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1556 lines
51 KiB
TeX
1556 lines
51 KiB
TeX
\documentclass[10pt]{article}
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\usepackage{a4}
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\usepackage{epsfig}
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\usepackage{listings}
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\usepackage{tabularx}
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\lstset{language=Delphi}%
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\lstset{basicstyle=\sffamily\small}%
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\lstset{commentstyle=\itshape}%
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\lstset{keywordstyle=\bfseries}%
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%\lstset{blankstring=true}%
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\newcommand{\file}[1]{\textsf{#1}}
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\newcommand{\var}[1]{\texttt{#1}}
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\usepackage[pdftex]{hyperref}
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\newif\ifpdf
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\ifx\pdfoutput\undefined
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\pdffalse
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\else
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\pdfoutput=1
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\pdftrue
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\fi
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\begin{document}
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\title{Programming GTK in Free Pascal: Using GDK}
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\author{Florian Kl\"ampfl\\and\\Micha\"el Van Canneyt}
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\date{July 2001}
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\maketitle
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\section{Introduction}
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In this article, some of the graphics primitives from the gdk toolkit will
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be demonstrated in a small game - breakout.
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The GTK toolkit widgets are built upon the GDK: Graphics Drawing Kit.
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The GDK does not know anything about buttons, menus checkboxes and so on.
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Instead, it knows how to create windows, draw on them, handle mouse clicks
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and keypresses. This functionality is used by the GTK widget set to create
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usable widgets.
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Sometimes, the widgets offered by GTK are not enough, and one has to fall
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back on the graphics functionality of the GDK to be able to do what is
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needed for a program.
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Fortunately, it is not necessary to create a GTK window and handle all
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GDK events to be able to use the GDK functions. The GTK widget set has a
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special widget, which can be used to draw upon. This widget is the
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\var{TGtkDrawingArea} widget. The use of the \var{TGtkDrawingArea} is what
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will be explained below.
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The GDK graphics functions will be explained using a simple arcade game,
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to demonstrate that the speed of the GDK is sufficient for the creation of
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simple games. The breakout game is chosen because it is conceptually simple,
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requires moving graphics and can be extended in many ways.
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\section{The drawing area widget}
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The drawing area widget (\var{TGTKDrawingArea}) is a simple widget which
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just provides a drawing window. It responds to all widget events, and adds
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additionally the 'configure\_event', which is called when the widget is
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realized (i.e. when the window handle is created.)
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The widget has only 1 method: \var{gtk\_drawing\_area\_size}, which sets
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the size of the drawing area. It is defined as follows:
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\begin{lstlisting}{}
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procedure gtk_drawing_area_size(Area:PGtkDrawingArea;
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width,height:gint)
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\end{lstlisting}{}
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The arguments to this function are self-explaining.
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To use the drawing area widget, one should respond to the 'expose\_event'.
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This event is triggered whenever a part of the window that was invisible,
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becomes visible. The event handler gets an \var{PGDKEventExpose} parameter,
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which describes which area was exposed. This can be used for optimization
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purposes.
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To draw in the drawing area widget, the \var{Window} field of the
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\var{TGTKWidget} parent can be used. This is of type \var{TGDKWindow}.
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All drawing functions require a parameter of type \var{TGdkDrawable}
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which can be one of the \var{TGdkWindow} or \var{TGdkPixMap} types.
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\section{Graphics contexts}
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Most drawing functions do not only require a drawable to draw on, they also
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require a {\em Graphics Context}. A graphics context is a series of
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parameters that determine how lines are drawn, what colors and font are
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used etc.
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The Graphics Context is an opaque record, and its members cannot be
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accessed. The relevant parameters are set in a \var{TGdkGCValues} record,
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which is defined as follows:
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\begin{lstlisting}{}
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foreground : TGdkColor;
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background : TGdkColor;
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font : PGdkFont;
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thefunction : TGdkfunction;
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fill : TGdkFill;
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tile : PGdkPixmap;
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stipple : PGdkPixmap;
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clip_mask : PGdkPixmap;
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subwindow_mode : TGdkSubwindowMode;
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ts_x_origin : gint;
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ts_y_origin : gint;
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clip_x_origin : gint;
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clip_y_origin : gint;
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graphics_exposures : gint;
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line_width : gint;
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line_style : TGdkLineStyle;
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cap_style : TGdkCapStyle;
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join_style : TGdkJoinStyle;
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\end{lstlisting}{}
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The \var{ForeGround} and \var{Background} parameters determine the foreground
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and background colors. \var{Font} is the default font. The \var{Fill} field
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describes how areas are filled. It can be one of the following:
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\begin{description}
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\item[GDK\_SOLID] fill with the foreground color.
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\item[GDK\_TILED] Use the pixmap specified in \var{Tile} to fill the area.
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\item[GDK\_STIPPLED] Use the pixmap specified in \var{Stipple} to draw
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pixels that are in the bitmap in the foreground color. Other bits are not
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drawn.
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\item[GDK\_OPAQUE\_STIPPLED] Same as \var{GDK\_STIPPLED} except that bits
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not in the pixmap will be drawn in the background color.
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\end{description}
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The \var{clip\_bitmap} is used to define a clip area. The
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\var{ts\_x\_origin} and \var{ts\_y\_origin} define the stipple or tile
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origin. The \var{clip\_x\_origin} and \var{clip\_y\_origin} fields define
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the origin of the clipping region.
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\var{LineWidth} is the linewidth used when drawing lines. \var{Line\_Style}
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determines how dashed lines are drawn. It can have one of the following
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values:
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\begin{description}
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\item[GDK\_LINE\_SOLID] Lines are drawn solid.
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\item[GDK\_LINE\_ON\_OFF\_DASH] Even segments are drawn, odd segments are
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not.
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\item[GDK\_LINE\_DOUBLE\_DASH] Even segments are drawn, Odd segments are
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drawn in the background color if the fill style is \var{GDK\_SOLID}.
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\end{description}
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\var{cap\_style} determines how line ends are drawn. The following values are
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defined:
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\begin{description}
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\item[GDK\_CAP\_BUTT] The lines are drawn with square ends.
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\item[GDK\_CAP\_NOT\_LAST] Idem as \var{GDK\_CAP\_BUTT}, only for zero-width
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lines, the last dot is not drawn.
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\item[GDK\_CAP\_ROUND] The end of the line is a semicircle. The circle has
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diameter equal to the linewidth, and the center is the endpoint of the line.
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\item[GDK\_CAP\_PROJECTING] Idem as [GDK\_CAP\_BUTT], only the line extends
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half the linewidth outside the endpoint.
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\end{description}
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The effect of these elements will be shown in the next section.
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To set a color, a \var{TGDkColor} record must be allocated. Colors are
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specified using a RGB value. Unfortunately, not all graphics cards can
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show all colors. In order to find out which screen color corresponds
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to the RGB-specified color, the GDK uses a colormap, and allocates a
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color that matches the closest to the specified color values.
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When allocating a new color, the colormap should be specified.
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A colormap can be obtained from a \var{TGTKWidget} descdendant using the GTK function
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\var{gtk\_widget\_get\_colormap}; A color can then be allocated
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using the following \var{gdk\_colormap\_alloc\_color} function:
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\begin{lstlisting}{}
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function gdk_colormap_alloc_color(colormap:PGdkColormap;
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color:PGdkColor;
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writeable:gboolean;
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best_match:gboolean):gboolean;
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\end{lstlisting}{}
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The \var{writeable} parameter specifies whether changes to
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\var{color} using \var{gdk\_color\_change} are allowed.
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\var{best\_match} specifies whether a best match should be attempted
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on existing colors or an exact value is required.
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The function returns \var{True} if the allocation succeeded,
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\var{False} otherwise.
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\section{Drawing primitives}
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Using the properties introduced in the previous section, drawing can be
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attempted using the drawing primitives offered by GDK. GDK offers drawing
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functions for points, lines, segments, rectangles, polygons, circles, text
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and bitmaps.
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All functions accept as the first two parameters a \var{PGDKdrawable}, which
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can be a pointer to a \var{TGDKWindow} or a \var{TGDkPixmap}, and a
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\var{PGdkGC}, a pointer to a graphics context.
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These parameters are omitted from the following declarations:
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\begin{lstlisting}{}
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procedure gdk_draw_point(x,y:gint);
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procedure gdk_draw_line(x1,y1,x2,y2:gint);
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procedure gdk_draw_rectangle(filled,x,y,width,height:gint);
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\end{lstlisting}{}
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The above functions draw respectively a dot, a line and a rectangle.
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The meaning of the parameters for these functions is obvious.
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For the rectangle, care must be taken. If the parameter \var{Filled} is
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False (-1) then the drawn rectangle has actually a width and height of
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\var{Width+1}, \var{Height+1}. If it is filled, then the width and
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height are as specified in the call to \var{gdk\_draw\_rectangle}.
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The following procedures can be used to draw a series of lines:
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\begin{lstlisting}{}
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procedure gdk_draw_polygon(filled:gint;points:PGdkPoint; npoints:gint);
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procedure gdk_draw_lines(points:PGdkPoint; npoints:gint);
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procedure gdk_draw_segments(segs:PGdkSegment; nsegs:gint);
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\end{lstlisting}{}
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The \var{gdk\_draw\_polygon} polygon takes a series of dots and connects
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them using lines, optionally filling them. The points are specified by a
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pointer to an array of \var{TGDKPoint} records (there should be \var{npoint}
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such records in the array).
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A \var{TGDKPoint} record contains 2 fields: \var{X,Y} which specify the
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location of a point.
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If needed, the first and last points are also connected using a line.
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The \var{gdk\_draw\_lines} does the same, only it cannot be filled, and it
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will not connect the first and last points.
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The \var{gdk\_draw\_segments} requires a series of \var{TGDKSegment}
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records. These consist of 4 fields: \var{x1,y1,x2,y2}, each describing
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the start and end point of a line segment. The segments will not be
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connected.
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The \var{gdk\_draw\_arc} can be used to draw a circle or a segment of
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the circle, or an ellipse.
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\begin{lstlisting}{}
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procedure gdk_draw_arc(filled,x,y,width,height,
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angle1,angle2 : gint);
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\end{lstlisting}{}
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The \var{x,y, width} and \var{height} parameters describe a bounding
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rectangle for the circle. The angles describe the start and extending
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angle of the segment to be drawn: The circle segment starts at angle
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\var{angle1} and ends at \var{angle1+angle2}. These angles are specified
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in 1/64ths of a degree and are measured counterclockwise, starting at
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the 3 o'clock direction. A circle segment drawn from 90 to 270 degrees
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should therefore have as angles 90*64=5760 and 270*64=17280.
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If filled is \var{True} (-1), then the segment will be connected to
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the circle centre, and filled, in effect drawing a pie-slice.
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Finally, for the \var{gdk\_draw\_string} function, the graphics context comes
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before the graphics context:
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\begin{lstlisting}{}
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procedure gdk_draw_string(drawable:PGdkDrawable; font:PGdkFont;
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gc:PGdkGC; x,y:gint; thestring:Pgchar);
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\end{lstlisting}{}
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The meaning of the parameters for this functions should be obvious.
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The font for the \var{gdk\_draw\_string} can be obtained using the
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\var{gdk\_font\_load} function:
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\begin{lstlisting}{}
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function gdk_font_load(font_name:Pgchar):PGdkFont;
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\end{lstlisting}{}
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The font name should be specified as an X font path.
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All this is demonstrated in the following program:
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\begin{lstlisting}{}
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program graphics;
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{$mode objfpc}
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{$h+}
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uses glib,gdk,gtk,sysutils;
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var
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window,
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area : PGtkWidget;
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Function CloseApp(widget : PGtkWidget ;
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event : PGdkEvent;
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data : gpointer) : boolean; cdecl;
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Begin
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gtk_main_quit();
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close_application := false;
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End;
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Function AllocateColor(R,G,B : Integer;
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Widget : PGtkWidget) : PGdkColor;
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begin
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Result:=New(PgdkColor);
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With Result^ do
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begin
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Pixel:=0;
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Red:=R;
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Blue:=B;
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Green:=G;
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end;
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gdk_colormap_alloc_color(gtk_widget_get_colormap(Widget),
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Result,true,False);
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end;
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function Exposed(Widget: PGtkWidget;
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event : PGdkEventExpose;
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Data : gpointer) : Integer; cdecl;
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Const
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Triangle : Array[1..4] of TgdkPoint =
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((X:10;Y:195),
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(X:110;Y:195),
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(X:55;Y:145),
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(X:10;Y:195));
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LineStyles : Array[1..5] of TgdkLineStyle =
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(GDK_LINE_SOLID, GDK_LINE_ON_OFF_DASH,
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GDK_LINE_DOUBLE_DASH, GDK_LINE_ON_OFF_DASH,
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GDK_LINE_SOLID);
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capstyles : Array[1..5] of TgdkCapStyle =
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(GDK_CAP_ROUND,GDK_CAP_NOT_LAST, GDK_CAP_BUTT,
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GDK_CAP_PROJECTING, GDK_CAP_NOT_LAST);
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FontName : Pchar =
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'-*-helvetica-bold-r-normal--*-120-*-*-*-*-iso8859-1';
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Var
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SegTriangle : Array[1..3] of TgdkSegment;
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Win : pgdkWindow;
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gc : PgdkGC;
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i,seg : Integer;
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font : PgdkFont;
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Angle1,Angle2 : Longint;
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begin
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gc:=gdk_gc_new(widget^.Window);
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Win:=widget^.window;
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With Event^.area do
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gdk_window_clear_area (win,x,y,width,height);
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gdk_gc_set_foreground(gc,allocatecolor(0,0,0,Widget));
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gdk_draw_rectangle(win,gc,0,5,5,590,390);
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gdk_gc_set_foreground(gc,allocatecolor(0,0,$ffff,Widget));
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for I:=10 to 50 do
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gdk_draw_point(win,gc,I*10,100);
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gdk_gc_set_foreground(gc,allocatecolor($ffff,0,0,Widget));
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for I:=10 to 50 do
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begin
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gdk_gc_set_line_attributes(gc,6,LineStyles[i div 10],
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CapStyles[i div 10],GDK_JOIN_MITER);
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gdk_draw_line(win,gc,I*10,20,I*10,90)
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end;
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gdk_gc_set_line_attributes(gc,1,GDK_LINE_SOLID,
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GDK_CAP_BUTT,GDK_JOIN_MITER);
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gdk_gc_set_foreground(gc,allocatecolor($ffff,0,$ffff,Widget));
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seg:=(360 div 20) * 64;
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For I:=1 to 20 do
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gdk_draw_arc(win,gc,0,220-I*4,200-i*4,8*i,8*i,i*seg,seg*19);
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For I:=1 to 20 do
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gdk_draw_arc(win,gc,-1,380-I*4,200-i*4,8*i,8*i,(i-1)*seg,seg);
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gdk_gc_set_foreground(gc,allocatecolor(0,$ffff,$ffff,Widget));
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gdk_draw_polygon(win,gc,0,@triangle[1],4);
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For I:=1 to 4 do
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Triangle[i].Y:=400-Triangle[i].y;
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gdk_draw_polygon(win,gc,-1,@triangle[1],4);
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gdk_gc_set_foreground(gc,allocatecolor(0,$ffff,0,Widget));
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For I:=1 to 4 do
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Triangle[i].X:=600-Triangle[i].x;
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gdk_draw_lines(win,gc,@triangle[1],4);
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For I:=1 to 3 do
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begin
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SegTriangle[i].X1:=Triangle[i].X;
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SegTriangle[i].Y1:=400-Triangle[i].Y;
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SegTriangle[i].X2:=Triangle[i+1].X;
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SegTriangle[i].Y2:=400-Triangle[i+1].Y;
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end;
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gdk_draw_segments(win,gc,@segtriangle[1],3);
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font:=gdk_font_load(FontName);
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gdk_gc_set_foreground(gc,allocatecolor($ffff,$ffff,0,Widget));
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For I:=1 to 4 do
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gdk_draw_string(win,font,gc,I*100,300,
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Pchar(format('String %d',[i])));
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result:=0;
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end;
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Begin
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// Initialize GTK and create the main window
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gtk_init( @argc, @argv );
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window := gtk_window_new( GTK_WINDOW_TOPLEVEL );
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gtk_window_set_policy(PgtkWindow(Window),0,0,1);
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gtk_signal_connect (GTK_OBJECT (window), 'delete_event',
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GTK_SIGNAL_FUNC( @CloseApp ), NIL);
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gtk_container_set_border_width (GTK_CONTAINER (window), 10);
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area := gtk_drawing_area_new();
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gtk_container_add( GTK_CONTAINER(window), Area);
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gtk_signal_connect (GTK_OBJECT (area),'expose_event',
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GTK_SIGNAL_FUNC(@Exposed),Nil);
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gtk_drawing_area_size (PGTKDRAWINGAREA(area),600,400);
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gtk_widget_show_all( window );
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gtk_main();
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end.
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\end{lstlisting}
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The main program starts by creating a main window,
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and adding a \var{TGTKDrawingArea} to it. It then connects 2 event handlers,
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one to stop the application if the window is closed (\var{CloseApp}),
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the other to draw the \var{TGTKDrawingArea} when it is exposed
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(\var{Exposed}). This latter contains the actual drawing routines, and is
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pretty self-explaining. It simply demonstrates the use of the drawing
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primitives explained above.
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Note that the allocated colors are not freed again, so this program does
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contain a memory leak.
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The result of the program is shown in figure \ref{fig:screenshot1}.
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\begin{figure}[ht]
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\caption{The graphics program in action.}\label{fig:screenshot1}
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\epsfig{file=gtk5ex/graphics.png,width=\textwidth}
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\end{figure}
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\section{Animation}
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The GDK drawing functions can be used to draw directly on a window visible
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on the screen. This is OK for normal applications, but applications that
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have a lot of (changing) graphics will soon see a flickering screen.
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Luckily, GDK provides a means to cope with this: Instead of drawing directly
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on the screen, one can draw on a bitmap which exists in memory, and copy
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parts of the bitmap to the screen on an as-need basis.
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This is the reason why the GDK drawing functions generally accept a
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\var{PGDKdrawable} parameter: This can be of the type \var{PgdkWindow} or
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\var{PGDKPixmap}: The \var{TGDKPixmap} can be used to do the drawing in the
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background, and then copy the pixmap to the actual window.
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This technique, known as double buffering, will be demonstrated in a small
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arcade game: BreakOut. The game is quite simple: at the top of the screen,
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there are a series of bricks. At the bottom of the screen is a small pad,
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which can be move left or right using the cursor keys. A ball bounces on the
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screen. When the ball hits a brick, the brick dissappears. When the ball
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hits the bottom of the window, the ball is lost. The pad can be used to
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prevent the ball from hitting the bottom window.
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When the pad hits the ball, the ball is accellerated in the direction the
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pad was moving at the moment of impact. Also, an idea of 'slope' is
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introduced: If the ball hits the pad at some distance from the pad's center,
|
|
the ball's trajectory is slightly disturbed, as if the pad has a slope.
|
|
|
|
After 5 balls were lost, the game is over. If all bricks have been
|
|
destroyed, a next level is started.
|
|
|
|
As stated above, the game will be implemented using double buffering.
|
|
The ball and pad themselves will be implemented as pixmaps; the bricks
|
|
will be drawn as simple rectangles.
|
|
|
|
These three objects will be implemented using a series of classes:
|
|
\var{TGraphicalObject}, which introduces a position and size. This class
|
|
will have 2 descendents: \var{TBlock}, which will draw a block on the
|
|
screen and \var{TSprite}, which contains all functionality to draw a moving
|
|
pixmap on the screen. From \var{TSprite}, \var{TBall} and \var{TPad} will be
|
|
derived. These two objects introduce the behaviour specific to the ball and
|
|
pad in the game.
|
|
|
|
The blocks will be managed by a \var{TBlockList} class, which is a
|
|
descendent of the standard \var{TList} class.
|
|
|
|
All these objects are managed by a \var{TBreakOut} class, which contains the
|
|
game logic. The class structure could be improved a bit, but the idea is
|
|
more to separate the logic of the different objects.
|
|
|
|
The \var{TGraphicalObject} class is a simple object which introduces some
|
|
easy access properties to get the position and size of the object:
|
|
\begin{lstlisting}{}
|
|
TGraphicalObject = Class(TObject)
|
|
FRect : TGdkRectangle;
|
|
Public
|
|
Function Contains(X,Y : Integer) : Boolean;
|
|
Property Left : SmallInt Read FRect.x Write Frect.x;
|
|
Property Top : SmallInt Read FRect.y Write Frect.y;
|
|
Property Width : Word Read Frect.Width Write Frect.Width;
|
|
Property Height : Word Read Frect.Height Write Frect.Height;
|
|
end;
|
|
\end{lstlisting}{}
|
|
|
|
The \var{TBlock} object is a simple descendent of the var{TGraphicalObject}
|
|
class:
|
|
\begin{lstlisting}{}
|
|
TBlock = Class(TGraphicalObject)
|
|
Private
|
|
FMaxHits : Integer;
|
|
FBlockList : TBlockList;
|
|
FGC : PGDKGC;
|
|
FColor : PGDKColor;
|
|
FNeedRedraw : Boolean;
|
|
Procedure CreateGC;
|
|
Function DrawingArea : PGtkWidget;
|
|
Function PixMap : PgdkPixMap;
|
|
Public
|
|
Procedure Draw;
|
|
Function Hit : Boolean;
|
|
Constructor Create (ABlockList : TBlockList);
|
|
Property Color : PGDKColor Read FColor Write FColor;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The \var{FMaxHits} field determines how many times the ball must hit the
|
|
brick before it dissappears. With each hit, the field is decremented by 1.
|
|
|
|
The \var{FBlockList} refers to the blocklist object that will manage the
|
|
block. The needed drawing widget and the pixmap on which the block must be
|
|
drawn are obtained from the blockmanager using the \var{DrawingArea} and
|
|
\var{Pixmap} functions.
|
|
The \var{Draw} procedure will draw the block at it's position on the pixmap.
|
|
The \var{Color} property determines the color in which the block will be
|
|
drawn.
|
|
|
|
The implementation of the \var{TBlock} methods are quite simple. The first
|
|
methods don't need any explanation.
|
|
\begin{lstlisting}{}
|
|
Constructor TBlock.Create (ABlockList : TBlockList);
|
|
|
|
begin
|
|
Inherited Create;
|
|
FBlockList:=ABlockList;
|
|
FMaxHits:=1;
|
|
end;
|
|
|
|
Function TBlock.DrawingArea : PGtkWidget;
|
|
|
|
begin
|
|
Result:=FBlockList.FBreakout.FDrawingArea;
|
|
end;
|
|
|
|
Function TBlock.PixMap : PgdkPixMap;
|
|
|
|
begin
|
|
Result:=FBlockList.PixMap;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The first interesting method is the \var{CreateGC} method:
|
|
\begin{lstlisting}{}
|
|
Procedure TBlock.CreateGC;
|
|
|
|
begin
|
|
FGC:=gdk_gc_new(DrawingArea^.Window);
|
|
gdk_gc_set_foreground(FGC,FColor);
|
|
gdk_gc_set_fill(FGC,GDK_SOLID);
|
|
FNeedRedraw:=True;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The method is called the first time the block must be drawn. It allocates a
|
|
new graphics context using the \var{gdk\_gc\_new} function. This function
|
|
accepts a pointer to a \var{TGTKWidget} as a parameter and returns a new
|
|
graphics context. After the graphics context is created, the foreground
|
|
color and fill style are set. (it is assumed that \var{FColor} points
|
|
to a valid color)
|
|
|
|
The \var{Draw} procedure actually draws the block on the pixmap, using
|
|
the graphics context created in the previous method:
|
|
\begin{lstlisting}{}
|
|
Procedure TBlock.Draw;
|
|
|
|
begin
|
|
if FGC=Nil then
|
|
CreateGC;
|
|
if FNeedRedraw Then
|
|
begin
|
|
gdk_draw_rectangle(PGDKDrawable(Pixmap),FGC,-1,Left,Top,Width,Height);
|
|
FNeedRedraw:=False;
|
|
end;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The \var{FNeedRedraw} procedure is used for optimization.
|
|
|
|
Finally, the \var{Hit} method is called when the block is hit by the ball.
|
|
It will decrease the \var{FMaxHits} field, and if it reaches zero, the
|
|
place occupied by the block is redrawn in the background color. After that,
|
|
it removes itself from the blocklist and frees itself.
|
|
\begin{lstlisting}{}
|
|
Function TBlock.Hit : Boolean;
|
|
|
|
begin
|
|
Dec(FMaxHits);
|
|
Result:=FMaxHits=0;
|
|
If Result then
|
|
begin
|
|
FBlockList.FBreakOut.DrawBackground(FRect);
|
|
FBlockList.Remove(Self);
|
|
Free;
|
|
end;
|
|
end;
|
|
\end{lstlisting}{}
|
|
|
|
The \var{TSprite} object is a little more involved. The declaration is
|
|
as follows:
|
|
\begin{lstlisting}{}
|
|
TSprite = Class(TGraphicalObject)
|
|
FPreviousTop,
|
|
FPreviousLeft : Integer;
|
|
FDrawingArea : PGtkWidget;
|
|
FDrawPixMap : PgdkPixmap;
|
|
FPixMap : PgdkPixMap;
|
|
FBitMap : PGdkBitMap;
|
|
Protected
|
|
Procedure CreateSpriteFromData(SpriteData : PPGchar);
|
|
Procedure CreatePixMap; Virtual; Abstract;
|
|
Procedure SavePosition;
|
|
Public
|
|
Constructor Create(DrawingArea: PGtkWidget);
|
|
Procedure Draw;
|
|
Function GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
|
|
Property PixMap : PgdkPixMap Read FPixMap;
|
|
Property BitMap : PGdkBitMap Read FBitMap;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The important property is the \var{PixMap} property; this contains the
|
|
pixmap with the sprite's image. The \var{BitMap} property contains the
|
|
bitmap associated with the pixmap. The second important method is the
|
|
\var{GetChangeRect} method; it returns the rectangle occupied by the
|
|
sprite at its previous position. This will be used to 'move' the sprite:
|
|
When moving the sprite, the current position is saved (using
|
|
\var{SavePosition}), and the new position is set. After that, the old
|
|
position is cleared, and the sprite is drawn at the new position.
|
|
|
|
All this drawing is done on the background pixmap, to avoid flickering
|
|
when drawing: The result of the two drawing steps is shown at once.
|
|
|
|
The implementation of the \var{Draw} method is quite straightforward:
|
|
\begin{lstlisting}{}
|
|
Procedure TSprite.Draw;
|
|
|
|
Var
|
|
gc : PGDKGc;
|
|
|
|
begin
|
|
if FPixMap=Nil then
|
|
CreatePixMap;
|
|
gc:=gtk_widget_get_style(FDrawingArea)^.fg_gc[GTK_STATE_NORMAL];
|
|
gdk_gc_set_clip_origin(gc,Left,Top);
|
|
gdk_gc_set_clip_mask(gc,FBitmap);
|
|
gdk_draw_pixmap(FDrawPixMap,gc,FPixMap,0,0,Left,Top,Width,Height)
|
|
gdk_gc_set_clip_mask(gc,Nil);
|
|
end;
|
|
\end{lstlisting}{}
|
|
After the pixmap has been created (a method which must be implemented by
|
|
descendent objects), the graphics context of the drawing area is retrieved
|
|
to do the drawing.
|
|
|
|
The bitmap is drawn using the clipping functionality of the GDK toolkit:
|
|
To this end, the clip origin is set to the position of the sprite, and
|
|
the clip bitmask is set from the \var{FBitmap}, which is created when the
|
|
sprite's pixmap is created. When drawing the pixmap, only the bits in the
|
|
bitmap will be drawn, other bits are left untouched.
|
|
|
|
The pixmap is drawn using the \var{gdk\_draw\_pixmap} function. This
|
|
function copies a region from one \var{TGDKDrawable} to another.
|
|
It is defined as follows:
|
|
\begin{lstlisting}{}
|
|
procedure gdk_draw_pixmap(drawable:PGdkDrawable; gc:PGdkGC;
|
|
src:PGdkDrawable;
|
|
xsrc,ysrc,xdest,ydest,width,height:gint);
|
|
\end{lstlisting}{}
|
|
The function, as all GDK drawing functions, takes a \var{PGDKDrawable}
|
|
pointer and a graphics contexts as its first two arguments. The third
|
|
argument is the \var{TGDKDrawable} which should be copied. The
|
|
\var{xsrc,ysrc} parameters indicate the position of the region that should
|
|
be copied in the source \var{TGDKDrawable}; the \var{xdest,ydest} indicate
|
|
the position in the target \var{TGDKDrawable} where the bitmap should be
|
|
drawn.
|
|
|
|
In the case of \var{TSprite}, the function is used to copy the sprite's
|
|
bitmap onto the memory pixmap with the game image. After the bitmap was
|
|
copied, the clip mask is removed again.
|
|
|
|
The creation of the pixmap happens when the sprite is drawn for the first
|
|
time; The \var{CreateSpriteFromData} method accepts a pointer to an XPM
|
|
pixmap, and uses the \var{gdk\_pixmap\_create\_from\_xpm\_d} function
|
|
(explained in the previous article) to create the actual pixmap and the
|
|
corresponding bitmap.
|
|
\begin{lstlisting}{}
|
|
Procedure TSprite.CreateSpriteFromData(SpriteData : PPGChar);
|
|
|
|
begin
|
|
FPixMap:=gdk_pixmap_create_from_xpm_d(FDrawingArea^.Window,
|
|
@FBitmap,
|
|
Nil,
|
|
SpriteData);
|
|
end;
|
|
\end{lstlisting}{}
|
|
This method can be used by the descendent object's \var{CreatePixmap}
|
|
procedure.
|
|
|
|
The \var{SavePosition} and \var{GetChangeRect} methods are very
|
|
straightforward:
|
|
\begin{lstlisting}{}
|
|
Function TSprite.GetChangeRect (Var Rect : TGDkRectAngle) : Boolean;
|
|
|
|
begin
|
|
Result:=(FPreviousLeft<>Left) or (FPreviousTop<>Top);
|
|
If Result then
|
|
With Rect do
|
|
begin
|
|
x:=FPreviousLeft;
|
|
y:=FPreviousTop;
|
|
Width:=Abs(Left-FPreviousLeft)+self.Width;
|
|
height:=Abs(Top-FPreviousTop)+self.Height;
|
|
end;
|
|
end;
|
|
|
|
Procedure TSprite.SavePosition;
|
|
|
|
begin
|
|
FPreviousLeft:=Left;
|
|
FPreviousTop:=Top;
|
|
end;
|
|
\end{lstlisting}{}
|
|
Note that the \var{GetChangeRect} procedure returns false if the position
|
|
of the sprite didn't change. This is used for optimization purposes.
|
|
|
|
The pad is the simplest of the two \var{TSprite} descendents. It only adds a
|
|
horizontal movement to the sprite:
|
|
\begin{lstlisting}{}
|
|
TPad = Class (TSprite)
|
|
Private
|
|
FSlope,
|
|
FSpeed,FCurrentSpeed : Integer;
|
|
Protected
|
|
Procedure CreatePixMap; override;
|
|
Procedure InitialPosition;
|
|
Public
|
|
Constructor Create(DrawingArea: PGtkWidget);
|
|
Procedure Step;
|
|
Procedure GoLeft;
|
|
Procedure GoRight;
|
|
Procedure Stop;
|
|
Property CurrentSpeed : Integer Read FCurrentSpeed;
|
|
Property Speed : Integer Read FSpeed Write FSpeed;
|
|
Property Slope : Integer Read FSlope Write FSlope;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The procedures \var{GoLeft}, \var{GoRight} and \var{Stop} can be used to
|
|
control the movement of the pad. The method \var{Step} will be called at
|
|
regular intervals to actually move the pad. The \var{InitialPosition}
|
|
sets the pad at its initial position on the screen. The \var{Speed} and
|
|
\var{Slope} properties can be used to set the speed and slope of the pad.
|
|
The \var{Speed} is a number of pixels the pad will move per time unit.
|
|
The 'Slope' is a positive number.
|
|
|
|
The implementation is quite straightforward:
|
|
\begin{lstlisting}{}
|
|
Constructor TPad.Create(DrawingArea: PGtkWidget);
|
|
|
|
begin
|
|
Inherited Create(DrawingArea);
|
|
FSpeed:=6;
|
|
FSlope:=50;
|
|
end;
|
|
|
|
Procedure TPad.InitialPosition;
|
|
|
|
begin
|
|
Left:=(FDrawingArea^.Allocation.Width-Width) div 2;
|
|
Top:=FDrawingArea^.Allocation.Height-(2*Height);
|
|
FCurrentSpeed:=0;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The \var{InitialPosition} is used to reset the pad to its initial position
|
|
when the game starts, after a ball is lost or when a new level starts.
|
|
|
|
The various moving procedures do nothing except manipulate the current speed.
|
|
The handling here is quite simple, more complex handling (accelleration and
|
|
so on) coul be handled.
|
|
\begin{lstlisting}{}
|
|
Procedure TPad.GoLeft;
|
|
|
|
begin
|
|
FCurrentSpeed:=-FSpeed;
|
|
end;
|
|
|
|
Procedure TPad.GoRight;
|
|
|
|
begin
|
|
FCurrentSpeed:=FSpeed;
|
|
end;
|
|
|
|
Procedure TPad.Stop;
|
|
|
|
begin
|
|
FCurrentSpeed:=0;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The pixmap for the pad is defined in a global constant \var{PadBitmap}. It is
|
|
an array of \var{PCHar} which make up a XPM pixmap. The height and width of
|
|
the bitmap are defined in global constants \var{PadHeight} and \var{PadWidth}
|
|
\begin{lstlisting}{}
|
|
Procedure TPad.CreatePixMap;
|
|
|
|
begin
|
|
CreateSpriteFromData(@PadBitmap[1]);
|
|
Width:=PadWidth;
|
|
Height:=PadHeight;
|
|
InitialPosition;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The \var{Step} method does the actual moving of the pad. It is called at regular intervals
|
|
by a timer. It saves the current position, and calculates the new position. A check is
|
|
done for the boundaries of the game.
|
|
\begin{lstlisting}{}
|
|
Procedure TPad.Step;
|
|
|
|
begin
|
|
SavePosition;
|
|
Left:=Left+FCurrentSpeed;
|
|
if Left<=0 then
|
|
begin
|
|
FCurrentSpeed:=-FCurrentSpeed;
|
|
Left:=0;
|
|
end
|
|
else if Left+Width>=FDrawingArea^.allocation.width then
|
|
begin
|
|
FCurrentSpeed:=-FCurrentSpeed;
|
|
Left:=FDrawingArea^.allocation.width-Width;
|
|
end;
|
|
end;
|
|
\end{lstlisting}{}
|
|
|
|
The implementation of the \var{Tball} class is similar to the one of the \var{TPad},
|
|
only it introduces also a vertical speed. The speed of the ball is determined by 3
|
|
numbers:
|
|
\begin{enumerate}
|
|
\item A horizontal speed.
|
|
\item A vertical speed.
|
|
\item A speed factor. (a number between 0 and 100)
|
|
\end{enumerate}
|
|
The sum of the absolute values of the vertical and horizontal speeds is always 100.
|
|
To change the speed direction, the horizontal speed can be set to a value between 0
|
|
and 90. This means that the ball can never fly horizontally. The actual speed is
|
|
determined by multiplying the horizontal speed and vertical speed with a speed
|
|
factor. The 2 values that are obtained like that are the actual horizontal and
|
|
vertical speed of the ball.
|
|
|
|
All this is implemented in the following class:
|
|
\begin{lstlisting}{}
|
|
TBall = Class (TSprite)
|
|
Private
|
|
FBreakOut : TBreakOut;
|
|
FCurrentSpeedX,
|
|
FCurrentSpeedY : Integer;
|
|
FSpeedfactor : Integer;
|
|
Protected
|
|
Procedure CreatePixMap; override;
|
|
Procedure SetSpeed(Value : Integer);
|
|
Public
|
|
Constructor Create(BreakOut : TBreakOut);
|
|
Procedure Step;
|
|
Procedure IncSpeed (Value: Integer);
|
|
Procedure FlipSpeed (FlipX,FlipY : Boolean);
|
|
Property CurrentSpeedX : Integer Read FCurrentSpeedX Write SetSpeed;
|
|
Property CurrentSpeedY : Integer Read FCurrentSpeedY;
|
|
Property SpeedFactor : Integer Read FSpeedFactor Write FSpeedFactor;
|
|
end;
|
|
\end{lstlisting}{}
|
|
The \var{FlipSpeed} method is used to change the ball's direction when it hits a brick
|
|
or one of the borders of the game. The \var{IncSpeed} method increases the speed of the
|
|
ball.
|
|
|
|
As usual, the implementation of these methods is quite straightforward;
|
|
\begin{lstlisting}{}
|
|
Constructor TBall.Create(BreakOut : TBreakOut);
|
|
|
|
begin
|
|
Inherited Create(BreakOut.FDrawingArea);
|
|
FBreakOut:=breakout;
|
|
FCurrentSpeedY:=-100;
|
|
FCurrentSpeedX:=0;
|
|
FSpeedFactor:=10;
|
|
end;
|
|
\end{lstlisting}
|
|
The CreatePixmap uses the global constant \var{BallPixmap} to
|
|
create the pixmap. The with and height are stored in the \var{BallWidth}
|
|
and \var{BallHeight} constants.
|
|
\begin{lstlisting}{}
|
|
Procedure TBall.CreatePixMap;
|
|
|
|
begin
|
|
CreateSpriteFromData(@BallBitmap[1]);
|
|
Width:=BallWidth;
|
|
Height:=BallHeight;
|
|
end;
|
|
\end{lstlisting}
|
|
The SetSpeed value is the write handler for the \var{CurrentSpeedX} property.
|
|
It makes sure that the value stays within certain bounds, and that the sum
|
|
of the horizontal and vertical speeds remains 100.
|
|
\begin{lstlisting}{}
|
|
Procedure TBall.SetSpeed(Value : Integer);
|
|
|
|
begin
|
|
If Value<-FMaxXspeed then
|
|
Value:=-FMaxXSpeed
|
|
else if Value>FMaxXspeed then
|
|
Value:=FMaxXspeed;
|
|
FCurrentSpeedX:=Value;
|
|
If FCurrentSpeedY>0 then
|
|
FCurrentSpeedY:=100-Abs(FCurrentSpeedX)
|
|
else
|
|
FCurrentSpeedY:=-100+Abs(FCurrentSpeedX);
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{IncSpeed} procedure increases or decreases the speed of the ball,
|
|
making sure it doesn't get smaller as 10.
|
|
\begin{lstlisting}{}
|
|
Procedure TBall.IncSpeed (Value: Integer);
|
|
|
|
begin
|
|
FSpeedFactor:=FSpeedFactor+Value;
|
|
If FSpeedFactor<10 then
|
|
FSpeedFactor:=10;
|
|
end;
|
|
|
|
Procedure TBall.FlipSpeed (FlipX,FlipY : Boolean);
|
|
|
|
begin
|
|
If FlipX then
|
|
FCurrentSpeedX:=-FCurrentSpeedX;
|
|
If FlipY then
|
|
FCurrentSpeedY:=-FCurrentSpeedY;
|
|
end;
|
|
\end{lstlisting}
|
|
The last method of \var{TBall} is the \var{Step} method,
|
|
which moves the ball on the screen. It adjusts the speed when the ball hits the
|
|
border of the game area, and calls the \var{TBreakOut.LostBall} method
|
|
when the ball hits the bottom of the game area.
|
|
\begin{lstlisting}{}
|
|
Procedure TBall.Step;
|
|
|
|
begin
|
|
SavePosition;
|
|
Left :=Left + Round((FCurrentSpeedX*FSpeedFactor/100));
|
|
Top :=Top + Round((FCurrentSpeedY*FSpeedFactor/100));
|
|
if Left<=1 then
|
|
begin
|
|
FlipSpeed(True,False);
|
|
Left:=1;
|
|
end
|
|
else if Left+Width>=FDrawingArea^.allocation.width then
|
|
begin
|
|
FlipSpeed(True,False);
|
|
Left:=FDrawingArea^.allocation.width-Width-1;
|
|
end;
|
|
if Top<=1 then
|
|
begin
|
|
FlipSpeed(False,True);
|
|
Top:=1;
|
|
end
|
|
else if Top+Height>=FDrawingArea^.allocation.Height then
|
|
FBreakOut.LostBall
|
|
end;
|
|
\end{lstlisting}
|
|
|
|
\section{Game logic}
|
|
The previous objects were concerned with the grapical representation of the
|
|
game. The logic of the game is concentrated in 2 other objects: \var{TBlockList},
|
|
which manages the blocks in the game, and \var{TBreakOut}, which implements the
|
|
game logic.
|
|
|
|
The \var{TBlockList} class is a simple descendent of \var{TList}:
|
|
\begin{lstlisting}{}
|
|
TBlockList = Class (TList)
|
|
FTotalRows,FTotalColums,FStartRow,FBlockRows,FSpacing : Byte;
|
|
FBreakOut : TBreakOut;
|
|
FColor : PGDKColor;
|
|
Function DRawingArea : PGTKWidget;
|
|
FPixMap : PGDKPixmap;
|
|
Public
|
|
Constructor Create(BreakOut : TBreakOut);
|
|
Destructor Destroy; override;
|
|
Procedure CheckCollision (Ball: TBall);
|
|
Procedure DrawBlocks;
|
|
Procedure DrawBlocks(Const Area : TGdkRectangle);
|
|
Procedure CreateBlocks;
|
|
Procedure FreeBlocks;
|
|
Property TotalRows : Byte Read FTotalRows Write FTotalRows;
|
|
Property TotalColumns : Byte Read FTotalColums Write FTotalColums;
|
|
Property StartRow : Byte Read FStartRow Write FStartRow;
|
|
Property BlockRows : Byte Read FBlockRows Write FBlockRows;
|
|
Property BlockSpacing : Byte Read FSpacing Write FSpacing;
|
|
Property PixMap : PGDKPixMap Read FPixMap Write FPixMap;
|
|
end;
|
|
\end{lstlisting}
|
|
It introduces some properties which control the look of the game:
|
|
\var{TotalRows}, \var{TotalColumns} is the total number of columns
|
|
and rows in which blocks can be placed. \var{StartRow} and \var{BlockRows}
|
|
determines how many blocks are actually placed. \var{BlockSpacing} determines
|
|
the amount of space between the blocks. The \var{CheckCollision} determines
|
|
whether a ball has hit one of the blocks. The \var{DrawBlocks} draws only the blocks
|
|
that intersect with the rectangle defined in the \var{Area} parameter.
|
|
The other methods are self explaining.
|
|
|
|
The implementation of the \var{TBlockList} class is -as usual- quite simple:
|
|
\begin{lstlisting}{}
|
|
Constructor TBlockList.Create(BreakOut : TBreakOut);
|
|
|
|
begin
|
|
FBreakOut:=BreakOut;
|
|
end;
|
|
|
|
Function TBlockList.DrawingArea : PGtkWidget;
|
|
|
|
begin
|
|
Result:=FBreakOut.FDrawingArea;
|
|
end;
|
|
|
|
Destructor TBlockList.Destroy;
|
|
|
|
begin
|
|
If FColor<>Nil then
|
|
FreeMem(FColor);
|
|
FreeBlocks;
|
|
end;
|
|
|
|
Procedure TBlockList.DrawBlocks;
|
|
|
|
Var
|
|
I : Longint;
|
|
|
|
begin
|
|
If Count=0 then
|
|
CreateBlocks;
|
|
For I:=0 to Count-1 do
|
|
TBlock(Items[i]).draw;
|
|
end;
|
|
|
|
Procedure TBlockList.DrawBlocks (Const Area : TGdkRectangle);
|
|
|
|
Var
|
|
i : longint;
|
|
inters : TgdkRectangle;
|
|
|
|
begin
|
|
For I:=0 to Count-1 do
|
|
With TBlock(Items[i]) do
|
|
FNeedRedraw:=gdk_rectangle_intersect(@area,@Frect,@inters)<>0;
|
|
DrawBlocks;
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{gdk\_rectangle\_interset} returns 0 if 2 rectangles do not intersect,
|
|
and returns a nonzero constant if they do. If they do, the last parameter
|
|
is filled with the position and size of the intersecting rectangle.
|
|
|
|
\begin{lstlisting}{}
|
|
Procedure TBlockList.FreeBlocks;
|
|
|
|
Var
|
|
I : longint;
|
|
|
|
begin
|
|
For I:=Count-1 downto 0 do
|
|
begin
|
|
TBlock(Items[i]).Free;
|
|
Delete(i);
|
|
end;
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{CreateBlocks} method creates the blocks and draws them on the screen.
|
|
It is called when the blocklist is drawn and there are no blocks.
|
|
|
|
The algoritthm to color and place the blocks is quite simple, but a more
|
|
complex algorithm that implements patterns of blocks depending on the
|
|
level, and different colors for blocks could be implemented.
|
|
\begin{lstlisting}{}
|
|
Procedure TBlockList.CreateBlocks;
|
|
|
|
Var
|
|
TotalHeight,TotalWidth,
|
|
Cellheight,CellWidth,
|
|
I,J : Integer;
|
|
Block : TBlock;
|
|
Min : Byte;
|
|
|
|
begin
|
|
FColor:=AllocateColor(0,0,$ffff,DrawingArea);
|
|
Min:=FSpacing div 2;
|
|
If Min<1 then
|
|
Min:=1;
|
|
TotalWidth:=Drawingarea^.Allocation.Width;
|
|
TotalHeight:=DrawingArea^.Allocation.Height;
|
|
Cellheight:=TotalHeight Div TotalRows;
|
|
CellWidth:=TotalWidth div TotalColumns;
|
|
For I:=StartRow to StartRow+BlockRows-1 do
|
|
For J:=0 to TotalColumns-1 do
|
|
begin
|
|
Block:=TBlock.Create(Self);
|
|
With Block do
|
|
begin
|
|
Top:=TotalHeight-(CellHeight*I)+Min;
|
|
Left:=(CellWidth*J)+min;
|
|
Width:=CellWidth-2*min;
|
|
Height:=CellHeight-2*min;
|
|
Color:=Self.FColor;
|
|
FNeedRedraw:=True;
|
|
end;
|
|
add(Block);
|
|
end;
|
|
end;
|
|
\end{lstlisting}
|
|
The checkcollision function checks all blocks to see whether it collides with the ball.
|
|
If so, it flips the speed of the ball and calls the balls \var{Hit} function. This will
|
|
remove the ball from the list if it is destroyed.
|
|
|
|
Note that the flipping of the speed of the ball checks where the ball came from, i.e.
|
|
looks at the previous position of the ball.
|
|
\begin{lstlisting}{}
|
|
Procedure TBlockList.CheckCollision (Ball: TBall);
|
|
|
|
var
|
|
brect,ints : tgdkrectangle;
|
|
B : TBlock;
|
|
i : integer;
|
|
flipx,flipy : Boolean;
|
|
|
|
begin
|
|
For I:=Count-1 downto 0 do
|
|
begin
|
|
B:=TBlock(Items[i]);
|
|
BRect:=B.FRect;
|
|
if gdk_rectangle_intersect(@Ball.Frect,@BRect,@ints)<>0 then
|
|
begin
|
|
FlipY:=((Ball.FpreviousTop>=(B.Top+B.Height)) and
|
|
(Ball.CurrentSpeedY<0)) or
|
|
((Ball.FpreviousTop+Ball.Height<=B.Top) and
|
|
(Ball.CurrentSpeedY>0));
|
|
FlipX:=Not FlipY;
|
|
If FlipX then
|
|
FlipX:=((Ball.FPreviousLeft>=(B.Left+B.Width)) and
|
|
(Ball.CurrentSpeedX<0)) or
|
|
(((Ball.FPreviousLeft+Ball.Width)<=B.Left) and
|
|
(Ball.CurrentSpeedX>0));
|
|
Ball.FlipSpeed(FlipX,Flipy);
|
|
if B.Hit and not (Count=0) then
|
|
gtk_widget_draw(DrawingArea,@BRect);
|
|
Break;
|
|
end;
|
|
end;
|
|
end;
|
|
\end{lstlisting}
|
|
|
|
Finally, the \var{TBreakOut} class encapsulates the rest of the game logic. Its declaration
|
|
is as follows:
|
|
\begin{lstlisting}{}
|
|
TBreakOut = Class(TObject)
|
|
Private
|
|
FLevel : Integer;
|
|
FBalls : Integer;
|
|
FBGGC : PGDKGC;
|
|
FBackGroundColor : PGDKColor;
|
|
FPad : TPad;
|
|
FBall : TBall;
|
|
FBlockList : TBlockList;
|
|
FDrawingArea : PGTKWidget;
|
|
FPixMap : PGDKPixMap;
|
|
Procedure DrawBackGround (Area : TGdkrectAngle);
|
|
Procedure DrawBoard(Exposed : PGdkEventExpose);
|
|
Procedure CreateGC;
|
|
Procedure CreatePixMap;
|
|
Procedure CopyPixMap(Area : TGdkRectangle);
|
|
Procedure CheckCollision;
|
|
Procedure FreeBall;
|
|
Procedure NextLevel;
|
|
Procedure NextBall;
|
|
Procedure GameOver;
|
|
Procedure LostBall;
|
|
Procedure Redrawgame;
|
|
Public
|
|
Constructor Create (DrawingArea : PGtkWidget);
|
|
Procedure Draw(Exposed : PGDKEventExpose);
|
|
Procedure Step;
|
|
Property BlockList : TBlockList Read FBlockList;
|
|
Property Pad : TPad Read FPad;
|
|
Property Level : Integer Read Flevel;
|
|
Property Balls : Integer Read FBalls Write FBalls;
|
|
end;
|
|
\end{lstlisting}
|
|
The purpose of most of the methods of \var{TBreakOut} is self-evident. The \var{Draw}
|
|
method will be called when the drawing area on which the game is drawn is exposed.
|
|
The \var{Step} method will be called by a timer routine, and this will move all pieces
|
|
in the game, creating the illusion of movement. These are the only 2 public routines
|
|
of the component.
|
|
|
|
The constructor simply initializes the Ball and blocklist components. It does not
|
|
create a ball, this will be created when the ball enters the game.
|
|
\begin{lstlisting}{}
|
|
Constructor TBreakOut.Create (DrawingArea : PGtkWidget);
|
|
|
|
begin
|
|
FDrawingArea:=DrawingArea;
|
|
FBlockList:=TBlockList.Create (Self);
|
|
FPad:=TPad.Create(FDrawingArea);
|
|
FBalls:=5;
|
|
end;
|
|
\end{lstlisting}
|
|
|
|
The following routines are mainly concerned with the drawing of the various parts of the game.
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.DrawBoard(Exposed : PGdkEventExpose);
|
|
|
|
begin
|
|
If FBGGC=Nil then
|
|
CreateGC;
|
|
DrawBackGround(Exposed^.Area);
|
|
end;
|
|
|
|
Procedure TBreakOut.CreateGC;
|
|
|
|
begin
|
|
FBGGC:=gdk_gc_new(FDrawingArea^.Window);
|
|
FBackGroundColor:=AllocateColor(0,0,0,FDrawingArea);
|
|
gdk_gc_set_foreground(FBGGC,FBackGroundColor);
|
|
gdk_gc_set_fill(FBGGC,GDK_SOLID);
|
|
end;
|
|
\end{lstlisting}
|
|
The graphics context is needed for the drawing of the background of the game;
|
|
it sets the drawing color to black and the fill style to solid. The graphics
|
|
context is then used in the \var{DrawBackground} method to draw the background
|
|
on the pixmap with the game image:
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.DrawBackGround (Area : TGdkrectAngle);
|
|
|
|
begin
|
|
With Area do
|
|
gdk_draw_rectangle(PGDKDrawable(FPixMap),FBGGC,-1,x,y,Width+1,Height+1);
|
|
end;
|
|
\end{lstlisting}
|
|
The pixmap that contains the game image is created the first time the breakout
|
|
game is drawn. It is created using the \var{gdk\_pixmap\_new} function, which
|
|
needs a \var{PGDKwindow} as the first parameter; from this window certain
|
|
device properties are copied.
|
|
|
|
After the pixmap is created, it is assigned to the pad and blocklist objects.
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.CreatePixMap;
|
|
|
|
begin
|
|
If FPixMap<>Nil then
|
|
GDK_pixmap_unref(FPixMap);
|
|
With FDrawingArea^ do
|
|
FPixMap:=gdk_pixmap_new(Window,Allocation.Width,Allocation.Height,-1);
|
|
FBlockList.PixMap:=FPixMap;
|
|
FPad.FDrawPixMap:=FPixMap;
|
|
If Assigned(FBall) then
|
|
FBall.FDrawPixMap:=FPixMap;
|
|
end;
|
|
\end{lstlisting}
|
|
The following routine does the actual drawing of the screen:
|
|
It copies the pixmap with the game image to the actual window.
|
|
Not the whole pixmap is drawn (this would be very inefficient),
|
|
but just the part indicated by the \var\var{Area} parameter.
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.CopyPixMap(Area : TGdkRectangle);
|
|
|
|
begin
|
|
gdk_draw_pixmap(FDrawingArea^.Window,
|
|
gtk_widget_get_style(FDrawingArea)^.fg_gc[GTK_WIDGET_STATE(FDrawingArea)],
|
|
FPixMap,
|
|
area.x,area.y,
|
|
area.x,area.y,
|
|
area.width,area.height);
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{CopyPixmap} method is called as much as needed
|
|
by the \var{Draw} method. This method tries to determine
|
|
the minimum amount of drawing needed to restore the game image on the screen.
|
|
|
|
It will draw the board, the exposed blocks, the previous position of
|
|
the ball and pad on the pixmap. After that the changed portions of
|
|
the pixmap are copied to the screen.
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.Draw(Exposed : PGDKEventExpose);
|
|
|
|
Var
|
|
Rect : TGdkRectangle;
|
|
|
|
begin
|
|
if FPixMap=Nil then
|
|
CreatePixMap;
|
|
if Exposed<>Nil then
|
|
begin
|
|
DrawBoard(Exposed);
|
|
FBlockList.DrawBlocks(exposed^.area)
|
|
end
|
|
else
|
|
begin
|
|
If Assigned(FBall) then
|
|
if FBall.GetChangeRect(Rect) then
|
|
begin
|
|
DrawBackground(Rect);
|
|
FBLockList.drawBlocks(Rect);
|
|
end;
|
|
if FPad.GetChangeRect(Rect) then
|
|
DrawBackground(Rect)
|
|
end;
|
|
FPad.Draw;
|
|
if Assigned(FBall) Then
|
|
FBall.draw;
|
|
If Exposed<>Nil then
|
|
CopyPixMap(Exposed^.Area);
|
|
If assigned(FBall) then
|
|
if FBall.GetChangeRect(Rect) then
|
|
CopyPixMap(Rect);
|
|
if FPad.GetChangeRect(Rect) then
|
|
CopyPixMap(Rect);
|
|
IF Assigned(FBall) then
|
|
CopyPixMap(FBall.FRect);
|
|
CopyPixMap(FPad.FRect);
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{RedrawGame} forces a redraw of the whole game, by forcing an expose event on the
|
|
drawing area:
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakout.Redrawgame;
|
|
|
|
Var
|
|
Rect : TgdkRectangle;
|
|
|
|
begin
|
|
Rect.X:=FDrawingArea^.allocation.x;
|
|
Rect.Y:=FDrawingArea^.allocation.y;
|
|
Rect.Width:=FDrawingArea^.allocation.Width;
|
|
Rect.Height:=FDrawingArea^.allocation.Height;
|
|
gtk_Widget_draw(FDrawingArea,@rect)
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{Step} procedure is the central part of the game logic: it moves
|
|
the various components on the screen, and checks for collisions between
|
|
the ball and the pad or the blocks. If a 'game over' or 'end of level'
|
|
condition is detected, the appropriate methods are called to handle
|
|
these situations.
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.Step;
|
|
|
|
begin
|
|
FPad.Step;
|
|
If Assigned(FBall) then
|
|
FBall.Step;
|
|
CheckCollision;
|
|
If FBlockList.Count=0 then
|
|
NextLevel;
|
|
if Not Assigned(FBall) and (FBalls=0) then
|
|
GameOver;
|
|
end;
|
|
\end{lstlisting}
|
|
The \var{CheckCollision} method checks for collisions of the ball with the pad
|
|
or with a block. The blocklist handles the collisions with a block, the collision
|
|
between the ball and the pad is handled here, in much the same was as it was handled
|
|
by the blocklist for the blocks. The only difference is that the speed of the ball
|
|
is altered, depending on the speed of the pad:
|
|
\begin{enumerate}
|
|
\item If the pad was moving at the moment of impact, then the speedfactor of
|
|
the ball is increased or decreased, depending on whether the ball and pad
|
|
were moving in the same direction, or in opposite directions.
|
|
\item The angle of the ball is altered using the \var{Slope} of the pad. The horizontal
|
|
component of the speed is increased (or decreased) with a factor that depends on
|
|
the place where the ball hits the pad. If the pad is hit in the middle, no change takes
|
|
place. If it is not hit in the middle, the alteration is proportional to the distance
|
|
between the middle of the pad and the point of impact.
|
|
\end{enumerate}
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.CheckCollision;
|
|
|
|
Var
|
|
Inters :TGdkrectangle;
|
|
|
|
begin
|
|
If Assigned(FBall) then
|
|
begin
|
|
if gdk_rectangle_intersect(@FBall.FRect,@FPad.Frect,@inters)<>0 then
|
|
If (FBall.FPreviousTop<FPad.Top) and (FBall.FCurrentSpeedY>0) then
|
|
begin
|
|
FBall.FlipSpeed(False,True);
|
|
If (FPad.CurrentSpeed<>0) then
|
|
if (FBall.FCurrentSpeedX*FPad.CurrentSpeed)>0 then
|
|
FBall.IncSpeed(HitAccelleration)
|
|
else
|
|
FBall.IncSpeed(-HitAccelleration);
|
|
FBall.CurrentSpeedX:=FBall.CurrentSpeedX+
|
|
(Round(((FBall.Left+(FBall.Width div 2)) -
|
|
(FPad.left+Fpad.Width div 2))
|
|
* (FPad.Slope / 100)));
|
|
end;
|
|
FBlockList.CheckCollision(FBall);
|
|
end;
|
|
end;
|
|
\end{lstlisting}
|
|
The following methods control the logic of the game. They are kept as simple
|
|
as possible, but they can be altered to make the game more interesting or
|
|
visually attractive.
|
|
\begin{lstlisting}{}
|
|
Procedure TBreakOut.FreeBall;
|
|
|
|
begin
|
|
FBall.Free;
|
|
FBall:=Nil;
|
|
end;
|
|
|
|
Procedure TbreakOut.NextBall;
|
|
|
|
begin
|
|
If FBall=Nil then
|
|
begin
|
|
FBall:=TBall.Create(Self);
|
|
FBall.Top:=FPad.Top-1;
|
|
FBall.Left:=FPad.Left + (FPad.Width div 2);
|
|
FBall.CurrentSpeedX:=FPad.CurrentSpeed*5;
|
|
FBall.FPreviousTop:=FBall.Top;
|
|
FBall.FPreviousLeft:=FBall.Left;
|
|
FBall.FDrawPixMap:=Self.FPixMap;
|
|
FBall.Draw;
|
|
end;
|
|
end;
|
|
|
|
Procedure TBreakOut.NextLevel;
|
|
|
|
Var
|
|
Area : TGdkRectangle;
|
|
|
|
begin
|
|
If Assigned(FBall) then
|
|
FreeBall;
|
|
FPad.FSpeed:=FPad.Speed+LevelAccelleration;
|
|
FPad.InitialPosition;
|
|
RedrawGame;
|
|
end;
|
|
|
|
Procedure TBreakout.LostBall;
|
|
|
|
begin
|
|
Dec(FBalls);
|
|
If FBalls=0 then
|
|
GameOver;
|
|
FreeBall;
|
|
Fpad.InitialPosition;
|
|
RedrawGame;
|
|
end;
|
|
|
|
Procedure TBreakout.GameOver;
|
|
|
|
begin
|
|
end;
|
|
\end{lstlisting}
|
|
|
|
All the code for these three objects is collected in the unit \file{blocks}.
|
|
|
|
The main program uses the \var{TBreakOut} object to draw the game on a screen:
|
|
A simple, non-sizable window is created, and a \var{TGTKDrawingArea} widget is
|
|
dropped on it. A signal handler for the expose event of the widget is installed
|
|
(the \var{Exposed} function), as well as a timeout which will step the game
|
|
every 50 milliseconds (the \var{Step} function). After that, event handlers
|
|
are installed for the keyboard, to the user can move the pad
|
|
(the \var{KeyPress} function). The 'delete' event is also handled, to destroy the
|
|
window (the \var{Close} function).
|
|
|
|
The only logic in these functions consists of communicating the events to the
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\var{TBreakout} object, and to set the movement of the Pad based on the key
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that was hit. The program listing is presented without further comment.
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\begin{lstlisting}{}
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program breakout;
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{$mode objfpc}
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uses glib,gdk,gtk,blocks;
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Type
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TBreakOutWindow = Class(TObject)
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Public
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window,
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area : PGtkWidget;
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BreakOut : TBreakOut;
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end;
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Var
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GameWindow : TBreakOutWindow;
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Function Close( widget : PGtkWidget ;
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event : PGdkEvent;
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data : gpointer) : boolean; cdecl;
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Begin
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gtk_main_quit();
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Close := false;
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End;
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function Exposed(Widget: PGtkWidget;
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event : PGdkEventExpose;
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Data : gpointer) : Integer; cdecl;
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begin
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TBreakOutWindow(Data).BreakOut.Draw(Event);
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result:=0;
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end;
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function KeyPress (Widget: PGtkWidget;
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event : PGdkEventKey;
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Data : gpointer) : Integer; cdecl;
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begin
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with TBreakOutWindow(Data).BreakOut do
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Case event^.keyval of
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gdk_left : Pad.Goleft;
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gdk_right : Pad.GoRight;
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gdk_down : Pad.Stop;
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Ord(' ') : NextBall;
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end;
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Result:=0;
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end;
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function Step (data : Gpointer): integer;cdecl;
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Var
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Rect : TGdkRectangle;
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begin
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With TBreakOutWindow(Data) do
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begin
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With Breakout do
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begin
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Step;
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Draw(Nil);
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end;
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end;
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Result:=integer(True);
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end;
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Begin
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gtk_init( @argc, @argv );
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GameWindow:=TBreakOutWindow.Create;
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With GameWindow do
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begin
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window := gtk_window_new( GTK_WINDOW_TOPLEVEL );
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gtk_window_set_policy(PgtkWindow(Window),0,0,1);
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gtk_signal_connect(PGTK_OBJECT (window),'delete_event',
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GTK_SIGNAL_FUNC(@Close),Nil);
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gtk_container_set_border_width (GTK_CONTAINER (window), 10);
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area := gtk_drawing_area_new();
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gtk_container_add( GTK_CONTAINER(window), Area);
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BreakOut:=TBreakOut.Create(area);
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With BreakOut.BlockList do
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begin
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TotalRows:=20;
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TotalColumns:=10;
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StartRow:=15;
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BlockRows:=5;
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BlockSpacing:=2;
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end;
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gtk_signal_connect (GTK_OBJECT (area),'expose_event',
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GTK_SIGNAL_FUNC(@Exposed),GameWindow);
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gtk_drawing_area_size (PGTKDRAWINGAREA(area),600,400);
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gtk_widget_set_events(window,GDK_KEY_RELEASE_MASK);
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gtk_signal_connect(PGTKObject(Window),'key_press_event',
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GTK_SIGNAL_FUNC(@KeyPress),GameWindow);
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gtk_timeout_add(50,@Step,GameWindow);
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gtk_widget_show_all(window);
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gtk_main();
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end;
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End.
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end.
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\end{lstlisting}
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The result of the program can be seen in figure \ref{fig:breakout}.
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\begin{figure}[ht]
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\caption{The breakout program in action.}\label{fig:breakout}
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\epsfig{file=gtk5ex/breakout.png,width=\textwidth}
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\end{figure}
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The program can be enhanced in many ways:
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\begin{enumerate}
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\item More different colors for the blocks.
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\item Different patterns of blocks when going to new levels.
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\item Add some messages at the end of a level, or at game over.
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\item Add a pause mode.
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\item Add a menu to start/stop the game, and with some preferences
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(game size, player level)
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\item add a score based on the time it takes to finish a level.
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\end{enumerate}
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And many more things can probably be done. The program as it is now is playable, and
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fulfills it purpose: to demonstrate that simple game programming using the drawing
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facilities offered by GTK/GDK toolkit is possible and can be quite easy.
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\end{document}
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