Allegro.pas 4.4 |
Allegro.pasContents
IntroductionAllegro.pas is a wrapper to allow Pascal compilers (such as Free Pascal or Delphi) to use the Allegro library. Read section "How to use Allegro.pas" for a description of the main module of the library. There are a few add-ons that adds some functionality to the original Allegro. They came with their own documentation and makefiles at the There are a wiki at Allegro.pas website (http://allegro-pas.sf.net/) which may include additional documentation and tutorials. If you want to collaborate please join the main Allegro.pas mailing list or ask at Pascal Game Development forum. Read section "Contact info". How to use Allegro.pasThe best way to start with Allegro.pas is to study the sources at examples and look for detailed description of procedures and functions at the documentation. That examples are fully commented and should be easy to understand. Anyway, here you have a brief description of the Allegro library:
Initialization and finalizationYou must call either al_install or al_init before doing anything other than using the UNICODE routines. On the other hand, you can call al_exit before to finish the program to close Allegro. You don't need to do it because it will be called automaticly by the UNICODE routinesAllegro can manipulate and display text using any character values from 0 right up to 2ˆ32-1 (although the current implementation of the grabber can only create fonts using characters up to 2ˆ16-1). You can choose between a number of different text encoding formats, which controls how strings are stored and how Allegro interprets strings that you pass to it, using the al_set_uformat procedure. This setting affects all aspects of the system: whenever you see a function that returns a By default, Allegro uses UTF-8 encoded text ( There are a few editing programs that understand UTF-8 format text files. Alternatively, you can write your strings in plain ASCII or 16-bit Unicode formats, and then use the Allegro If you prefer to use some other text format, you can set Allegro to work with normal 8-bit ASCII ( There is some limited support for alternative 8-bit codepages, via the Note that you can use the Unicode routines before you call al_install or al_init. If you want to work in a text mode other than UTF-8, it is best to set it with al_set_uformat just before you call these. Note: While UNICODE is almost supported by Free Pascal and Lazarus, you might have bad results using it with Allegro.pas. There will be a new version of Free Pascal (3.0) that will improve the UNICODE support. I hopw I'll be able to update Allegro.pas. Configuration routinesVarious parts of Allegro, such as the sound routines and the al_load_joystick_data function, require some configuration information. This data is stored in text files as a collection of Note that variable and section names cannot contain spaces. By default the configuration data is read from a file called If you don't like this approach, you can specify any filename you like with using procedure al_set_config_file, or use a block of binary configuration data with al_set_config_data provided by your program (which could for example be loaded from a datafile). You can store whatever custom information you like in the config file, along with the standard variables that are used by Allegro. Allegro (but not Allegro.pas) comes with a Timer routinesAllegro can set up several virtual timer functions, all going at different speeds. They are usually implemented using threads, which run parallel to the main thread. Therefore timer callbacks on such platforms will not block the main thread when called, so you may need to use appropriate synchronisation devices (eg. mutexes, semaphores, etc.) when accessing data that is shared by a callback and the main thread. (Currently Allegro does not provide such devices.) See also al_install_int Keyboard routinesThe Allegro keyboard handler provides both buffered input (al_readkey) and a set of flags storing the current state of each key (al_key). Note that it is not possible to correctly detect every combination of keys, due to the design of the PC keyboard. Up to two or three keys at a time will work fine, but if you press more than that the extras are likely to be ignored (exactly which combinations are possible seems to vary from one keyboard to another). Allegro.pas comes with a prepackaged See also al_install_keyboard Joystick supportUnlike keyboard or mouse input, which are usually read through hardware interrupts by Allegro, joystick input functions have to be polled because there are no hardware interrupts for them on most platforms. This doesn't mean that you have to poll the joysticks on each line of code you want to read their values, but you should make sure to poll them at least once per frame in your game loop. Otherwise you face the possibility of reading stale incorrect data. See also al_install_joystick ColorAll the Allegro drawing functions use integer parameters to represent colors. In 256-color mode the color values are treated as indexes into the current palette, which is a table listing the red, green and blue intensities for each of the 256 possible colors. Palette entries are stored in an AL_RGB structure, which contains red, green and blue intensities in the VGA hardware format, ranging from 0-63. The full palette is an AL_PALETTE, a list of 256 In a truecolor video mode the red, green, and blue components for each pixel are packed directly into the color value, rather than using a palette lookup table. In a 15-bit mode there are 5 bits for each color, in 16-bit modes there are 5 bits each of red and blue and six bits of green, and both 24 and 32-bit modes use 8 bits for each color (the 32-bit pixels simply have an extra padding byte to align the data nicely). The layout of these components can vary depending on your hardware, but will generally either be RGB or BGR. Since the layout is not known until you select the video mode you will be using, you must call al_set_gfx_mode before using any of the color routines! BitmapsOnce you have selected a graphics mode, you can draw things onto the display via the al_screen bitmap. All the Allegro graphics routines draw onto AL_BITMAP structures, which are areas of memory containing rectangular images, stored as packed byte arrays (in 8-bit modes one byte per pixel, in 15- and 16-bit modes two bytes per pixel, in 24-bit modes 3 bytes per pixel and in 32-bit modes 4 bytes per pixel). You can create and manipulate bitmaps in system RAM, or you can write to the special Allegro supports several different types of bitmaps:
Mouse routinesAllegro provides functions for reading the mouse state and displaying a mouse cursor on-screen. You can read the absolute position of the mouse and the state of the mouse buttons from global variables. Additionally, you can read the mouse position difference as mouse mickeys, which is the number of pixels the cursor moved since the last time this information was read. Allegro offers three ways to display the mouse cursor:
Not all drivers will support all functionality. Graphics modes initializationGraphics modes are the common denominator for most Allegro programs. While it is possible to write platform specific programs using Allegro which don't set a graphic mode through the routines provided in this unit, these are not very common. The first thing to note is that due to the wide range of supported platforms, a graphic mode is the only way to safely communicate with the user. When Allegro was a DOS only library (versions 3.x and previous), it was frequent for programmers to use functions from the runt-time library to communicate with the user, like calling Allegro provides the al_message function to deal with this problem, but this is not a very user friendly method of communicating with the user and its main purpose is displaying small error like messages when no graphic mode is available. Therefore, the first thing your Allegro program should do is set a graphic mode, and from there on, use Allegro's text output routines to display messages to the user, just like Setting a graphic mode involves deciding how to allocate the memory of the video card for your program. On some platforms this means creating a virtual screen bigger than the physical resolution to do hardware scrolling or page flipping. Virtual screens can cause a lot of confusion, but they are really quite simple. Warning: patronising explanation coming up, so you may wish to skip the rest of this paragraph. Think of video memory as a rectangular piece of paper which is being viewed through a small hole (your monitor) in a bit of cardboard. Since the paper is bigger than the hole you can only see part of it at any one time, but by sliding the cardboard around you can alter which portion of the image is visible. You could just leave the hole in one position and ignore the parts of video memory that aren't visible, but you can get all sorts of useful effects by sliding the screen window around, or by drawing images in a hidden part of video memory and then flipping across to display them. For example, you could select a 640x480 mode in which the monitor acts as a window onto a 1024x1024 virtual screen, and then move the visible screen around in this larger area (hardware scrolling). Initially, with the visible screen positioned at the top left corner of video memory, this setup would look like: (0,0)------------(640,0)----(1024,0) | | | | visible screen | | | | | (0,480)----------(640,480) | | | | the rest of video memory | | | (0,1024)--------------------(1024,1024) With a virtual screen bigger than the visible screen you can perform smooth CPU inexpensive scrolling: you draw your graphics once, and then only tell the video card to show a different portion of the screen. However, virtual screens are not supported on all platforms, and on some they might be emulated through software, losing any performance. On top of that, many video cards only allow horizontal scrolling in steps of 32 bytes. This is not a problem if your game runs in 24 or 32 bit, but it tends to mean jerky scrolling for other color depths. The other reason you could use virtual screens for is page flipping. This means showing one portion of the virtual screen while your program draws to the hidden one. When you finish, you show the part you have been drawing to and repeat the process with the area now hidden. The result is a perfectly smooth screen update without flickering or other graphical artifacts. Scrolling manually to one part of the video memory is one non portable way to accomplish this. The portable way is to use functions like al_create_system_bitmap, al_create_video_bitmap, al_show_video_bitmap, etc. These functions divide the memory of the video card in areas and switch between them, a feature supported on all platforms and video cards (given that they have enough memory for the screen resolutions you asked for). The last thing you need to know about setting a graphic mode are drivers. Each platform has a number of graphic drivers which support a different range of hardware or behave in different ways. To avoid cluttering your own code with #ifdefs and dealing with drivers added after you release your program, Allegro provides several so called magic drivers. These magic drivers don't really exists, they wrap around a specific kind of functionality. The magic drivers you can use are: AL_GFX_AUTODETECT, AL_GFX_AUTODETECT_FULLSCREEN, AL_GFX_AUTODETECT_WINDOWED, AL_GFX_SAFE, AL_GFX_TEXT. See also al_set_gfx_mode Drawing primitivesExcept for _al_putpixel, all these routines are affected by the current drawing mode and the clipping rectangle of the destination bitmap. Unless specified otherwise, all coordinates for drawing operations are inclusive, and they, as well as lengths, are specified in pixel units. See also al_set_clip_rect al_drawing_mode Text drawingAllegro provides routines for loading fonts directly from GRX format .fnt files, 8x8 or 8x16 BIOS format .fnt files, from bitmap images, from datafiles or you can import a multiple-range Unicode font by writing a .txt script that specifies a number of different source files for each range of characters. By default, Allegro can only use bitmapped (non-scalable) fonts. If you want to use TrueType fonts, you will need to use an add-on library which allows you to load them on the fly (like AllegTTF or Glyph Keeper, listed among others at http://www.allegro.cc/) and render them directly, or generate a bitmapped version of a TrueType font with tools like TTF2PCX (http://www.talula.demon.co.uk/ttf2pcx/index.html). Allegro provides text output routines that work with both monochrome and color fonts, which can contain any number of Unicode character ranges. The grabber program can create fonts from sets of characters drawn in a bitmap file, and can also import GRX or BIOS format font files. See also al_load_font al_textout_ex Bitting and sprite drawingAs far as Allegro is concerned, a bitmap and a sprite are the same thing, but to many people the two words imply slightly different things. The function al_draw_sprite is called so rather than In wider (non-Allegro) terms, the two words can mean quite different things. Generally you can say that sprites are a subset of bitmaps, but even that isn't true in 100% of cases.
Later on, a lot of old C64 programmers upgraded to machines like the Atari ST, which didn't have any special sprite hardware, but they carried on referring to their main moving objects as sprites (the routine to draw such a thing would obviously be called In recent years some people have started using "sprite" to refer to any character graphics, even if they are not in fact drawn as 2d bitmaps, eg. "this game uses 3d polygonal player sprites". This is a confusing misuse of the word (Doom uses sprites, Quake does not), but it does happen. The origin of the term blit is also rather interesting. This was originally BitBlt, an abbreviation of BITmap BLock Transfer, which was a function designed (possibly) by the people at Xerox who did so much of the pioneering work on graphics display systems, and subsequently copied by virtually everybody doing computer graphics (the Microsoft Windows GDI still provides a BitBlt function with identical functionality to the original). This routine was a workhorse for all sorts of drawing operations, basically copying bitmap graphics from one place to another, but including a number of different ROP modes (Raster OPerations) for doing things like XOR, inverting pixels, etc. A whole family of related words grew up around the BitBlt function, but "blt" is impossible to speak (try saying "bltter" or "bltting" :-) so people added the vowel to make it easier to pronounce. Therefore, the act of calling the BitBlt function came to be known as "doing a blit". The obvious next step was to rename the function itself to Anyway, all the routines in this chapter are affected by the clipping rectangle of the destination bitmap. See also al_blit Run-length compressed spritesBecause bitmaps can be used in so many different ways, the bitmap structure is quite complicated, and it contains a lot of data. In many situations, though, you will find yourself storing images that are only ever copied to the screen, rather than being drawn onto or used as filling patterns, etc. If this is the case you may be better off storing your images in AL_RLE_SPRITE structure rather than regular bitmaps. RLE sprites store the image in a simple run-length encoded format, where repeated zero pixels are replaced by a single length count, and strings of non-zero pixels are preceded by a counter giving the length of the solid run. RLE sprites are usually much smaller than normal bitmaps, both because of the run length compression, and because they avoid most of the overhead of the bitmap structure. They are often also faster than normal bitmaps, because rather than having to compare every single pixel with zero to determine whether it should be drawn, it is possible to skip over a whole run of zeros with a single add, or to copy a long run of non-zero pixels with fast string instructions. Every silver lining has a cloud, though, and in the case of RLE sprites it is a lack of flexibility. You can't draw onto them, and you can't flip them, rotate them, or stretch them. In fact the only thing you can do with them is to blast them onto a bitmap with the al_draw_rle_sprite function, which is equivalent to using al_draw_sprite with a regular bitmap. You can convert bitmaps into RLE sprites at runtime, or you can create RLE sprite structures in grabber datafiles by making a new object of type 'RLE sprite'. Sound and music routinesAllegro allows you to use the sound hardware in two ways: automatic, or manual. Usually you should try the automatic version first. This means calling al_install_sound with the autodetection parameters and using the rest of the sound functions to play samples or music. In this situation, Allegro will handle the sound devices and mix the samples and/or music the best way it can. However, sound hardware has a limitation on the number of samples it may play all at the same time (from now on, called hardware voices). When you exceed this limit, Allegro will cut off one of the samples being played and reproduce the new one. Depending on the type of sounds you are playing, how many of them you need at the same time and their nature (e.g: vital audio feedback to the user or useless "ping" when some shrapnel hits a rock in the scenery) you will want to specify more carefully how hardware voices are reserved and which samples have priority over others. The hardware voice reservation phase has to be done before the call to al_install_sound, since it directly affects how Allegro talks to the sound drivers. Allegro allows you to play MIDI files. MIDI files basically contain notes and the type of instrument that is meant to play them, so they are usually very small in size. However, it's up to the sound card of the end user to play the notes, and sound cards have been historically known to have poor MIDI performance (at least those oriented to the consumer market). Few consumer cards feature decent MIDI playback. Still, as a game creator you can never be sure if the music of your game will be played as you meant it, because it totally depends on the hardware of the user. For this reason Allegro also provides a AL_MIDI_DIGMID driver. This is a software implementation of the so called Wavetable synthesis. Sound cards featuring this store digital samples of real instruments at different pitches, interpolating those that are not recorded, thus achieving a high sound quality. Implementing this in software makes you sure that the quality you hear on your computer is that which will be heard by end users using the same driver. The disadvantage of the Allegro also allows the use of digital samples. See also al_play_midi al_play_sample Contact infoIf you want to ask, comment or make suggestions about Allegro.pas you can do it by joining the Allegro.pas mailing list (http://sourceforge.net/mailarchive/forum.php?forum_name=allegro-pas-main), or at the Pascal Game Development forums (http://www.pascalgamedevelopment.com/). Generated by PasDoc 0.13.0 on 2016-07-20 12:01:36 |