annotate test/testpalette.c @ 942:41a59de7f2ed

Here are patches for SDL12 and SDL_mixer for 4 or 6 channel surround sound on Linux using the Alsa driver. To use them, naturally you need a sound card that will do 4 or 6 channels and probably also a recent version of the Alsa drivers and library. Since the only SDL output driver that knows about surround sound is the Alsa driver, you���ll want to choose it, using: export SDL_AUDIODRIVER=alsa There are no syntactic changes to the programming API. No new library calls, no differences in arguments. There are two semantic changes: (1) For library calls with number of channels as an argument, formerly you could use only 1 or 2 for the number of channels. Now you can also use 4 or 6. (2) The two "left" and "right" arguments to Mix_SetPanning, for the case of 4 or 6 channels, no longer simply control the volumes of the left and right channels. Now the "left" argument is converted to an angle and Mix_SetPosition is called, and the "right" argu- ment is ignored. With two exceptions, so far as I know, the modified SDL12 and SDL_mixer work the same way as the original versions, when opened for 1 or 2 channel output. The two exceptions are bugs which I fixed. Well, the first, anyway, is a bug for sure. When rate conversions up or down by a factor of two are applied (in src/audio/SDL_audiocvt.c), streams with different numbers of channels (that is, mono and stereo) are treated the same way: either each sample is copied or every other sample is omitted. This is ok for mono, but for stereo, it is frames that should be copied or omitted, where by "frame" I mean a portion of the stream containing one sample for each channel. (In the SDL source, confusingly, sometimes frames are called "samples".) So for these rate conversions, stereo streams have to be treated differently, and they are, in my modified version. The other problem that might be characterized as a bug arises when SDL_mixer is passed a multichannel chunk which does not have an integral number of frames. Due to the way the effect_position code loops over frames, when the chunk ends with a partial frame, memory outside the chunk buffer will be accessed. In the case of stereo, it���s possible that because malloc may give more memory than requested, this potential problem never actually causes a segment fault. I don���t know. For 6 channel chunks, I do know, and it does cause segment faults. If SDL_mixer is passed defective chunks and this causes a segment fault, arguably, that���s not a bug in SDL_mixer. Still, whether or not it counts as a bug, it���s easy to protect against, so why not? I added code in mixer.c to discard any partial frame at the end of a chunk. Then what about when SDL or SDL_mixer is opened for 4 or 6 chan- nel output? What happens with the parts of the current library designed for stereo? I don���t know whether I���ve covered all the bases, but I���ve tried: (1) For playing 2 channel waves, or other cases where SDL knows it has to match up a 2 channel source with a 4 or 6 channel output, I���ve added code in SDL_audiocvt.c to make the necessary conversions. (2) For playing midis using timidity, I���ve converted timidity to do 4 or 6 channel output, upon request. (3) For playing mods using mikmod, I put ad hoc code in music.c to convert the stereo output that mikmod produces to 4 or 6 chan- nels. Obviously it would be better to change the mikmod code to mix down into 4 or 6 channels, but I have a hard time following the code in mikmod, so I didn���t do that. (4) For playing mp3s, I put ad hoc code in smpeg to copy channels in the case when 4 or 6 channel output is needed. (5) There seems to be no problem with .ogg files - stereo .oggs can be up converted as .wavs are. (6) The effect_position code in SDL_mixer is now generalized to in- clude the cases of 4 and 6 channel streams. I���ve done a very limited amount of compatibility testing for some of the games using SDL I happen to have. For details, see the file TESTS. I���ve put into a separate archive, Surround-SDL-testfiles.tgz, a couple of 6 channel wave files for testing and a 6 channel ogg file. If you have the right hardware and version of Alsa, you should be able to play the wave files with the Alsa utility aplay (and hear all channels, except maybe lfe, for chan-id.wav, since it���s rather faint). Don���t expect aplay to give good sound, though. There���s something wrong with the current version of aplay. The canyon.ogg file is to test loading of 6 channel oggs. After patching and compiling, you can play it with playmus. (My version of ogg123 will not play it, and I had to patch mplayer to get it to play 6 channel oggs.) Greg Lee <greg@ling.lll.hawaii.edu> Thus, July 1, 2004
author Sam Lantinga <slouken@libsdl.org>
date Sat, 21 Aug 2004 12:27:02 +0000
parents 74212992fb08
children be9c9c8f6d53
rev   line source
0
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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}
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55 };
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56
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57 static void sdlerr(char *when)
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58 {
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59 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
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60 exit(1);
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61 }
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62
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63 /* create a background surface */
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64 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol)
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65 {
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66 int i;
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67 SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
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68 8, 0, 0, 0, 0);
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69 if(!bg)
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70 sdlerr("creating background surface");
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71
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72 /* set the palette to the logical screen palette so that blits
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73 won't be translated */
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74 SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
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75
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76 /* Make a wavy background pattern using colours 0-63 */
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77 if(SDL_LockSurface(bg) < 0)
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78 sdlerr("locking background");
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79 for(i = 0; i < SCRH; i++) {
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80 Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch;
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81 int j, d;
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82 d = 0;
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83 for(j = 0; j < SCRW; j++) {
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84 int v = MAX(d, -2);
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85 v = MIN(v, 2);
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86 if(i > 0)
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87 v += p[-bg->pitch] + 65 - startcol;
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88 p[j] = startcol + (v & 63);
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89 d += ((rand() >> 3) % 3) - 1;
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90 }
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91 }
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92 SDL_UnlockSurface(bg);
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93 return(bg);
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94 }
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95
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96 /*
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97 * Return a surface flipped horisontally. Only works for 8bpp;
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98 * extension to arbitrary bitness is left as an exercise for the reader.
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99 */
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100 static SDL_Surface *hflip(SDL_Surface *s)
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101 {
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102 int i;
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103 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
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104 0, 0, 0, 0);
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105 /* copy palette */
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106 SDL_SetColors(z, s->format->palette->colors,
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107 0, s->format->palette->ncolors);
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108 if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)
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109 sdlerr("locking flip images");
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110
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111 for(i = 0; i < s->h; i++) {
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112 int j;
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113 Uint8 *from = (Uint8 *)s->pixels + i * s->pitch;
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114 Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1;
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115 for(j = 0; j < s->w; j++)
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116 to[-j] = from[j];
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117 }
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118
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119 SDL_UnlockSurface(z);
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120 SDL_UnlockSurface(s);
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121 return z;
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122 }
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123
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124 int main(int argc, char **argv)
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125 {
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126 SDL_Color cmap[256];
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127 SDL_Surface *screen;
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128 SDL_Surface *bg;
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129 SDL_Surface *boat[2];
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130 unsigned vidflags = 0;
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131 unsigned start;
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132 int fade_max = 400;
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133 int fade_level, fade_dir;
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134 int boatcols, frames, i, red;
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135 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
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136 int gamma_fade = 0;
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137 int gamma_ramp = 0;
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138
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diff changeset
139 if(SDL_Init(SDL_INIT_VIDEO) < 0)
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parents:
diff changeset
140 sdlerr("initialising SDL");
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parents:
diff changeset
141
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parents:
diff changeset
142 atexit(SDL_Quit);
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parents:
diff changeset
143
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parents:
diff changeset
144 while(--argc) {
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parents:
diff changeset
145 ++argv;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
146 if(strcmp(*argv, "-hw") == 0)
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parents:
diff changeset
147 vidflags |= SDL_HWSURFACE;
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parents:
diff changeset
148 else if(strcmp(*argv, "-fullscreen") == 0)
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parents:
diff changeset
149 vidflags |= SDL_FULLSCREEN;
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parents:
diff changeset
150 else if(strcmp(*argv, "-nofade") == 0)
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parents:
diff changeset
151 fade_max = 1;
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parents:
diff changeset
152 else if(strcmp(*argv, "-gamma") == 0)
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parents:
diff changeset
153 gamma_fade = 1;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
154 else if(strcmp(*argv, "-gammaramp") == 0)
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parents:
diff changeset
155 gamma_ramp = 1;
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parents:
diff changeset
156 else {
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
157 fprintf(stderr,
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
158 "usage: testpalette "
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
159 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
160 return 1;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
161 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
162 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
163
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parents:
diff changeset
164 /* Ask explicitly for 8bpp and a hardware palette */
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parents:
diff changeset
165 if(!(screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE))) {
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parents:
diff changeset
166 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
167 SCRW, SCRH, SDL_GetError());
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parents:
diff changeset
168 return 1;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
169 }
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parents:
diff changeset
170
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parents:
diff changeset
171 if(!(boat[0] = SDL_LoadBMP("sail.bmp")))
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
172 sdlerr("loading sail.bmp");
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
173 /* We've chosen magenta (#ff00ff) as colour key for the boat */
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parents:
diff changeset
174 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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parents:
diff changeset
175 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
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parents:
diff changeset
176 boatcols = boat[0]->format->palette->ncolors;
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parents:
diff changeset
177 boat[1] = hflip(boat[0]);
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parents:
diff changeset
178 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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parents:
diff changeset
179 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
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parents:
diff changeset
180
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parents:
diff changeset
181 /*
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
182 * First set the physical screen palette to black, so the user won't
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
183 * see our initial drawing on the screen.
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
184 */
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parents:
diff changeset
185 memset(cmap, 0, sizeof(cmap));
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
186 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
187
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
188 /*
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
189 * Proper palette management is important when playing games with the
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
190 * colormap. We have divided the palette as follows:
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
191 *
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
192 * index 0..(boatcols-1): used for the boat
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
193 * index boatcols..(boatcols+63): used for the waves
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
194 */
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parents:
diff changeset
195 SDL_SetPalette(screen, SDL_LOGPAL,
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
196 boat[0]->format->palette->colors, 0, boatcols);
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
197 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
198
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
199 /*
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parents:
diff changeset
200 * Now the logical screen palette is set, and will remain unchanged.
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
201 * The boats already have the same palette so fast blits can be used.
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
202 */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
203 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
204
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
205 /* save the index of the red colour for later */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
206 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
207
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
208 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
209
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
210 /* initial screen contents */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
211 if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
212 sdlerr("blitting background to screen");
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
213 SDL_Flip(screen); /* actually put the background on screen */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
214
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
215 /* determine initial boat placements */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
216 for(i = 0; i < NBOATS; i++) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
217 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
218 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
219 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
220 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
221
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
222 start = SDL_GetTicks();
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
223 frames = 0;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
224 fade_dir = 1;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
225 fade_level = 0;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
226 do {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
227 SDL_Event e;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
228 SDL_Rect updates[NBOATS];
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
229 SDL_Rect r;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
230 int redphase;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
231
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
232 /* A small event loop: just exit on any key or mouse button event */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
233 while(SDL_PollEvent(&e)) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
234 if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
235 || e.type == SDL_MOUSEBUTTONDOWN) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
236 if(fade_dir < 0)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
237 fade_level = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
238 fade_dir = -1;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
239 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
240 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
241
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
242 /* move boats */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
243 for(i = 0; i < NBOATS; i++) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
244 int old_x = boatx[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
245 /* update boat position */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
246 boatx[i] += boatdir[i] * SPEED;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
247 if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
248 boatdir[i] = -boatdir[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
249
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
250 /* paint over the old boat position */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
251 r.x = old_x;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
252 r.y = boaty[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
253 r.w = boat[0]->w;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
254 r.h = boat[0]->h;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
255 if(SDL_BlitSurface(bg, &r, screen, &r) < 0)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
256 sdlerr("blitting background");
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
257
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
258 /* construct update rectangle (bounding box of old and new pos) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
259 updates[i].x = MIN(old_x, boatx[i]);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
260 updates[i].y = boaty[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
261 updates[i].w = boat[0]->w + SPEED;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
262 updates[i].h = boat[0]->h;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
263 /* clip update rectangle to screen */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
264 if(updates[i].x < 0) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
265 updates[i].w += updates[i].x;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
266 updates[i].x = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
267 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
268 if(updates[i].x + updates[i].w > SCRW)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
269 updates[i].w = SCRW - updates[i].x;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
270 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
271
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
272 for(i = 0; i < NBOATS; i++) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
273 /* paint boat on new position */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
274 r.x = boatx[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
275 r.y = boaty[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
276 if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
277 screen, &r) < 0)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
278 sdlerr("blitting boat");
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
279 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
280
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
281 /* cycle wave palette */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
282 for(i = 0; i < 64; i++)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
283 cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
284
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
285 if(fade_dir) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
286 /* Fade the entire palette in/out */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
287 fade_level += fade_dir;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
288
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
289 if(gamma_fade) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
290 /* Fade linearly in gamma level (lousy) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
291 float level = (float)fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
292 if(SDL_SetGamma(level, level, level) < 0)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
293 sdlerr("setting gamma");
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
294
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
295 } else if(gamma_ramp) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
296 /* Fade using gamma ramp (better) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
297 Uint16 ramp[256];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
298 for(i = 0; i < 256; i++)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
299 ramp[i] = (i * fade_level / fade_max) << 8;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
300 if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
301 sdlerr("setting gamma ramp");
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
302
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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303 } else {
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304 /* Fade using direct palette manipulation (best) */
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305 memcpy(cmap, screen->format->palette->colors,
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306 boatcols * sizeof(SDL_Color));
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307 for(i = 0; i < boatcols + 64; i++) {
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308 cmap[i].r = cmap[i].r * fade_level / fade_max;
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309 cmap[i].g = cmap[i].g * fade_level / fade_max;
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310 cmap[i].b = cmap[i].b * fade_level / fade_max;
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311 }
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312 }
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313 if(fade_level == fade_max)
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314 fade_dir = 0;
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315 }
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316
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317 /* pulse the red colour (done after the fade, for a night effect) */
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318 redphase = frames % 64;
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319 cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));
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320
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321 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
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322
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323 /* update changed areas of the screen */
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324 SDL_UpdateRects(screen, NBOATS, updates);
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325 frames++;
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326 } while(fade_level > 0);
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327
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328 printf("%d frames, %.2f fps\n",
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329 frames, 1000.0 * frames / (SDL_GetTicks() - start));
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330 return 0;
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331 }
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332