Mercurial > sdl-ios-xcode
annotate test/testpalette.c @ 4467:0baef09fe702
author Eric Wing <ewing . public |-at-| gmail . com>
Wed May 12 12:49:28 2010 -0700 (5 days ago)
Added the automated test plist file and modified .hgignore to be less aggressive.
Discovered that the new plist file for the automated test was not checked in because the .hgignore file was too aggressive. I changed the .hgignore to not ignore the Xcode directory and instead added a longer list of things to ignore.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 17 May 2010 23:13:33 -0700 |
parents | 06f0768a904c |
children |
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 | |
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13 #include "SDL.h" |
0 | 14 |
15 /* screen size */ | |
16 #define SCRW 640 | |
17 #define SCRH 480 | |
18 | |
19 #define NBOATS 5 | |
20 #define SPEED 2 | |
21 | |
22 #ifndef MIN | |
23 #define MIN(a, b) ((a) < (b) ? (a) : (b)) | |
24 #endif | |
25 #ifndef MAX | |
26 #define MAX(a, b) ((a) > (b) ? (a) : (b)) | |
27 #endif | |
28 | |
29 /* | |
30 * wave colours: Made by taking a narrow cross-section of a wave picture | |
31 * in Gimp, saving in PPM ascii format and formatting with Emacs macros. | |
32 */ | |
33 static SDL_Color wavemap[] = { | |
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34 {0, 2, 103}, {0, 7, 110}, {0, 13, 117}, {0, 19, 125}, |
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35 {0, 25, 133}, {0, 31, 141}, {0, 37, 150}, {0, 43, 158}, |
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36 {0, 49, 166}, {0, 55, 174}, {0, 61, 182}, {0, 67, 190}, |
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37 {0, 73, 198}, {0, 79, 206}, {0, 86, 214}, {0, 96, 220}, |
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38 {5, 105, 224}, {12, 112, 226}, {19, 120, 227}, {26, 128, 229}, |
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39 {33, 135, 230}, {40, 143, 232}, {47, 150, 234}, {54, 158, 236}, |
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40 {61, 165, 238}, {68, 173, 239}, {75, 180, 241}, {82, 188, 242}, |
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41 {89, 195, 244}, {96, 203, 246}, {103, 210, 248}, {112, 218, 250}, |
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42 {124, 224, 250}, {135, 226, 251}, {146, 229, 251}, {156, 231, 252}, |
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43 {167, 233, 252}, {178, 236, 252}, {189, 238, 252}, {200, 240, 252}, |
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44 {211, 242, 252}, {222, 244, 252}, {233, 247, 252}, {242, 249, 252}, |
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45 {237, 250, 252}, {209, 251, 252}, {174, 251, 252}, {138, 252, 252}, |
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46 {102, 251, 252}, {63, 250, 252}, {24, 243, 252}, {7, 225, 252}, |
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47 {4, 203, 252}, {3, 181, 252}, {2, 158, 252}, {1, 136, 251}, |
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48 {0, 111, 248}, {0, 82, 234}, {0, 63, 213}, {0, 50, 192}, |
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49 {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114} |
0 | 50 }; |
51 | |
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52 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
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53 static void |
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54 quit(int rc) |
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55 { |
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56 SDL_Quit(); |
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57 exit(rc); |
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58 } |
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59 |
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60 static void |
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61 sdlerr(char *when) |
0 | 62 { |
63 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); | |
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64 quit(1); |
0 | 65 } |
66 | |
67 /* create a background surface */ | |
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68 static SDL_Surface * |
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69 make_bg(SDL_Surface * screen, int startcol) |
0 | 70 { |
71 int i; | |
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72 SDL_Surface *bg = |
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73 SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, |
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74 8, 0, 0, 0, 0); |
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75 if (!bg) |
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76 sdlerr("creating background surface"); |
0 | 77 |
78 /* set the palette to the logical screen palette so that blits | |
79 won't be translated */ | |
2855 | 80 SDL_SetSurfacePalette(bg, screen->format->palette); |
0 | 81 |
82 /* Make a wavy background pattern using colours 0-63 */ | |
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83 if (SDL_LockSurface(bg) < 0) |
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84 sdlerr("locking background"); |
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85 for (i = 0; i < SCRH; i++) { |
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86 Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch; |
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87 int j, d; |
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88 d = 0; |
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89 for (j = 0; j < SCRW; j++) { |
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90 int v = MAX(d, -2); |
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91 v = MIN(v, 2); |
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92 if (i > 0) |
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93 v += p[-bg->pitch] + 65 - startcol; |
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94 p[j] = startcol + (v & 63); |
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95 d += ((rand() >> 3) % 3) - 1; |
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96 } |
0 | 97 } |
98 SDL_UnlockSurface(bg); | |
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99 return (bg); |
0 | 100 } |
101 | |
102 /* | |
103 * Return a surface flipped horisontally. Only works for 8bpp; | |
104 * extension to arbitrary bitness is left as an exercise for the reader. | |
105 */ | |
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106 static SDL_Surface * |
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107 hflip(SDL_Surface * s) |
0 | 108 { |
109 int i; | |
110 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, | |
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111 0, 0, 0, 0); |
0 | 112 /* copy palette */ |
113 SDL_SetColors(z, s->format->palette->colors, | |
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114 0, s->format->palette->ncolors); |
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115 if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) |
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116 sdlerr("locking flip images"); |
0 | 117 |
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118 for (i = 0; i < s->h; i++) { |
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119 int j; |
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120 Uint8 *from = (Uint8 *) s->pixels + i * s->pitch; |
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121 Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1; |
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122 for (j = 0; j < s->w; j++) |
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123 to[-j] = from[j]; |
0 | 124 } |
125 | |
126 SDL_UnlockSurface(z); | |
127 SDL_UnlockSurface(s); | |
128 return z; | |
129 } | |
130 | |
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131 int |
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132 main(int argc, char **argv) |
0 | 133 { |
134 SDL_Color cmap[256]; | |
135 SDL_Surface *screen; | |
136 SDL_Surface *bg; | |
137 SDL_Surface *boat[2]; | |
138 unsigned vidflags = 0; | |
139 unsigned start; | |
140 int fade_max = 400; | |
141 int fade_level, fade_dir; | |
142 int boatcols, frames, i, red; | |
143 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; | |
144 int gamma_fade = 0; | |
145 int gamma_ramp = 0; | |
146 | |
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147 if (SDL_Init(SDL_INIT_VIDEO) < 0) |
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148 sdlerr("initialising SDL"); |
0 | 149 |
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150 while (--argc) { |
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151 ++argv; |
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152 if (strcmp(*argv, "-hw") == 0) |
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153 vidflags |= SDL_HWSURFACE; |
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154 else if (strcmp(*argv, "-fullscreen") == 0) |
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155 vidflags |= SDL_FULLSCREEN; |
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156 else if (strcmp(*argv, "-nofade") == 0) |
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157 fade_max = 1; |
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158 else if (strcmp(*argv, "-gamma") == 0) |
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159 gamma_fade = 1; |
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160 else if (strcmp(*argv, "-gammaramp") == 0) |
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161 gamma_ramp = 1; |
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162 else { |
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163 fprintf(stderr, |
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164 "usage: testpalette " |
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165 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); |
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166 quit(1); |
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167 } |
0 | 168 } |
169 | |
170 /* Ask explicitly for 8bpp and a hardware palette */ | |
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171 if ((screen = |
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172 SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { |
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173 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", |
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174 SCRW, SCRH, SDL_GetError()); |
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175 quit(1); |
0 | 176 } |
177 | |
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178 if (vidflags & SDL_FULLSCREEN) |
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179 SDL_ShowCursor(SDL_FALSE); |
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180 |
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181 if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) |
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182 sdlerr("loading sail.bmp"); |
0 | 183 /* We've chosen magenta (#ff00ff) as colour key for the boat */ |
184 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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185 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); |
0 | 186 boatcols = boat[0]->format->palette->ncolors; |
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187 if (boatcols >= 256) |
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188 sdlerr("too many colors in sail.bmp"); |
0 | 189 boat[1] = hflip(boat[0]); |
190 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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191 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); |
0 | 192 |
193 /* | |
194 * First set the physical screen palette to black, so the user won't | |
195 * see our initial drawing on the screen. | |
196 */ | |
197 memset(cmap, 0, sizeof(cmap)); | |
198 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); | |
199 | |
200 /* | |
201 * Proper palette management is important when playing games with the | |
202 * colormap. We have divided the palette as follows: | |
203 * | |
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204 * index 0..(boatcols-1): used for the boat |
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205 * index boatcols..(boatcols+63): used for the waves |
0 | 206 */ |
207 SDL_SetPalette(screen, SDL_LOGPAL, | |
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208 boat[0]->format->palette->colors, 0, boatcols); |
0 | 209 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); |
210 | |
211 /* | |
212 * Now the logical screen palette is set, and will remain unchanged. | |
213 * The boats already have the same palette so fast blits can be used. | |
214 */ | |
215 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); | |
216 | |
217 /* save the index of the red colour for later */ | |
218 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); | |
219 | |
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220 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ |
0 | 221 |
222 /* initial screen contents */ | |
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223 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0) |
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224 sdlerr("blitting background to screen"); |
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225 SDL_Flip(screen); /* actually put the background on screen */ |
0 | 226 |
227 /* determine initial boat placements */ | |
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228 for (i = 0; i < NBOATS; i++) { |
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229 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; |
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230 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); |
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231 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; |
0 | 232 } |
233 | |
234 start = SDL_GetTicks(); | |
235 frames = 0; | |
236 fade_dir = 1; | |
237 fade_level = 0; | |
238 do { | |
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239 SDL_Event e; |
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240 SDL_Rect updates[NBOATS]; |
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241 SDL_Rect r; |
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242 int redphase; |
0 | 243 |
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244 /* A small event loop: just exit on any key or mouse button event */ |
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245 while (SDL_PollEvent(&e)) { |
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246 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT |
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247 || e.type == SDL_MOUSEBUTTONDOWN) { |
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248 if (fade_dir < 0) |
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249 fade_level = 0; |
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250 fade_dir = -1; |
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251 } |
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252 } |
0 | 253 |
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254 /* move boats */ |
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255 for (i = 0; i < NBOATS; i++) { |
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256 int old_x = boatx[i]; |
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257 /* update boat position */ |
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258 boatx[i] += boatdir[i] * SPEED; |
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259 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) |
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260 boatdir[i] = -boatdir[i]; |
0 | 261 |
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262 /* paint over the old boat position */ |
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263 r.x = old_x; |
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264 r.y = boaty[i]; |
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265 r.w = boat[0]->w; |
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266 r.h = boat[0]->h; |
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267 if (SDL_BlitSurface(bg, &r, screen, &r) < 0) |
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268 sdlerr("blitting background"); |
0 | 269 |
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270 /* construct update rectangle (bounding box of old and new pos) */ |
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271 updates[i].x = MIN(old_x, boatx[i]); |
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272 updates[i].y = boaty[i]; |
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273 updates[i].w = boat[0]->w + SPEED; |
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274 updates[i].h = boat[0]->h; |
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275 /* clip update rectangle to screen */ |
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276 if (updates[i].x < 0) { |
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277 updates[i].w += updates[i].x; |
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278 updates[i].x = 0; |
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279 } |
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280 if (updates[i].x + updates[i].w > SCRW) |
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281 updates[i].w = SCRW - updates[i].x; |
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282 } |
0 | 283 |
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284 for (i = 0; i < NBOATS; i++) { |
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285 /* paint boat on new position */ |
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286 r.x = boatx[i]; |
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287 r.y = boaty[i]; |
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288 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, |
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289 screen, &r) < 0) |
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290 sdlerr("blitting boat"); |
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291 } |
0 | 292 |
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293 /* cycle wave palette */ |
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294 for (i = 0; i < 64; i++) |
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295 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; |
0 | 296 |
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297 if (fade_dir) { |
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298 /* Fade the entire palette in/out */ |
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299 fade_level += fade_dir; |
0 | 300 |
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301 if (gamma_fade) { |
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302 /* Fade linearly in gamma level (lousy) */ |
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303 float level = (float) fade_level / fade_max; |
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304 if (SDL_SetGamma(level, level, level) < 0) |
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305 sdlerr("setting gamma"); |
0 | 306 |
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307 } else if (gamma_ramp) { |
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308 /* Fade using gamma ramp (better) */ |
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309 Uint16 ramp[256]; |
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310 for (i = 0; i < 256; i++) |
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311 ramp[i] = (i * fade_level / fade_max) << 8; |
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312 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0) |
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313 sdlerr("setting gamma ramp"); |
0 | 314 |
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315 } else { |
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316 /* Fade using direct palette manipulation (best) */ |
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317 memcpy(cmap, screen->format->palette->colors, |
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318 boatcols * sizeof(SDL_Color)); |
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319 for (i = 0; i < boatcols + 64; i++) { |
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320 cmap[i].r = cmap[i].r * fade_level / fade_max; |
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321 cmap[i].g = cmap[i].g * fade_level / fade_max; |
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322 cmap[i].b = cmap[i].b * fade_level / fade_max; |
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323 } |
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324 } |
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325 if (fade_level == fade_max) |
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326 fade_dir = 0; |
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327 } |
0 | 328 |
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329 /* pulse the red colour (done after the fade, for a night effect) */ |
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330 redphase = frames % 64; |
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331 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63)); |
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332 |
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333 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); |
0 | 334 |
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335 /* update changed areas of the screen */ |
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336 SDL_UpdateRects(screen, NBOATS, updates); |
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337 frames++; |
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338 } while (fade_level > 0); |
0 | 339 |
340 printf("%d frames, %.2f fps\n", | |
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341 frames, 1000.0 * frames / (SDL_GetTicks() - start)); |
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342 |
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343 if (vidflags & SDL_FULLSCREEN) |
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344 SDL_ShowCursor(SDL_TRUE); |
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345 SDL_Quit(); |
0 | 346 return 0; |
347 } |