Mercurial > sdl-ios-xcode
annotate test/testpalette.c @ 3566:07c8339c95c6
Fixed bug #905
Give the foreign window message proc more control over Windows events.
This may need to be adjusted when we add the capability for the app to specify whether it wants SDL to handle input for the window or not.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 15 Dec 2009 09:20:10 +0000 |
parents | 422452508c76 |
children | 06f0768a904c |
rev | line source |
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0 | 1 /* |
2 * testpalette.c | |
3 * | |
4 * A simple test of runtime palette modification for animation | |
5 * (using the SDL_SetPalette() API). | |
6 */ | |
7 | |
8 #include <stdio.h> | |
9 #include <stdlib.h> | |
10 #include <string.h> | |
11 #include <math.h> | |
12 | |
13 /* This isn't in the Windows headers */ | |
14 #ifndef M_PI | |
15 #define M_PI 3.14159265358979323846 | |
16 #endif | |
17 | |
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18 #include "SDL.h" |
0 | 19 |
20 /* screen size */ | |
21 #define SCRW 640 | |
22 #define SCRH 480 | |
23 | |
24 #define NBOATS 5 | |
25 #define SPEED 2 | |
26 | |
27 #ifndef MIN | |
28 #define MIN(a, b) ((a) < (b) ? (a) : (b)) | |
29 #endif | |
30 #ifndef MAX | |
31 #define MAX(a, b) ((a) > (b) ? (a) : (b)) | |
32 #endif | |
33 | |
34 /* | |
35 * wave colours: Made by taking a narrow cross-section of a wave picture | |
36 * in Gimp, saving in PPM ascii format and formatting with Emacs macros. | |
37 */ | |
38 static SDL_Color wavemap[] = { | |
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39 {0, 2, 103}, {0, 7, 110}, {0, 13, 117}, {0, 19, 125}, |
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40 {0, 25, 133}, {0, 31, 141}, {0, 37, 150}, {0, 43, 158}, |
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41 {0, 49, 166}, {0, 55, 174}, {0, 61, 182}, {0, 67, 190}, |
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42 {0, 73, 198}, {0, 79, 206}, {0, 86, 214}, {0, 96, 220}, |
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43 {5, 105, 224}, {12, 112, 226}, {19, 120, 227}, {26, 128, 229}, |
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44 {33, 135, 230}, {40, 143, 232}, {47, 150, 234}, {54, 158, 236}, |
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45 {61, 165, 238}, {68, 173, 239}, {75, 180, 241}, {82, 188, 242}, |
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46 {89, 195, 244}, {96, 203, 246}, {103, 210, 248}, {112, 218, 250}, |
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47 {124, 224, 250}, {135, 226, 251}, {146, 229, 251}, {156, 231, 252}, |
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48 {167, 233, 252}, {178, 236, 252}, {189, 238, 252}, {200, 240, 252}, |
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49 {211, 242, 252}, {222, 244, 252}, {233, 247, 252}, {242, 249, 252}, |
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50 {237, 250, 252}, {209, 251, 252}, {174, 251, 252}, {138, 252, 252}, |
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51 {102, 251, 252}, {63, 250, 252}, {24, 243, 252}, {7, 225, 252}, |
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52 {4, 203, 252}, {3, 181, 252}, {2, 158, 252}, {1, 136, 251}, |
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53 {0, 111, 248}, {0, 82, 234}, {0, 63, 213}, {0, 50, 192}, |
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54 {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114} |
0 | 55 }; |
56 | |
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57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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58 static void |
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59 quit(int rc) |
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60 { |
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61 SDL_Quit(); |
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62 exit(rc); |
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63 } |
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64 |
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65 static void |
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66 sdlerr(char *when) |
0 | 67 { |
68 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); | |
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69 quit(1); |
0 | 70 } |
71 | |
72 /* create a background surface */ | |
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73 static SDL_Surface * |
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74 make_bg(SDL_Surface * screen, int startcol) |
0 | 75 { |
76 int i; | |
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77 SDL_Surface *bg = |
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78 SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, |
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79 8, 0, 0, 0, 0); |
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80 if (!bg) |
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81 sdlerr("creating background surface"); |
0 | 82 |
83 /* set the palette to the logical screen palette so that blits | |
84 won't be translated */ | |
2855 | 85 SDL_SetSurfacePalette(bg, screen->format->palette); |
0 | 86 |
87 /* Make a wavy background pattern using colours 0-63 */ | |
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88 if (SDL_LockSurface(bg) < 0) |
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89 sdlerr("locking background"); |
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90 for (i = 0; i < SCRH; i++) { |
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91 Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch; |
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92 int j, d; |
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93 d = 0; |
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94 for (j = 0; j < SCRW; j++) { |
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95 int v = MAX(d, -2); |
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96 v = MIN(v, 2); |
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97 if (i > 0) |
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98 v += p[-bg->pitch] + 65 - startcol; |
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99 p[j] = startcol + (v & 63); |
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100 d += ((rand() >> 3) % 3) - 1; |
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101 } |
0 | 102 } |
103 SDL_UnlockSurface(bg); | |
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104 return (bg); |
0 | 105 } |
106 | |
107 /* | |
108 * Return a surface flipped horisontally. Only works for 8bpp; | |
109 * extension to arbitrary bitness is left as an exercise for the reader. | |
110 */ | |
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111 static SDL_Surface * |
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112 hflip(SDL_Surface * s) |
0 | 113 { |
114 int i; | |
115 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, | |
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116 0, 0, 0, 0); |
0 | 117 /* copy palette */ |
118 SDL_SetColors(z, s->format->palette->colors, | |
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119 0, s->format->palette->ncolors); |
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120 if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) |
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121 sdlerr("locking flip images"); |
0 | 122 |
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123 for (i = 0; i < s->h; i++) { |
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124 int j; |
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125 Uint8 *from = (Uint8 *) s->pixels + i * s->pitch; |
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126 Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1; |
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127 for (j = 0; j < s->w; j++) |
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128 to[-j] = from[j]; |
0 | 129 } |
130 | |
131 SDL_UnlockSurface(z); | |
132 SDL_UnlockSurface(s); | |
133 return z; | |
134 } | |
135 | |
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136 int |
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137 main(int argc, char **argv) |
0 | 138 { |
139 SDL_Color cmap[256]; | |
140 SDL_Surface *screen; | |
141 SDL_Surface *bg; | |
142 SDL_Surface *boat[2]; | |
143 unsigned vidflags = 0; | |
144 unsigned start; | |
145 int fade_max = 400; | |
146 int fade_level, fade_dir; | |
147 int boatcols, frames, i, red; | |
148 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; | |
149 int gamma_fade = 0; | |
150 int gamma_ramp = 0; | |
151 | |
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152 if (SDL_Init(SDL_INIT_VIDEO) < 0) |
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153 sdlerr("initialising SDL"); |
0 | 154 |
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155 while (--argc) { |
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156 ++argv; |
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157 if (strcmp(*argv, "-hw") == 0) |
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158 vidflags |= SDL_HWSURFACE; |
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159 else if (strcmp(*argv, "-fullscreen") == 0) |
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160 vidflags |= SDL_FULLSCREEN; |
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161 else if (strcmp(*argv, "-nofade") == 0) |
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162 fade_max = 1; |
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163 else if (strcmp(*argv, "-gamma") == 0) |
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164 gamma_fade = 1; |
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165 else if (strcmp(*argv, "-gammaramp") == 0) |
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166 gamma_ramp = 1; |
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167 else { |
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168 fprintf(stderr, |
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169 "usage: testpalette " |
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170 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); |
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171 quit(1); |
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172 } |
0 | 173 } |
174 | |
175 /* Ask explicitly for 8bpp and a hardware palette */ | |
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176 if ((screen = |
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177 SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { |
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178 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", |
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179 SCRW, SCRH, SDL_GetError()); |
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180 quit(1); |
0 | 181 } |
182 | |
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183 if (vidflags & SDL_FULLSCREEN) |
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184 SDL_ShowCursor(SDL_FALSE); |
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185 |
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186 if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) |
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187 sdlerr("loading sail.bmp"); |
0 | 188 /* We've chosen magenta (#ff00ff) as colour key for the boat */ |
189 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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190 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); |
0 | 191 boatcols = boat[0]->format->palette->ncolors; |
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192 if (boatcols >= 256) |
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193 sdlerr("too many colors in sail.bmp"); |
0 | 194 boat[1] = hflip(boat[0]); |
195 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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196 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); |
0 | 197 |
198 /* | |
199 * First set the physical screen palette to black, so the user won't | |
200 * see our initial drawing on the screen. | |
201 */ | |
202 memset(cmap, 0, sizeof(cmap)); | |
203 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); | |
204 | |
205 /* | |
206 * Proper palette management is important when playing games with the | |
207 * colormap. We have divided the palette as follows: | |
208 * | |
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209 * index 0..(boatcols-1): used for the boat |
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210 * index boatcols..(boatcols+63): used for the waves |
0 | 211 */ |
212 SDL_SetPalette(screen, SDL_LOGPAL, | |
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213 boat[0]->format->palette->colors, 0, boatcols); |
0 | 214 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); |
215 | |
216 /* | |
217 * Now the logical screen palette is set, and will remain unchanged. | |
218 * The boats already have the same palette so fast blits can be used. | |
219 */ | |
220 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); | |
221 | |
222 /* save the index of the red colour for later */ | |
223 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); | |
224 | |
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225 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ |
0 | 226 |
227 /* initial screen contents */ | |
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228 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0) |
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229 sdlerr("blitting background to screen"); |
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230 SDL_Flip(screen); /* actually put the background on screen */ |
0 | 231 |
232 /* determine initial boat placements */ | |
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233 for (i = 0; i < NBOATS; i++) { |
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234 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; |
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235 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); |
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236 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; |
0 | 237 } |
238 | |
239 start = SDL_GetTicks(); | |
240 frames = 0; | |
241 fade_dir = 1; | |
242 fade_level = 0; | |
243 do { | |
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244 SDL_Event e; |
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245 SDL_Rect updates[NBOATS]; |
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246 SDL_Rect r; |
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247 int redphase; |
0 | 248 |
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249 /* A small event loop: just exit on any key or mouse button event */ |
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250 while (SDL_PollEvent(&e)) { |
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251 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT |
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252 || e.type == SDL_MOUSEBUTTONDOWN) { |
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253 if (fade_dir < 0) |
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254 fade_level = 0; |
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255 fade_dir = -1; |
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256 } |
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257 } |
0 | 258 |
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259 /* move boats */ |
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260 for (i = 0; i < NBOATS; i++) { |
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261 int old_x = boatx[i]; |
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262 /* update boat position */ |
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263 boatx[i] += boatdir[i] * SPEED; |
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264 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) |
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265 boatdir[i] = -boatdir[i]; |
0 | 266 |
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267 /* paint over the old boat position */ |
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268 r.x = old_x; |
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269 r.y = boaty[i]; |
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270 r.w = boat[0]->w; |
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271 r.h = boat[0]->h; |
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272 if (SDL_BlitSurface(bg, &r, screen, &r) < 0) |
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273 sdlerr("blitting background"); |
0 | 274 |
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275 /* construct update rectangle (bounding box of old and new pos) */ |
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276 updates[i].x = MIN(old_x, boatx[i]); |
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277 updates[i].y = boaty[i]; |
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278 updates[i].w = boat[0]->w + SPEED; |
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279 updates[i].h = boat[0]->h; |
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280 /* clip update rectangle to screen */ |
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281 if (updates[i].x < 0) { |
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282 updates[i].w += updates[i].x; |
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283 updates[i].x = 0; |
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284 } |
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285 if (updates[i].x + updates[i].w > SCRW) |
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286 updates[i].w = SCRW - updates[i].x; |
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287 } |
0 | 288 |
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289 for (i = 0; i < NBOATS; i++) { |
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290 /* paint boat on new position */ |
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291 r.x = boatx[i]; |
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292 r.y = boaty[i]; |
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293 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, |
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294 screen, &r) < 0) |
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295 sdlerr("blitting boat"); |
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296 } |
0 | 297 |
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298 /* cycle wave palette */ |
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299 for (i = 0; i < 64; i++) |
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300 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; |
0 | 301 |
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302 if (fade_dir) { |
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303 /* Fade the entire palette in/out */ |
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304 fade_level += fade_dir; |
0 | 305 |
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306 if (gamma_fade) { |
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307 /* Fade linearly in gamma level (lousy) */ |
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308 float level = (float) fade_level / fade_max; |
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309 if (SDL_SetGamma(level, level, level) < 0) |
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310 sdlerr("setting gamma"); |
0 | 311 |
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312 } else if (gamma_ramp) { |
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313 /* Fade using gamma ramp (better) */ |
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314 Uint16 ramp[256]; |
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315 for (i = 0; i < 256; i++) |
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316 ramp[i] = (i * fade_level / fade_max) << 8; |
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317 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0) |
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318 sdlerr("setting gamma ramp"); |
0 | 319 |
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320 } else { |
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321 /* Fade using direct palette manipulation (best) */ |
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322 memcpy(cmap, screen->format->palette->colors, |
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323 boatcols * sizeof(SDL_Color)); |
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324 for (i = 0; i < boatcols + 64; i++) { |
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325 cmap[i].r = cmap[i].r * fade_level / fade_max; |
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326 cmap[i].g = cmap[i].g * fade_level / fade_max; |
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327 cmap[i].b = cmap[i].b * fade_level / fade_max; |
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328 } |
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329 } |
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330 if (fade_level == fade_max) |
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331 fade_dir = 0; |
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332 } |
0 | 333 |
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334 /* pulse the red colour (done after the fade, for a night effect) */ |
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335 redphase = frames % 64; |
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336 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63)); |
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337 |
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338 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); |
0 | 339 |
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340 /* update changed areas of the screen */ |
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341 SDL_UpdateRects(screen, NBOATS, updates); |
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342 frames++; |
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343 } while (fade_level > 0); |
0 | 344 |
345 printf("%d frames, %.2f fps\n", | |
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346 frames, 1000.0 * frames / (SDL_GetTicks() - start)); |
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347 |
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348 if (vidflags & SDL_FULLSCREEN) |
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349 SDL_ShowCursor(SDL_TRUE); |
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350 SDL_Quit(); |
0 | 351 return 0; |
352 } |