Article ID: 39368
Article Last Modified on 11/21/2006
APPLIES TO
- Microsoft QuickBasic 4.0
- Microsoft QuickBASIC 4.0b
- Microsoft QuickBasic 4.5 for MS-DOS
- Microsoft BASIC Professional Development System 7.0
- Microsoft BASIC Professional Development System 7.1
- Microsoft BASIC Compiler 6.0
- Microsoft BASIC Compiler 6.0b
This article was previously published under Q39368
SUMMARY
The subprogram below rotates two-dimensional graphic images. It takes as parameters the upper-left and lower-right corners of the region to rotate, and the number of degrees to rotate the picture.
It also includes a subprogram that returns the upper-left corner of an ASCII-printed character for those who wish to rotate individual characters on the screen.
MORE INFORMATION
The character rotation will perform correctly only if the coordinate system is not altered (such as with the WINDOW statement).
To rotate larger areas, compile with /ah.
The program works correctly on screen modes 1, 2, 3 (Hercules), 7, 8, and 9. It can be expanded to support modes 10, 11, and 12 by changing the FindCharPos routine to include those screens.
The more complex the image, the slower the program will run.
The following is a code example:
' This program is provided as is. No guarantees about performance ' or support are implied. DECLARE SUB FindCharPos (row%, col%, gx%, gy%, screenmode%) DECLARE SUB RotatePic (ulx%, uly%, lrx%, lry%, deg!) DECLARE SUB RotatePoint (p!(), deg!) DECLARE SUB TranslatePoint (p!(), xdist!, ydist!) DECLARE SUB MatrixMult (p!(), t!()) CLS INPUT "Enter Screen Mode (1, 2, 3, 7, 8, or 9) : ", screenmode% INPUT "Enter a Rotation (in Degrees) : ", r SCREEN screenmode% '** Rotating a Portion of a Picture ** FOR row = 10 TO 150 STEP 10 LINE (10, row)-(150, row) NEXT row CALL RotatePic(55, 55, 100, 100, r) LOCATE 20 INPUT "Press Enter to Continue", k$ '** Rotating a Character ** CLS textRow% = 10 textCol% = 5 LOCATE textRow%, textCol% PRINT "H" CALL FindCharPos(textRow%, textCol%, gx%, gy%, screenmode%) IF screenmode% = 3 OR screenmode% = 9 THEN 'Characters are 8x14 CALL RotatePic(gx%, gy%, gx% + 8, gy% + 14, r) ELSE 'Characters are 8x8 CALL RotatePic(gx%, gy%, gx% + 8, gy% + 8, r) END IF LOCATE 20 INPUT "Press Enter ", k$ SCREEN 0 '* Restore Screen * ' * ----------------------------------------------------------- * SUB FindCharPos (row%, col%, gx%, gy%, screenmode%) '* Translates character coordinates to graphics coordinates. * '* Returns the upper left corner of the character box. * SELECT CASE screenmode% CASE 1 TO 2 gx% = col% * 8 - 9 gy% = row% * 8 - 9 CASE 3 ' * Hercules * gx% = col% * 8 + 1 gy% = row% * 14 - 14 CASE 7 TO 8 gx% = col% * 8 - 9 gy% = row% * 8 - 9 CASE 9 gx% = col% * 8 - 8 gy% = row% * 14 - 14 CASE ELSE PRINT "Error in Screen Mode Setting - FindCharPos" END SELECT END SUB SUB MatrixMult (p!(), t!()) '* Multiply 1x4 array with a 4x4 array * DIM r(1 TO 3) AS SINGLE FOR i = 1 TO 3 r(i) = (p!(1) * t!(1,i)) + (p!(2) * t!(2,i)) + (p!(3) * t!(3,i)) NEXT i FOR i = 1 TO 3 p!(i) = r(i) NEXT i END SUB SUB RotatePic (ulx%, uly%, lrx%, lry%, deg!) ' * This Program will scan any picture and replace it * ' * with a rotated version in the current foreground and * ' * background colors. * ' * To rotate larger pictures, compile with /ah. * REM $DYNAMIC DIM p(1 TO 3) AS SINGLE xspan = lrx% - ulx% yspan = lry% - uly% IF FRE(-1) < (xspan * yspan * 2 * 2) THEN '* Enough memory? * PRINT "Area too large to rotate" EXIT SUB ELSE DIM rotArea(1 TO xspan, 1 TO yspan, 1 TO 2) AS INTEGER END IF FOR i = 0 TO xspan - 1 FOR j = 0 TO yspan - 1 IF POINT(i + ulx%, j + uly%) <> 0 THEN PSET (i + ulx%, j + uly%), 0 p(1) = i + ulx% p(2) = j + uly% p(3) = 1 CALL TranslatePoint(p(), CSNG(-ulx%) - (xspan / 2),_ CSNG(-uly%) - (yspan / 2)) CALL RotatePoint(p(), deg!) CALL TranslatePoint(p(), CSNG(ulx%) + (xspan / 2),_ CSNG(uly%) + (yspan / 2)) rotArea(i + 1, j + 1, 1) = p(1) rotArea(i + 1, j + 1, 2) = p(2) END IF NEXT j NEXT i FOR i = 1 TO xspan FOR j = 1 TO yspan PSET (rotArea(i, j, 1), rotArea(i, j, 2)) NEXT j NEXT i END SUB REM $STATIC SUB RotatePoint (p!(), deg!) '* Set up the rotation matrix and multiply with the point. * CONST PI = 3.14159 DIM RotMatrix(1 TO 3, 1 TO 3) AS SINGLE radians! = deg! * PI / 180 RotMatrix(1, 1) = COS(radians!) RotMatrix(1, 2) = SIN(radians!) RotMatrix(2, 1) = -SIN(radians!) RotMatrix(2, 2) = COS(radians!) RotMatrix(3, 3) = 1 CALL MatrixMult(p!(), RotMatrix()) END SUB SUB TranslatePoint (p!(), xdist!, ydist!) '* Set up the translation matrix and multiply with the point. * DIM t(1 TO 3, 1 TO 3) AS SINGLE t(1, 1) = 1 t(2, 2) = 1 t(3, 3) = 1 t(3, 1) = xdist! t(3, 2) = ydist! CALL MatrixMult(p!(), t()) END SUB
Additional query words: QuickBas BasicCom
Keywords: KB39368