using System; using System.Text; using sharpallegro; namespace exalpha { class exalpha : Allegro { static int[] color_depths = { 16, 15, 32, 24, 0 }; static int Main(string[] argv) { byte[] buf = new byte[256]; BITMAP background; BITMAP alpha; BITMAP sprite; BITMAP buffer; int bpp = -1; int ret = -1; int x, y, c, a; if (allegro_init() != 0) return 1; install_keyboard(); install_mouse(); install_timer(); /* what color depth should we use? */ if (argv.Length > 0) { if ((argv[1][0] == '-') || (argv[1][0] == '/')) argv[0] = argv[0].Substring(1); bpp = int.Parse(argv[0]); if ((bpp != 15) && (bpp != 16) && (bpp != 24) && (bpp != 32)) { allegro_message("Invalid color depth ''" + argv[0] + "\n"); return 1; } } if (bpp > 0) { /* set a user-requested color depth */ set_color_depth(bpp); ret = set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0); } else { /* autodetect what color depths are available */ for (a = 0; color_depths[a] > 0; a++) { bpp = color_depths[a]; set_color_depth(bpp); ret = set_gfx_mode(GFX_AUTODETECT, 640, 480, 0, 0); if (ret == 0) break; } } /* did the video mode set properly? */ if (ret != 0) { set_gfx_mode(GFX_TEXT, 0, 0, 0, 0); allegro_message(string.Format("Error setting {0} bit graphics mode\n{1}\n", bpp, allegro_error)); return 1; } /* load the background picture */ replace_filename(buf, "./", "allegro.pcx", 256); background = load_bitmap(Encoding.ASCII.GetString(buf), NULL); if (!background) { set_gfx_mode(GFX_TEXT, 0, 0, 0, 0); allegro_message("Error reading " + buf + "!\n"); return 1; } /* make a copy of it */ set_color_depth(32); sprite = create_bitmap(background.w, background.h); 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 set_color_depth(). That is * because the disk file is actually only a 256 color graphic: if it * was already a 32 bit RGBA sprite, we would probably want to use * set_color_conversion(COLORCONV_NONE) instead. */ replace_filename(buf, "./", "mysha.pcx", 256); alpha = load_bitmap(Encoding.ASCII.GetString(buf), NULL); if (!alpha) { set_gfx_mode(GFX_TEXT, 0, 0, 0, 0); allegro_message("Error reading " + buf + "!\n"); return 1; } /* normally we would have loaded an 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. */ drawing_mode(DRAW_MODE_TRANS, NULL, 0, 0); set_write_alpha_blender(); for (y = 0; y < sprite.h; y++) { for (x = 0; x < sprite.w; x++) { c = getpixel(alpha, x, y); a = getr(c) + getg(c) + getb(c); a = MID(0, a / 2 - 128, 255); putpixel(sprite, x, y, a); } } destroy_bitmap(alpha); set_color_depth(bpp); /* darken the background image down a bit */ drawing_mode(DRAW_MODE_TRANS, NULL, 0, 0); set_multiply_blender(0, 0, 0, 255); rectfill(background, 0, 0, background.w, background.h, makecol(32, 16, 128)); solid_mode(); /* create a double buffer bitmap */ buffer = create_bitmap(SCREEN_W, SCREEN_H); /* scale the background image to be the same size as the screen */ stretch_blit(background, buffer, 0, 0, background.w, background.h, 0, 0, SCREEN_W, SCREEN_H); textprintf_ex(buffer, font, 0, 0, makecol(255, 255, 255), -1, string.Format("{0}x{1}, {2}bpp", SCREEN_W, SCREEN_H, bpp)); destroy_bitmap(background); background = create_bitmap(SCREEN_W, SCREEN_H); blit(buffer, background, 0, 0, 0, 0, SCREEN_W, SCREEN_H); while (!keypressed()) { /* draw the alpha sprite */ x = mouse_x - sprite.w / 2; y = mouse_y - sprite.h / 2; set_alpha_blender(); draw_trans_sprite(buffer, sprite, x, y); /* flip it across to the screen */ blit(buffer, screen, 0, 0, 0, 0, SCREEN_W, SCREEN_H); /* replace the background where we drew the sprite */ blit(background, buffer, x, y, x, y, sprite.w, sprite.h); } clear_keybuf(); destroy_bitmap(background); destroy_bitmap(sprite); destroy_bitmap(buffer); return 0; } } }