annotate test/testpalette.c @ 2185:2032348afed1

This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is available and to keep people form having to install yet another library I have added the essential parts of Xmu in src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it possible for gamma support to be implemented based on a single color map per application. Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too.
author Bob Pendleton <bob@pendleton.com>
date Thu, 12 Jul 2007 20:00:50 +0000
parents c121d94672cb
children e27bdcc80744
rev   line source
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1 /*
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2 * testpalette.c
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3 *
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4 * A simple test of runtime palette modification for animation
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5 * (using the SDL_SetPalette() API).
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6 */
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7
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8 #include <stdio.h>
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9 #include <stdlib.h>
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10 #include <string.h>
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11 #include <math.h>
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12
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13 /* This isn't in the Windows headers */
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14 #ifndef M_PI
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15 #define M_PI 3.14159265358979323846
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16 #endif
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17
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18 #include "SDL.h"
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19
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20 /* screen size */
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21 #define SCRW 640
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22 #define SCRH 480
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23
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24 #define NBOATS 5
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25 #define SPEED 2
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26
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27 #ifndef MIN
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28 #define MIN(a, b) ((a) < (b) ? (a) : (b))
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29 #endif
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30 #ifndef MAX
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31 #define MAX(a, b) ((a) > (b) ? (a) : (b))
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32 #endif
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33
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34 /*
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35 * wave colours: Made by taking a narrow cross-section of a wave picture
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36 * in Gimp, saving in PPM ascii format and formatting with Emacs macros.
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37 */
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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
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55 };
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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)
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67 {
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68 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
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69 quit(1);
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70 }
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71
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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)
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75 {
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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");
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82
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83 /* set the palette to the logical screen palette so that blits
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84 won't be translated */
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85 SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
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86
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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
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102 }
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103 SDL_UnlockSurface(bg);
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104 return (bg);
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105 }
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106
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107 /*
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108 * Return a surface flipped horisontally. Only works for 8bpp;
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109 * extension to arbitrary bitness is left as an exercise for the reader.
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110 */
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111 static SDL_Surface *
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112 hflip(SDL_Surface * s)
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113 {
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114 int i;
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115 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
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116 0, 0, 0, 0);
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117 /* copy palette */
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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");
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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];
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129 }
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130
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131 SDL_UnlockSurface(z);
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132 SDL_UnlockSurface(s);
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133 return z;
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134 }
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135
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136 int
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137 main(int argc, char **argv)
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138 {
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139 SDL_Color cmap[256];
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140 SDL_Surface *screen;
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141 SDL_Surface *bg;
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142 SDL_Surface *boat[2];
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143 unsigned vidflags = 0;
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144 unsigned start;
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145 int fade_max = 400;
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146 int fade_level, fade_dir;
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147 int boatcols, frames, i, red;
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148 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
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149 int gamma_fade = 0;
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150 int gamma_ramp = 0;
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151
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152 if (SDL_Init(SDL_INIT_VIDEO) < 0)
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153 sdlerr("initialising SDL");
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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 }
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173 }
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174
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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);
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181 }
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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");
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188 /* We've chosen magenta (#ff00ff) as colour key for the boat */
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189 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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190 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
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191 boatcols = boat[0]->format->palette->ncolors;
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192 boat[1] = hflip(boat[0]);
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193 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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194 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
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195
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196 /*
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197 * First set the physical screen palette to black, so the user won't
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198 * see our initial drawing on the screen.
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199 */
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200 memset(cmap, 0, sizeof(cmap));
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201 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
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202
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203 /*
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204 * Proper palette management is important when playing games with the
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205 * colormap. We have divided the palette as follows:
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206 *
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207 * index 0..(boatcols-1): used for the boat
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208 * index boatcols..(boatcols+63): used for the waves
0
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209 */
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210 SDL_SetPalette(screen, SDL_LOGPAL,
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211 boat[0]->format->palette->colors, 0, boatcols);
0
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212 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
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213
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214 /*
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215 * Now the logical screen palette is set, and will remain unchanged.
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216 * The boats already have the same palette so fast blits can be used.
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217 */
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218 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
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219
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220 /* save the index of the red colour for later */
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221 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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222
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223 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
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224
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225 /* initial screen contents */
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226 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
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227 sdlerr("blitting background to screen");
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228 SDL_Flip(screen); /* actually put the background on screen */
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229
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230 /* determine initial boat placements */
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231 for (i = 0; i < NBOATS; i++) {
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232 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
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233 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
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234 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
0
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235 }
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236
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237 start = SDL_GetTicks();
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238 frames = 0;
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239 fade_dir = 1;
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240 fade_level = 0;
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241 do {
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242 SDL_Event e;
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243 SDL_Rect updates[NBOATS];
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244 SDL_Rect r;
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245 int redphase;
0
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246
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247 /* A small event loop: just exit on any key or mouse button event */
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248 while (SDL_PollEvent(&e)) {
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249 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT
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250 || e.type == SDL_MOUSEBUTTONDOWN) {
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251 if (fade_dir < 0)
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252 fade_level = 0;
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253 fade_dir = -1;
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254 }
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255 }
0
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256
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257 /* move boats */
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258 for (i = 0; i < NBOATS; i++) {
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259 int old_x = boatx[i];
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260 /* update boat position */
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261 boatx[i] += boatdir[i] * SPEED;
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262 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
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263 boatdir[i] = -boatdir[i];
0
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264
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265 /* paint over the old boat position */
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266 r.x = old_x;
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267 r.y = boaty[i];
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268 r.w = boat[0]->w;
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269 r.h = boat[0]->h;
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270 if (SDL_BlitSurface(bg, &r, screen, &r) < 0)
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271 sdlerr("blitting background");
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272
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273 /* construct update rectangle (bounding box of old and new pos) */
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274 updates[i].x = MIN(old_x, boatx[i]);
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275 updates[i].y = boaty[i];
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276 updates[i].w = boat[0]->w + SPEED;
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277 updates[i].h = boat[0]->h;
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278 /* clip update rectangle to screen */
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279 if (updates[i].x < 0) {
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280 updates[i].w += updates[i].x;
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281 updates[i].x = 0;
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282 }
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283 if (updates[i].x + updates[i].w > SCRW)
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284 updates[i].w = SCRW - updates[i].x;
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285 }
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286
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287 for (i = 0; i < NBOATS; i++) {
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288 /* paint boat on new position */
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289 r.x = boatx[i];
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290 r.y = boaty[i];
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291 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
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292 screen, &r) < 0)
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293 sdlerr("blitting boat");
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294 }
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295
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296 /* cycle wave palette */
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297 for (i = 0; i < 64; i++)
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298 cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
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299
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300 if (fade_dir) {
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301 /* Fade the entire palette in/out */
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302 fade_level += fade_dir;
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303
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304 if (gamma_fade) {
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305 /* Fade linearly in gamma level (lousy) */
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306 float level = (float) fade_level / fade_max;
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307 if (SDL_SetGamma(level, level, level) < 0)
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308 sdlerr("setting gamma");
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309
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310 } else if (gamma_ramp) {
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311 /* Fade using gamma ramp (better) */
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312 Uint16 ramp[256];
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313 for (i = 0; i < 256; i++)
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314 ramp[i] = (i * fade_level / fade_max) << 8;
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315 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
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316 sdlerr("setting gamma ramp");
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317
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318 } else {
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319 /* Fade using direct palette manipulation (best) */
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320 memcpy(cmap, screen->format->palette->colors,
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321 boatcols * sizeof(SDL_Color));
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322 for (i = 0; i < boatcols + 64; i++) {
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323 cmap[i].r = cmap[i].r * fade_level / fade_max;
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324 cmap[i].g = cmap[i].g * fade_level / fade_max;
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325 cmap[i].b = cmap[i].b * fade_level / fade_max;
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326 }
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327 }
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328 if (fade_level == fade_max)
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329 fade_dir = 0;
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330 }
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331
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332 /* pulse the red colour (done after the fade, for a night effect) */
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333 redphase = frames % 64;
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334 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63));
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335
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336 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
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337
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338 /* update changed areas of the screen */
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339 SDL_UpdateRects(screen, NBOATS, updates);
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340 frames++;
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341 }
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342 while (fade_level > 0);
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343
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344 printf("%d frames, %.2f fps\n",
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345 frames, 1000.0 * frames / (SDL_GetTicks() - start));
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346
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347 if (vidflags & SDL_FULLSCREEN)
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348 SDL_ShowCursor(SDL_TRUE);
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diff changeset
349 SDL_Quit();
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350 return 0;
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351 }