most useful in a page flipping or triple buffering setup, and is unlikely to make any difference to the classic "draw onto a memory bitmap, then blit to the screen" system.
int scroll_screen(int x, int y);
Attempts to scroll the hardware screen to display a different part of the
virtual screen (initially it will be positioned at 0, 0, which is the top
left corner). Returns zero on success: it may fail if the graphics driver
can't handle hardware scrolling or the virtual screen isn't large enough.
You can use this to move the screen display around in a large virtual
screen space, or to page flip back and forth between two non-overlapping
areas of the virtual screen. Note that to draw outside the original
position in the screen bitmap you will have to alter the clipping
rectangle: see below.
Mode-X scrolling is reliable and will work on any card. Unfortunately most VESA implementations can only handle horizontal scrolling in four pixel increments, so smooth horizontal panning is impossible in SVGA modes. This is a shame, but I can't see any way round it. A significant number of VESA implementations seem to be very buggy when it comes to scrolling in truecolor video modes, so I suggest you don't depend on this routine working correctly in the truecolor resolutions unless you can be sure that SciTech Display Doctor is installed.
Allegro will handle any necessary vertical retrace synchronisation when scrolling the screen, so you don't need to call vsync() before it. This means that scroll_screen() has the same time delay effects as vsync().
int request_scroll(int x, int y);
This function is used for triple buffering. It requests a hardware scroll
to the specified position, but returns immediately rather than waiting
for a retrace. The scroll will then take place during the next vertical
retrace, but you can carry on running other code in the meantime and use
the poll_scroll() routine to detect when the flip has actually taken
place (see examples/ex20.c). Triple buffering is only possible on certain
hardware: it will work in any mode-X resolution if the timer retrace
simulator is active (but this doesn't work correctly under win95), plus
it is supported by the VBE 3.0 and VBE/AF drivers for a limited number of
high-end graphics cards. You can look at the GFX_CAN_TRIPLE_BUFFER bit in
the gfx_capabilities flag to see if it will work with the current driver.
int poll_scroll();
This function is used for triple buffering. It checks the status of a
hardware scroll previously initiated by the request_scroll() routine,
returning non-zero if it is still waiting to take place, and zero if it
has already happened.
int show_video_bitmap(BITMAP *bitmap);
Attempts to page flip the hardware screen to display the specified video
bitmap object, which must be the same size as the physical screen, and
should have been obtained by calling the create_video_bitmap() function.
Returns zero on success. This function will wait for a vertical retrace
if the graphics card requires it, so you don't need to call vsync()
yourself.
int request_video_bitmap(BITMAP *bitmap);
This function is used for triple buffering. It requests a page flip to
display the specified video bitmap object, but returns immediately rather
than waiting for a retrace. The flip will then take place during the next
vertical retrace, but you can carry on running other code in the meantime
and use the poll_scroll() routine to detect when the flip has actually
taken place. Triple buffering is only possible on certain hardware: see
the comments about request_scroll().
int request_modex_scroll(int x, int y);
int poll_modex_scroll();
Obsolete versions of request_scroll() and poll_scroll(), preserved for
backward compatibility.
void split_modex_screen(int line);
This function is only available in mode-X. It splits the VGA display into
two parts at the specified line. The top half of the screen can be
scrolled to any part of video memory with the scroll_screen() function,
but the part below the specified line number will remain fixed and will
display from position (0, 0) of the screen bitmap. After splitting the
screen you will generally want to scroll so that the top part of the
display starts lower down in video memory, and then create two
sub-bitmaps to access the two sections (see examples/ex19.c for a
demonstration of how this could be done). To disable the split, call
split_modex_screen(0).