void drawing_mode(int mode, BITMAP *pattern, int x_anchor, int y_anchor);
Sets the graphics drawing mode. This only affects the geometric routines
like putpixel, lines, rectangles, circles, polygons, floodfill, etc, not
the text output, blitting, or sprite drawing functions. The mode should
be one of the values:
DRAW_MODE_SOLID - the default, solid color drawing DRAW_MODE_XOR - exclusive-or drawing DRAW_MODE_COPY_PATTERN - multicolored pattern fill DRAW_MODE_SOLID_PATTERN - single color pattern fill DRAW_MODE_MASKED_PATTERN - masked pattern fill DRAW_MODE_TRANS - translucent color blendingIn DRAW_MODE_XOR, pixels are written to the bitmap with an exclusive-or operation rather than a simple copy, so drawing the same shape twice will erase it. Because it involves reading as well as writing the bitmap memory, xor drawing is a lot slower than the normal replace mode.
With the patterned modes, you provide a pattern bitmap which is tiled across the surface of the shape. Allegro stores a pointer to this bitmap rather than copying it, so you must not destroy the bitmap while it is still selected as the pattern. The width and height of the pattern must be powers of two, but they can be different, eg. a 64x16 pattern is fine, but a 17x3 one is not. The pattern is tiled in a grid starting at point (x_anchor, y_anchor). Normally you should just pass zero for these values, which lets you draw several adjacent shapes and have the patterns meet up exactly along the shared edges. Zero alignment may look peculiar if you are moving a patterned shape around the screen, however, because the shape will move but the pattern alignment will not, so in some situations you may wish to alter the anchor position.
When you select DRAW_MODE_COPY_PATTERN, pixels are simply copied from the pattern bitmap onto the destination bitmap. This allows the use of multicolored patterns, and means that the color you pass to the drawing routine is ignored. This is the fastest of the patterned modes.
In DRAW_MODE_SOLID_PATTERN, each pixel in the pattern bitmap is compared with the mask color, which is zero in 256 color modes or bright pink for truecolor data (maximum red and blue, zero green). If the pattern pixel is solid, a pixel of the color you passed to the drawing routine is written to the destination bitmap, otherwise a zero is written. The pattern is thus treated as a monochrome bitmask, which lets you use the same pattern to draw different shapes in different colors, but prevents the use of multicolored patterns.
DRAW_MODE_MASKED_PATTERN is almost the same as DRAW_MODE_SOLID_PATTERN, but the masked pixels are skipped rather than being written as zeros, so the background shows through the gaps.
In DRAW_MODE_TRANS, the global color_map table or truecolor blender functions are used to overlay pixels on top of the existing image. This must only be used after you have set up the color mapping table (for 256 color modes) or blender map (for truecolor modes). Because it involves reading as well as writing the bitmap memory, translucent drawing is very slow if you draw directly to video RAM, so wherever possible you should use a memory bitmap instead.
void xor_mode(int xor);
This is a shortcut for toggling xor drawing mode on and off. Calling
xor_mode(TRUE) is equivalent to drawing_mode(DRAW_MODE_XOR, NULL, 0, 0);
void solid_mode();
This is a shortcut for selecting solid drawing mode. It is equivalent to
calling drawing_mode(DRAW_MODE_SOLID, NULL, 0, 0);
In paletted video modes, translucency and lighting are implemented with a 64k lookup table, which contain the result of combining any two colors c1 and c2. You must set up this table before you use any of the lighting or translucency routines. Depending on how you construct the table, a range of different effects are possible. For example, translucency can be implemented by using a color halfway between c1 and c2 as the result of the combination. Lighting is achieved by treating one of the colors as a light level (0-255) rather than a color, and setting up the table appropriately. A range of specialised effects are possible, for instance replacing any color with any other color and making individual source or destination colors completely solid or invisible.
Color mapping tables can be precalculated with the colormap utility, or generated at runtime. The COLOR_MAP structure is defined as:
typedef struct { unsigned char data[PAL_SIZE][PAL_SIZE]; } COLOR_MAP;extern COLOR_MAP *color_map;
void create_light_table(COLOR_MAP *table, PALETTE pal,
int r, g, b, void (*callback)(int pos));
Fills the specified color mapping table with lookup data for doing
lighting effects with the specified palette. When combining the colors c1
and c2 with this table, c1 is treated as a light level from 0-255. At
light level 255 the table will output color c2 unchanged, at light level
0 it will output the r, g, b value you specify to this function, and at
intermediate light levels it will output a color somewhere between the
two extremes. If the callback function is not NULL, it will be called 256
times during the calculation, allowing you to display a progress
indicator.
void create_trans_table(COLOR_MAP *table, PALETTE pal,
int r, g, b, void (*callback)(int pos));
Fills the specified color mapping table with lookup data for doing
translucency effects with the specified palette. When combining the
colors c1 and c2 with this table, the result will be a color somewhere
between the two. The r, g, and b parameters specify the solidity of each
color component, ranging from 0 (totally transparent) to 255 (totally
solid). For 50% solidity, pass 128. This function treats source color #0
as a special case, leaving the destination unchanged whenever a zero
source pixel is encountered, so that masked sprites will draw correctly.
If the callback function is not NULL, it will be called 256 times during
the calculation, allowing you to display a progress indicator.
void create_color_table(COLOR_MAP *table, PALETTE pal,
RGB (*blend)(PALETTE pal, int x, int y),
void (*callback)(int pos));
Fills the specified color mapping table with lookup data for doing
customised effects with the specified palette, calling the blend function
to determine the results of each color combination. Your blend routine
will be passed a pointer to the palette and the two colors which are to
be combined, and should return the desired result in RGB (0-63) format.
Allegro will then search the palette for the closest match to the RGB
color that you requested, so it doesn't matter if the palette has no
exact match for this color. If the callback function is not NULL, it will
be called 256 times during the calculation, allowing you to display a
progress indicator.
In truecolor video modes, translucency and lighting are implemented with a set of blender functions in the form:
unsigned long (*BLENDER_FUNC)(unsigned long x, unsigned long y);This routine takes two color parameters, decomposes them into their red, green, and blue components, combines them in whatever way is appropriate, and then merges the result back into a single return color value. To support varying alpha (ie. different amounts of translucency or light levels), there are 256 versions of the blender function: one for every possible alpha value. These are stored in a table:
typedef struct { BLENDER_FUNC blend[256]; } BLENDER_MAP;Since these routines may be used from various different color depths, there are three such tables, one for use with 15 bit 5.5.5 pixels, one for 16 bit 5.6.5 pixels, and one for 24 bit 8.8.8 pixels (this can be shared between the 24 and 32 bit code since the bit packing is the same).
void set_trans_blender(int r, int g, int b, int a);
Selects the default set of truecolor blender routines, which perform a
simple linear interpolation between the source and destination colors.
When a translucent drawing function is called, the alpha parameter set by
this routine is used to select one of the blenders from the table, and
that function is then called to blend each pixel with the existing
destination color (ie. the alpha parameter controls the solidity of the
drawing, from 0 to 255). When a lit sprite drawing function is called,
the alpha value passed to this routine is ignored, and instead the color
passed to the sprite function is used to select an alpha level. The
blender routine will then be used to interpolate between the sprite color
and the RGB value that was passed to this function (ranging 0-255).
void set_blender_mode(BLENDER_MAP *b15, *b16, *b24, int r, g, b, a);
Specifies a custom set of truecolor blender routines, providing a table
of function pointers for every possible color depth (these parameters may
be NULL if you aren't going to use that pixel format).