home *** CD-ROM | disk | FTP | other *** search
- Library Name:
- rianimlib #57
-
- Authors:
- ReflectiveImages, 17 Mayles Road, Southsea, Portsmouth, Hampshire, UK PO4 8NP
-
- OverView:
- Another Reflective Images Library, looks pretty useful this one...
-
- Authors Docs:
-
- RIAnim Library v1.0
- ===================
-
- By Stephen McNamara
- (c)1994 Reflective Images
-
- This library enables the playback of both Anim5 and Anim7 format
- animations. It allows you to playback animations at any co-ordinate in a
- bitmap and supports different palettes for frames of the animation. It
- also allows you to playback animations from FAST ram, thus you can now play
- massive animations that can only fit in FAST ram.
-
- When playing back animations you must make sure that your display is
- double-buffered. Please refer to the Blitz manual for information about
- how anims can be played back properly - or look at the example program
- included with this file.
-
- Note: there may still be a few bugs in the animation playback routines - if
- you have any problems or spot any bugs then please contact us at the
- address given in the main file of this archive.
-
-
- Command list:
- [suc=]RIAnimInit(address,bitmap#,palette#[,xy_offset])
- [suc=]RINextAnimFrame bitmap#
- AnimLoop
-
- Statement/Function: RIAnimInit
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: [suc=]RIAnimInit(address,bitmap#,palette#[,xy_offset])
-
- This command attempts to take an animation held in memory (CHIP or FAST)
- and identify it as a supported animation format. If it identifies it okay
- it will set up the animation by unpacking frame 1 of the anim onto the
- specified bitmap and copying the palette to the specified palette object.
- You must ensure that the bitmap is big and deep enough to actually hold the
- animation. At the moment there is no checking of the bitmap size. The
- palette object you give is automatically resized to the size of the palette
- in the animation.
-
- The optional parameter allows you to play an animation at an offset into
- a bitmap. Thus you could center a half screen animation on a bitmap. The
- offset is given as a byte offset from the start of each bitplane. It is
- calculated like this:
-
- offset=(X/8)+(Y*(pixel_width/8))
-
- where: X and Y are your co-ordinates
- pixel_width is the width of your bitmap.
-
- If used as a function, this command returns true for a successful
- initialise or false for failure.
-
-
- Statement/Function: RINextAnimFrame
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: [suc=]RINextAnimFrame bitmap#
-
- This command attempts to unpack the next frame of a previously
- initialised animation onto the specified bitmap. It returns true or false
- to say whether it succeeded or not.
-
-
- Statement: AnimLoop
- ------------------------------------------------------------------------
- Modes : Amiga/Blitz
- Syntax: AnimLoop ON|OFF
-
- This command allows you to control the looping mode of the animation.
- With animloop off, playback of an animation will stop at the last frame of
- it. Any attempt to draw another frame will fail. With it on, though, the
- animation will loop around.
-
- Note: you must ensure that your animation has loop frames at the end of
- it if you want to loop the animation around. The reverse of this is true
- for animloop off - the animation must not have loop frames if you don't
- want it to loop around. If you select animloop off but have looping frames
- in your anim then the animation will end by displaying a copy of frame 2
- of the animation.
-
-
- >> END
-