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Allegro Manual: Blitting and sprites
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<h1><a name="Blitting and sprites">Blitting and sprites</a></h1>

<ul>
<li><a href="#blit">blit</a> &mdash; Copies a rectangular area from one bitmap to another.
<li><a href="#draw_character_ex">draw_character_ex</a> &mdash; Draws non transparent pixels of the sprite with a color.
<li><a href="#draw_gouraud_sprite">draw_gouraud_sprite</a> &mdash; Draws a sprite with gouraud shading.
<li><a href="#draw_lit_sprite">draw_lit_sprite</a> &mdash; Draws a sprite tinted with a specific color.
<li><a href="#draw_sprite">draw_sprite</a> &mdash; Draws a copy of the sprite onto the destination bitmap.
<li><a href="#draw_sprite_h_flip">draw_sprite_h_flip</a> &mdash; Draws the sprite transformed to the destination bitmap.
<li><a href="#draw_sprite_v_flip">draw_sprite_v_flip</a> &mdash; Draws the sprite transformed to the destination bitmap.
<li><a href="#draw_sprite_vh_flip">draw_sprite_vh_flip</a> &mdash; Draws the sprite transformed to the destination bitmap.
<li><a href="#draw_trans_sprite">draw_trans_sprite</a> &mdash; Draws a sprite blending it with the destination.
<li><a href="#masked_blit">masked_blit</a> &mdash; Copies a rectangle skipping pixels with the mask color.
<li><a href="#masked_stretch_blit">masked_stretch_blit</a> &mdash; Scales a rectangular area skipping pixels with the mask color.
<li><a href="#pivot_scaled_sprite">pivot_scaled_sprite</a> &mdash; Rotates and stretches a sprite around a specified point.
<li><a href="#pivot_scaled_sprite_v_flip">pivot_scaled_sprite_v_flip</a> &mdash; Rotates, stretches and flips a sprite around a specified point.
<li><a href="#pivot_sprite">pivot_sprite</a> &mdash; Rotates a sprite around a specified point.
<li><a href="#pivot_sprite_v_flip">pivot_sprite_v_flip</a> &mdash; Rotates and flips a sprite around a specified point.
<li><a href="#rotate_scaled_sprite">rotate_scaled_sprite</a> &mdash; Rotates and stretches a sprite.
<li><a href="#rotate_scaled_sprite_v_flip">rotate_scaled_sprite_v_flip</a> &mdash; Rotates, stretches and flips a sprite.
<li><a href="#rotate_sprite">rotate_sprite</a> &mdash; Rotates a sprite.
<li><a href="#rotate_sprite_v_flip">rotate_sprite_v_flip</a> &mdash; Rotates and flips a sprite.
<li><a href="#stretch_blit">stretch_blit</a> &mdash; Scales a rectangular area from one bitmap to another.
<li><a href="#stretch_sprite">stretch_sprite</a> &mdash; Stretches a sprite to the destination bitmap.
</ul>

<p>
As 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 draw_sprite() is called so rather than draw_bitmap() partly because
it indicates that it uses a masked drawing mode (if it existed, you could
expect draw_bitmap() to be a simple block copy), and partly for historical
reasons. In Allegro 1.0 there were actually different structures for sprites
and bitmaps, each with their own set of abilities. Allegro 2.0 merged these
into a single more flexible structure, but retained some names like
draw_sprite().

<p>
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.

<p>
BITMAP: a widely accepted term that will be understood by anyone even
remotely connected with computer graphics. It simply means an image built up
from a grid of pixels, ie. just about any picture that you are likely to come
across on a computer (vector graphics formats are the exception, but those
must be rendered into a bitmap format before they can be displayed by most
hardware). A more accurate term but slightly rarer term with the same meaning
is "pixmap" (pixel-map).

<p>
SPRITE: a particular usage of bitmapped images, restricted to video games
(other types of programmer probably won't be familiar with this term).
Originally on machines like the C64, sprites were a hardware feature that
allowed a number of small bitmap images to be loaded into special registers,
and they could then be superimposed over the main graphics display and moved
around just by modifying the position register. They were used for the moving
objects (player and enemy characters), and enabled the C64 to do much more
impressive things than would have been possible if all the drawing had to be
done directly by the puny CPU.

<p>
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 draw_sprite()).  A sprite is really just a
bitmap graphic which is drawn onto the screen, but when you call it a sprite
rather than a bitmap, this suggests it is a gameplay element that can move
freely around the world rather than being a static part of the environment,
and that it will be drawn in a masked overlay mode rather than as a solid
rectangle (there is also a strong implication that a sprite will be animated
by cycling through a number of frames, but that isn't always the case).

<p>
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.

<p>
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.

<p>
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 blit(),
which generally took place at the same time as people decided to simplify the
original, removing the different ROP modes on the grounds that they aren't
needed for games coding and don't work well with anything higher than
monochrome images in any case. This leaves us with a function called blit(),
which is an abbreviation for "block transfer". A strong case could be made
for calling this blot() instead, but somehow that just doesn't sound the
same!

<p>
Anyway, all the routines in this chapter are affected by the
clipping rectangle of the destination bitmap.

<p><br>
<div class="al-api"><b>void <a name="blit">blit</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *source, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *dest, int source_x, int source_y,
          int dest_x, int dest_y, int width, int height);</b></div><br>
   Copies a rectangular area of the source bitmap to the destination bitmap. 
   The source_x and source_y parameters are the top left corner of the area 
   to copy from the source bitmap, and dest_x and dest_y are the 
   corresponding position in the destination bitmap. This routine respects 
   the destination clipping rectangle, and it will also clip if you try to 
   blit from areas outside the source bitmap. Example:
<blockquote class="code"><pre>
      <a href="alleg001.html#BITMAP" class="autotype" title="Stores the contents of a bitmap.">BITMAP</a> *bmp;
      ...
      /* Blit src on the <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>. */
      <a href="#blit" class="autotype" title="Copies a rectangular area from one bitmap to another.">blit</a>(bmp, <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, 0, 0, 0, 0, bmp-&gt;w, bmp-&gt;h);
      
      /* Now copy a chunk to a corner, slightly outside. /*
      <a href="#blit" class="autotype" title="Copies a rectangular area from one bitmap to another.">blit</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, 100, 100, -10, -10, 25, 30);
</pre></blockquote>
   You can blit between any parts of any two bitmaps, even if the two memory 
   areas overlap (ie. source and dest are the same, or one is sub-bitmap of 
   the other). You should be aware, however, that a lot of SVGA cards don't 
   provide separate read and write banks, which means that blitting from one 
   part of the screen to another requires the use of a temporary bitmap in 
   memory, and is therefore extremely slow. As a general rule you should 
   avoid blitting from the screen onto itself in SVGA modes.

<p>
   In mode-X, on the other hand, blitting from one part of the screen to 
   another can be significantly faster than blitting from memory onto the 
   screen, as long as the source and destination are correctly aligned with 
   each other. Copying between overlapping screen rectangles is slow, but if 
   the areas don't overlap, and if they have the same plane alignment (ie. 
   (source_x%4) == (dest_x%4)), the VGA latch registers can be used for a 
   very fast data transfer. To take advantage of this, in mode-X it is often 
   worth storing tile graphics in a hidden area of video memory (using a 
   large virtual screen), and blitting them from there onto the visible part 
   of the screen.

<p>
   If the GFX_HW_VRAM_BLIT bit in the gfx_capabilities flag is set, the 
   current driver supports hardware accelerated blits from one part of the 
   screen onto another. This is extremely fast, so when this flag is set it 
   may be worth storing some of your more frequently used graphics in an 
   offscreen portion of the video memory.

<p>
   Unlike most of the graphics routines, blit() allows the source and
   destination bitmaps to be of different color depths, so it can be
   used to convert images from one pixel format to another. In this
   case, the behavior is affected by the COLORCONV_KEEP_TRANS and
   COLORCONV_DITHER* flags of the current color conversion mode: see
   set_color_conversion() for more information.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#masked_blit" title="Copies a rectangle skipping pixels with the mask color.">masked_blit</a>,
<a class="xref" href="#stretch_blit" title="Scales a rectangular area from one bitmap to another.">stretch_blit</a>,
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="alleg008.html#gfx_capabilities" title="Bitfield describing video hardware capabilities.">gfx_capabilities</a>,
<a class="xref" href="alleg010.html#set_color_conversion" title="Tells Allegro how to convert images during loading time.">set_color_conversion</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#Available Allegro examples" title="">Available Allegro examples</a>.</blockquote>
<div class="al-api"><b>void <a name="stretch_blit">stretch_blit</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *source, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *dest,
                  int source_x, source_y, source_width, source_height,
                  int dest_x, dest_y, dest_width, dest_height);</b></div><br>
   Like blit(), except it can scale images (so the source and destination 
   rectangles don't need to be the same size) and requires the source and 
   destination bitmaps to be of the same color depth. This routine doesn't 
   do as much safety checking as the regular blit(): in particular you must 
   take care not to copy from areas outside the source bitmap, and you 
   cannot blit between overlapping regions, ie. you must use different 
   bitmaps for the source and the destination. Moreover, the source must 
   be a memory bitmap. Example:
<blockquote class="code"><pre>
      <a href="alleg001.html#BITMAP" class="autotype" title="Stores the contents of a bitmap.">BITMAP</a> *bmp;
      ...
      /* Stretch bmp to fill the <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>. */
      <a href="#stretch_blit" class="autotype" title="Scales a rectangular area from one bitmap to another.">stretch_blit</a>(bmp, <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, 0, 0, bmp-&gt;w, bmp-&gt;h,
                   0, 0, <a href="alleg009.html#SCREEN_W" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_W</a>, <a href="alleg009.html#SCREEN_H" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_H</a>);</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#blit" title="Copies a rectangular area from one bitmap to another.">blit</a>,
<a class="xref" href="#masked_stretch_blit" title="Scales a rectangular area skipping pixels with the mask color.">masked_stretch_blit</a>,
<a class="xref" href="#stretch_sprite" title="Stretches a sprite to the destination bitmap.">stretch_sprite</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exalpha" title="Creating and using 32 bit RGBA sprites.">exalpha</a>,
<a class="eref" href="alleg046.html#exconfig" title="Using the configuration routines.">exconfig</a>,
<a class="eref" href="alleg046.html#exscale" title="Loading PCX files and bitmap stretching.">exscale</a>,
<a class="eref" href="alleg046.html#extrans" title="Lighting and translucency effects.">extrans</a>.</blockquote>
<div class="al-api"><b>void <a name="masked_blit">masked_blit</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *source, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *dest, int source_x, int source_y,
                 int dest_x, int dest_y, int width, int height);</b></div><br>
   Like blit(), but skips transparent pixels, which are marked by a zero in 
   256-color modes or bright pink for truecolor data (maximum red and blue, 
   zero green), and requires the source and destination bitmaps to be of 
   the same color depth. The source and destination regions must not overlap.
   Example:
<blockquote class="code"><pre>
      <a href="alleg001.html#BITMAP" class="autotype" title="Stores the contents of a bitmap.">BITMAP</a> *hud_overlay;
      ...
      /* Paint hud overlay on the <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>. */
      <a href="#masked_blit" class="autotype" title="Copies a rectangle skipping pixels with the mask color.">masked_blit</a>(hud_overlay, <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, 0, 0, 0, 0,
                  hud_overlay-&gt;w, hud_overlay-&gt;h);</pre></blockquote>

<p>
   If the GFX_HW_VRAM_BLIT_MASKED bit in the gfx_capabilities flag is set, 
   the current driver supports hardware accelerated masked blits from one 
   part of the screen onto another. This is extremely fast, so when this 
   flag is set it may be worth storing some of your more frequently used 
   sprites in an offscreen portion of the video memory.

<p>
   Warning: if the hardware acceleration flag is not set, masked_blit() will 
   not work correctly when used with a source image in system or video 
   memory so the latter must be a memory bitmap.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#blit" title="Copies a rectangular area from one bitmap to another.">blit</a>,
<a class="xref" href="#masked_stretch_blit" title="Scales a rectangular area skipping pixels with the mask color.">masked_stretch_blit</a>,
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#ex12bit" title="How to fake a 12-bit truecolor mode on an 8-bit card.">ex12bit</a>,
<a class="eref" href="alleg046.html#expat" title="Using patterned drawing modes and sub-bitmaps.">expat</a>.</blockquote>
<div class="al-api"><b>void <a name="masked_stretch_blit">masked_stretch_blit</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *source, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *dest,
                         int source_x, source_y, source_w, source_h,
                         int dest_x, dest_y, dest_w, dest_h);</b></div><br>
   Like masked_blit(), except it can scale images (so the source and 
   destination rectangles don't need to be the same size). This routine 
   doesn't do as much safety checking as the regular masked_blit(): in 
   particular you must take care not to copy from areas outside the source 
   bitmap. Moreover, the source must be a memory bitmap. Example:
<blockquote class="code"><pre>
      <a href="alleg001.html#BITMAP" class="autotype" title="Stores the contents of a bitmap.">BITMAP</a> *hud_overlay;
      ...
      /* Stretch hud overlay over the <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>. */
      <a href="#masked_stretch_blit" class="autotype" title="Scales a rectangular area skipping pixels with the mask color.">masked_stretch_blit</a>(hud_overlay, <a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, 0, 0,
                          hud_overlay-&gt;w, hud_overlay-&gt;h,
                          0, 0, <a href="alleg009.html#SCREEN_W" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_W</a>, <a href="alleg009.html#SCREEN_H" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_H</a>);</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#blit" title="Copies a rectangular area from one bitmap to another.">blit</a>,
<a class="xref" href="#masked_blit" title="Copies a rectangle skipping pixels with the mask color.">masked_blit</a>,
<a class="xref" href="#stretch_blit" title="Scales a rectangular area from one bitmap to another.">stretch_blit</a>,
<a class="xref" href="#stretch_sprite" title="Stretches a sprite to the destination bitmap.">stretch_sprite</a>.</blockquote>
<div class="al-api"><b>void <a name="draw_sprite">draw_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y);</b></div><br>
   Draws a copy of the sprite bitmap onto the destination bitmap at the 
   specified position. This is almost the same as blit(sprite, bmp, 0, 0, x, 
   y, sprite-&gt;w, sprite-&gt;h), but it uses a masked drawing mode where 
   transparent pixels are skipped, so the background image will show through 
   the masked parts of the sprite. Transparent pixels are marked by a zero 
   in 256-color modes or bright pink for truecolor data (maximum red and 
   blue, zero green). Example:
<blockquote class="code"><pre>
      <a href="alleg001.html#BITMAP" class="autotype" title="Stores the contents of a bitmap.">BITMAP</a> *spaceship;
      ...
      <a href="#draw_sprite" class="autotype" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, spaceship, x, y);</pre></blockquote>

<p>
   If the GFX_HW_VRAM_BLIT_MASKED bit in the gfx_capabilities flag is set, 
   the current driver supports hardware accelerated sprite drawing when the 
   source image is a video memory bitmap or a sub-bitmap of the screen. This 
   is extremely fast, so when this flag is set it may be worth storing some 
   of your more frequently used sprites in an offscreen portion of the video 
   memory.

<p>
   Warning: if the hardware acceleration flag is not set, draw_sprite() will 
   not work correctly when used with a sprite image in system or video 
   memory so the latter must be a memory bitmap.

<p>
   Although generally not supporting graphics of mixed color depths, as a 
   special case this function can be used to draw 256-color source images 
   onto truecolor destination bitmaps, so you can use palette effects on 
   specific sprites within a truecolor program.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite_v_flip" title="Draws the sprite transformed to the destination bitmap.">draw_sprite_v_flip</a>,
<a class="xref" href="#draw_trans_sprite" title="Draws a sprite blending it with the destination.">draw_trans_sprite</a>,
<a class="xref" href="#draw_lit_sprite" title="Draws a sprite tinted with a specific color.">draw_lit_sprite</a>,
<a class="xref" href="#draw_gouraud_sprite" title="Draws a sprite with gouraud shading.">draw_gouraud_sprite</a>,
<a class="xref" href="#stretch_sprite" title="Stretches a sprite to the destination bitmap.">stretch_sprite</a>,
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#draw_character_ex" title="Draws non transparent pixels of the sprite with a color.">draw_character_ex</a>,
<a class="xref" href="alleg015.html#draw_rle_sprite" title="Draws an RLE sprite.">draw_rle_sprite</a>,
<a class="xref" href="alleg016.html#draw_compiled_sprite" title="Draws a compiled sprite.">draw_compiled_sprite</a>,
<a class="xref" href="#masked_blit" title="Copies a rectangle skipping pixels with the mask color.">masked_blit</a>,
<a class="xref" href="#blit" title="Copies a rectangular area from one bitmap to another.">blit</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exsprite" title="Datafiles access and sprite animation.">exsprite</a>.</blockquote>
<div class="al-api"><b>void <a name="stretch_sprite">stretch_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y, int w, int h);</b></div><br>
   Like draw_sprite(), except it can stretch the sprite image to the 
   specified width and height and requires the sprite image and destination 
   bitmap to be of the same color depth. Moreover, the sprite image must 
   be a memory bitmap. Example:
<blockquote class="code"><pre>
      /* Create tunnel like effect. */
      for (step = 1; step < 16; step++) {
         int width = <a href="alleg009.html#SCREEN_W" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_W</a> / step;
         int height = <a href="alleg009.html#SCREEN_H" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_H</a> / step;
         <a href="#stretch_sprite" class="autotype" title="Stretches a sprite to the destination bitmap.">stretch_sprite</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, image, <a href="alleg009.html#SCREEN_W" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_W</a> / 2 - width / 2,
                        <a href="alleg009.html#SCREEN_H" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_H</a> / 2 - height / 2, width, height);
      }</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="#stretch_blit" title="Scales a rectangular area from one bitmap to another.">stretch_blit</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>
<div class="al-api"><b>void <a name="draw_sprite_v_flip">draw_sprite_v_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y);</b></div><br>
<div class="al-api-cont"><b>void <a name="draw_sprite_h_flip">draw_sprite_h_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y);</b></div><br>
<div class="al-api-cont"><b>void <a name="draw_sprite_vh_flip">draw_sprite_vh_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y);</b></div><br>
   These are like draw_sprite(), but they additionally flip the image
   vertically, horizontally, or both, respectively. Flipping vertically
   means that the y-axis is reversed, while flipping horizontally means
   that the x-axis is reversed, between the source and the destination.
   This produces exact mirror images, which is not the same as rotating the
   sprite (and it is a lot faster than the rotation routine). The sprite
   must be a memory bitmap. Example:
<blockquote class="code"><pre>
      if (<a href="alleg006.html#key" class="autotype" title="Array of flags indicating key state.">key</a>[KEY_RIGHT])
         <a href="#draw_sprite" class="autotype" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, hero_right, pos_x, pos_y);
      else if (<a href="alleg006.html#key" class="autotype" title="Array of flags indicating key state.">key</a>[KEY_LEFT])
         <a href="#draw_sprite_h_flip" class="autotype" title="Draws the sprite transformed to the destination bitmap.">draw_sprite_h_flip</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, hero_right, pos_x, pos_y);
      else
         <a href="#draw_sprite" class="autotype" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, hero_idle, pos_x, pos_y);</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exsprite" title="Datafiles access and sprite animation.">exsprite</a>.</blockquote>
<div class="al-api"><b>void <a name="draw_trans_sprite">draw_trans_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y);</b></div><br>
   Uses the global color_map table or truecolor blender functions to overlay
   the sprite on top of the existing image. This must only be used after you 
   have set up the color mapping table (for 256-color modes) or blender 
   functions (for truecolor modes). Because it involves reading as well as 
   writing the bitmap memory, translucent drawing is very slow if you draw 
   directly to video RAM, so wherever possible you should use a memory 
   bitmap instead. Example:
<blockquote class="code"><pre>
      /* Some one time initialisation code. */
      <a href="alleg001.html#COLOR_MAP" class="autotype" title="Stores a color map to accelerate drawing.">COLOR_MAP</a> global_trans_table;
      <a href="alleg020.html#create_trans_table" class="autotype" title="Fills a color mapping table for translucency effects.">create_trans_table</a>(&global_trans_table, my_palette,
                         128, 128, 128, NULL);
      ...
      if (<a href="alleg008.html#get_color_depth" class="autotype" title="Returns the current pixel color depth.">get_color_depth</a>() == 8)
         <a href="alleg020.html#color_map" class="autotype" title="Global pointer to the color mapping table.">color_map</a> = &global_trans_table;
      else
         <a href="alleg020.html#set_trans_blender" class="autotype" title="Enables a truecolor blender.">set_trans_blender</a>(128, 128, 128, 128);

      <a href="#draw_trans_sprite" class="autotype" title="Draws a sprite blending it with the destination.">draw_trans_sprite</a>(buffer, ghost_sprite, x, y);</pre></blockquote>

<p>
   The bitmap and sprite must normally be in the same color depth, but as a
   special case you can draw 32 bit RGBA format sprites onto any hicolor or
   truecolor bitmap, as long as you call set_alpha_blender() first, and you
   can draw 8-bit alpha images onto a 32-bit RGBA destination, as long as you
   call set_write_alpha_blender() first. As draw_sprite() this function skips
   transparent pixels, except if the source sprite is an 8-bit image; if this
   is the case, you should pay attention to properly set up your color map
   table for index 0.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="#draw_lit_sprite" title="Draws a sprite tinted with a specific color.">draw_lit_sprite</a>,
<a class="xref" href="alleg015.html#draw_trans_rle_sprite" title="Draws a translucent RLE sprite.">draw_trans_rle_sprite</a>,
<a class="xref" href="alleg020.html#color_map" title="Global pointer to the color mapping table.">color_map</a>,
<a class="xref" href="alleg020.html#set_trans_blender" title="Enables a truecolor blender.">set_trans_blender</a>,
<a class="xref" href="alleg020.html#set_alpha_blender" title="Enables a special alpha-channel blending mode.">set_alpha_blender</a>,
<a class="xref" href="alleg020.html#set_write_alpha_blender" title="Enables the special alpha-channel editing mode.">set_write_alpha_blender</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exalpha" title="Creating and using 32 bit RGBA sprites.">exalpha</a>,
<a class="eref" href="alleg046.html#exblend" title="Using translucency in truecolor modes.">exblend</a>,
<a class="eref" href="alleg046.html#exlights" title="One way to do colored lighting effects in a hicolor video mode.">exlights</a>,
<a class="eref" href="alleg046.html#extrans" title="Lighting and translucency effects.">extrans</a>,
<a class="eref" href="alleg046.html#exxfade" title="Truecolor image loading and fades.">exxfade</a>.</blockquote>
<div class="al-api"><b>void <a name="draw_lit_sprite">draw_lit_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y, int color);</b></div><br>
   In 256-color modes, uses the global color_map table to tint the sprite
   image to the specified color or to light it to the level specified by
   'color', depending on the function which was used to build the table
   (create_trans_table or create_light_table), and draws the resulting image
   to the destination bitmap. In truecolor modes, uses the blender functions
   to light the sprite image using the alpha level specified by 'color' (the
   alpha level which was passed to the blender functions is ignored) and
   draws the resulting image to the destination bitmap. The 'color' parameter
   must be in the range [0-255] whatever its actual meaning is. This must
   only be used after you have set up the color mapping table (for 256-color
   modes) or blender functions (for truecolor modes). Example:
<blockquote class="code"><pre>
      /* Some one time initialisation code. */
      <a href="alleg001.html#COLOR_MAP" class="autotype" title="Stores a color map to accelerate drawing.">COLOR_MAP</a> global_light_table;
      <a href="alleg020.html#create_light_table" class="autotype" title="Fills a color mapping table for lighting effects.">create_light_table</a>(&global_trans_table, my_palette,
                         10, 10, 60, NULL);
      ...
      if (<a href="alleg008.html#get_color_depth" class="autotype" title="Returns the current pixel color depth.">get_color_depth</a>() == 8)
         <a href="alleg020.html#color_map" class="autotype" title="Global pointer to the color mapping table.">color_map</a> = &global_light_table;
      else
         <a href="alleg020.html#set_trans_blender" class="autotype" title="Enables a truecolor blender.">set_trans_blender</a>(40, 40, 255, 255);

      /* Lit the cape with a blueish light. */
      <a href="#draw_lit_sprite" class="autotype" title="Draws a sprite tinted with a specific color.">draw_lit_sprite</a>(buffer, colored_cape, x, y, 64);</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="#draw_trans_sprite" title="Draws a sprite blending it with the destination.">draw_trans_sprite</a>,
<a class="xref" href="#draw_gouraud_sprite" title="Draws a sprite with gouraud shading.">draw_gouraud_sprite</a>,
<a class="xref" href="alleg015.html#draw_lit_rle_sprite" title="Draws a tinted RLE sprite.">draw_lit_rle_sprite</a>,
<a class="xref" href="alleg020.html#color_map" title="Global pointer to the color mapping table.">color_map</a>,
<a class="xref" href="alleg020.html#set_trans_blender" title="Enables a truecolor blender.">set_trans_blender</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exblend" title="Using translucency in truecolor modes.">exblend</a>.</blockquote>
<div class="al-api"><b>void <a name="draw_gouraud_sprite">draw_gouraud_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                         int c1, int c2, int c3, int c4);</b></div><br>
   More sophisticated version of draw_lit_sprite(): the 'color' parameter is
   not constant across the sprite image anymore but interpolated between the
   four specified corner colors. The corner values passed to this function
   indicate the strength of the color applied on them, ranging from 0 (no
   strength) to 255 (full strength). Example:
<blockquote class="code"><pre>
      /* Some one time initialisation code. */
      <a href="alleg001.html#COLOR_MAP" class="autotype" title="Stores a color map to accelerate drawing.">COLOR_MAP</a> global_light_table;
      <a href="alleg020.html#create_light_table" class="autotype" title="Fills a color mapping table for lighting effects.">create_light_table</a>(&global_trans_table, my_palette,
                         0, 0, 0, NULL);
      ...
      if (<a href="alleg008.html#get_color_depth" class="autotype" title="Returns the current pixel color depth.">get_color_depth</a>() == 8)
         <a href="alleg020.html#color_map" class="autotype" title="Global pointer to the color mapping table.">color_map</a> = &global_light_table;
      else
         <a href="alleg020.html#set_trans_blender" class="autotype" title="Enables a truecolor blender.">set_trans_blender</a>(0, 0, 0, 128);

      /* Enemies are in shadow unless lit by torch. */
      <a href="#draw_gouraud_sprite" class="autotype" title="Draws a sprite with gouraud shading.">draw_gouraud_sprite</a>(buffer, menacing_spy, x, y,
                          light_strength_on_corner_1,
                          light_strength_on_corner_2,
                          light_strength_on_corner_3,
                          light_strength_on_corner_4);</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="#draw_lit_sprite" title="Draws a sprite tinted with a specific color.">draw_lit_sprite</a>,
<a class="xref" href="alleg020.html#color_map" title="Global pointer to the color mapping table.">color_map</a>,
<a class="xref" href="alleg020.html#set_trans_blender" title="Enables a truecolor blender.">set_trans_blender</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exshade" title="Gouraud shaded sprites.">exshade</a>.</blockquote>
<div class="al-api"><b>void <a name="draw_character_ex">draw_character_ex</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                       color, bg);</b></div><br>
   Draws a copy of the sprite bitmap onto the destination bitmap at the 
   specified position, drawing transparent pixels in the background color
   (or skipping them if the background color is -1) and setting all other
   pixels to the specified color. Transparent pixels are marked by a zero
   in 256-color modes or bright pink for truecolor data (maximum red and
   blue, zero green). The sprite must be an 8-bit image, even if the
   destination is a truecolor bitmap. Example:
<blockquote class="code"><pre>
      <a href="alleg001.html#BITMAP" class="autotype" title="Stores the contents of a bitmap.">BITMAP</a> *logo;
      ...
      /* Draw the logo silhouette in red. */
      <a href="#draw_character_ex" class="autotype" title="Draws non transparent pixels of the sprite with a color.">draw_character_ex</a>(<a href="alleg009.html#screen" class="autotype" title="Global pointer to the screen hardware video memory.">screen</a>, logo, <a href="alleg009.html#SCREEN_W" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_W</a> / 2, <a href="alleg009.html#SCREEN_H" class="autotype" title="Global define to obtain the size of the screen.">SCREEN_H</a> / 2,
                        <a href="alleg012.html#makecol" class="autotype" title="Converts an RGB value into the current pixel format.">makecol</a>(255, 0, 0), -1);</pre></blockquote>


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="alleg009.html#bitmap_mask_color" title="Returns the mask color of the specified bitmap.">bitmap_mask_color</a>.</blockquote>
<div class="al-api"><b>void <a name="rotate_sprite">rotate_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle);</b></div><br>
   Draws the sprite image onto the bitmap. It is placed with its top left
   corner at the specified position, then rotated by the specified angle
   around its centre. The angle is a fixed point 16.16 number in the same
   format used by the fixed point trig routines, with 256 equal to a full
   circle, 64 a right angle, etc. All rotation functions can draw between any
   two bitmaps, even screen bitmaps or bitmaps of different color depth.

<p>
   Positive increments of the angle will make the sprite rotate clockwise
   on the screen, as demonstrated by the Allegro example.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#draw_sprite" title="Draws a copy of the sprite onto the destination bitmap.">draw_sprite</a>,
<a class="xref" href="#rotate_scaled_sprite" title="Rotates and stretches a sprite.">rotate_scaled_sprite</a>,
<a class="xref" href="#rotate_sprite_v_flip" title="Rotates and flips a sprite.">rotate_sprite_v_flip</a>,
<a class="xref" href="#rotate_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite.">rotate_scaled_sprite_v_flip</a>,
<a class="xref" href="#pivot_sprite" title="Rotates a sprite around a specified point.">pivot_sprite</a>,
<a class="xref" href="#pivot_sprite_v_flip" title="Rotates and flips a sprite around a specified point.">pivot_sprite_v_flip</a>,
<a class="xref" href="#pivot_scaled_sprite" title="Rotates and stretches a sprite around a specified point.">pivot_scaled_sprite</a>,
<a class="xref" href="#pivot_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite around a specified point.">pivot_scaled_sprite_v_flip</a>,
<a class="xref" href="alleg032.html#itofix" title="Converts an integer to fixed point.">itofix</a>,
<a class="xref" href="alleg032.html#Fixed point trig" title="">Fixed point trig</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exsprite" title="Datafiles access and sprite animation.">exsprite</a>.</blockquote>
<div class="al-api"><b>void <a name="rotate_sprite_v_flip">rotate_sprite_v_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle);</b></div><br>
   Like rotate_sprite, but flips the image vertically before rotating it. To
   flip horizontally, use this routine but add itofix(128) to the angle. To
   flip in both directions, use rotate_sprite() and add itofix(128) to its
   angle.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#rotate_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite.">rotate_scaled_sprite_v_flip</a>,
<a class="xref" href="#pivot_sprite_v_flip" title="Rotates and flips a sprite around a specified point.">pivot_sprite_v_flip</a>,
<a class="xref" href="#pivot_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite around a specified point.">pivot_scaled_sprite_v_flip</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exsprite" title="Datafiles access and sprite animation.">exsprite</a>.</blockquote>
<div class="al-api"><b>void <a name="rotate_scaled_sprite">rotate_scaled_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                          <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> scale);</b></div><br>
   Like rotate_sprite(), but stretches or shrinks the image at the same time 
   as rotating it.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#rotate_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite.">rotate_scaled_sprite_v_flip</a>,
<a class="xref" href="#pivot_scaled_sprite" title="Rotates and stretches a sprite around a specified point.">pivot_scaled_sprite</a>,
<a class="xref" href="#pivot_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite around a specified point.">pivot_scaled_sprite_v_flip</a>.</blockquote>
<div class="al-api"><b>void <a name="rotate_scaled_sprite_v_flip">rotate_scaled_sprite_v_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                                 <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> scale);</b></div><br>
   Draws the sprite, similar to rotate_scaled_sprite() except that it flips
   the sprite vertically first.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#rotate_scaled_sprite" title="Rotates and stretches a sprite.">rotate_scaled_sprite</a>,
<a class="xref" href="#rotate_sprite_v_flip" title="Rotates and flips a sprite.">rotate_sprite_v_flip</a>.</blockquote>
<div class="al-api"><b>void <a name="pivot_sprite">pivot_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                  int cx, int cy, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle);</b></div><br>
   Like rotate_sprite(), but aligns the point in the sprite given by (cx, cy)
   to (x, y) in the bitmap, then rotates around this point.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#pivot_scaled_sprite" title="Rotates and stretches a sprite around a specified point.">pivot_scaled_sprite</a>,
<a class="xref" href="#pivot_sprite_v_flip" title="Rotates and flips a sprite around a specified point.">pivot_sprite_v_flip</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exsprite" title="Datafiles access and sprite animation.">exsprite</a>.</blockquote>
<div class="al-api"><b>void <a name="pivot_sprite_v_flip">pivot_sprite_v_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                         int cx, int cy, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle);</b></div><br>
   Like rotate_sprite_v_flip(), but aligns the point in the sprite given by
   (cx, cy) to (x, y) in the bitmap, then rotates around this point.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#rotate_sprite_v_flip" title="Rotates and flips a sprite.">rotate_sprite_v_flip</a>,
<a class="xref" href="#pivot_sprite" title="Rotates a sprite around a specified point.">pivot_sprite</a>.</blockquote>

<blockquote class="eref"><em><b>Examples using this:</b></em>
<a class="eref" href="alleg046.html#exsprite" title="Datafiles access and sprite animation.">exsprite</a>.</blockquote>
<div class="al-api"><b>void <a name="pivot_scaled_sprite">pivot_scaled_sprite</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                         int cx, int cy, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> scale);</b></div><br>
   Like rotate_scaled_sprite(), but aligns the point in the sprite given by
   (cx, cy) to (x, y) in the bitmap, then rotates and scales around this
   point.


<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#rotate_scaled_sprite" title="Rotates and stretches a sprite.">rotate_scaled_sprite</a>,
<a class="xref" href="#pivot_sprite" title="Rotates a sprite around a specified point.">pivot_sprite</a>,
<a class="xref" href="#pivot_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite around a specified point.">pivot_scaled_sprite_v_flip</a>.</blockquote>
<div class="al-api"><b>void <a name="pivot_scaled_sprite_v_flip">pivot_scaled_sprite_v_flip</a>(<a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *bmp, <a class="autotype" href="alleg001.html#BITMAP" title="Stores the contents of a bitmap.">BITMAP</a> *sprite, int x, int y,
                                int cx, int cy, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> angle, <a class="autotype" href="alleg001.html#fixed" title="Fixed point integer to replace floats.">fixed</a> scale);</b></div><br>
   Like rotate_scaled_sprite_v_flip(), but aligns the point in the sprite
   given by (cx, cy) to (x, y) in the bitmap, then rotates and scales around
   this point.




<blockquote class="xref"><em><b>See also:</b></em>
<a class="xref" href="#rotate_sprite" title="Rotates a sprite.">rotate_sprite</a>,
<a class="xref" href="#rotate_scaled_sprite_v_flip" title="Rotates, stretches and flips a sprite.">rotate_scaled_sprite_v_flip</a>,
<a class="xref" href="#rotate_sprite_v_flip" title="Rotates and flips a sprite.">rotate_sprite_v_flip</a>,
<a class="xref" href="#pivot_sprite" title="Rotates a sprite around a specified point.">pivot_sprite</a>,
<a class="xref" href="#pivot_scaled_sprite" title="Rotates and stretches a sprite around a specified point.">pivot_scaled_sprite</a>.</blockquote>
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