Mercurial > sdl-ios-xcode
annotate test/testpalette.c @ 1810:4c270c3a88ed
Fixed bug #225
Making the old code limp along, for Carbon builds.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 11 May 2006 03:19:03 +0000 |
parents | 4d241ea8a1cd |
children | 14717b52abc0 |
rev | line source |
---|---|
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 | |
18 #include <SDL.h> | |
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[] = { | |
39 {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125}, | |
40 {0,25,133}, {0,31,141}, {0,37,150}, {0,43,158}, | |
41 {0,49,166}, {0,55,174}, {0,61,182}, {0,67,190}, | |
42 {0,73,198}, {0,79,206}, {0,86,214}, {0,96,220}, | |
43 {5,105,224}, {12,112,226}, {19,120,227}, {26,128,229}, | |
44 {33,135,230}, {40,143,232}, {47,150,234}, {54,158,236}, | |
45 {61,165,238}, {68,173,239}, {75,180,241}, {82,188,242}, | |
46 {89,195,244}, {96,203,246}, {103,210,248}, {112,218,250}, | |
47 {124,224,250}, {135,226,251}, {146,229,251}, {156,231,252}, | |
48 {167,233,252}, {178,236,252}, {189,238,252}, {200,240,252}, | |
49 {211,242,252}, {222,244,252}, {233,247,252}, {242,249,252}, | |
50 {237,250,252}, {209,251,252}, {174,251,252}, {138,252,252}, | |
51 {102,251,252}, {63,250,252}, {24,243,252}, {7,225,252}, | |
52 {4,203,252}, {3,181,252}, {2,158,252}, {1,136,251}, | |
53 {0,111,248}, {0,82,234}, {0,63,213}, {0,50,192}, | |
54 {0,39,172}, {0,28,152}, {0,17,132}, {0,7,114} | |
55 }; | |
56 | |
1151
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
58 static void quit(int rc) |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
59 { |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
60 SDL_Quit(); |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
61 exit(rc); |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
62 } |
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
63 |
0 | 64 static void sdlerr(char *when) |
65 { | |
66 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); | |
1151
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
67 quit(1); |
0 | 68 } |
69 | |
70 /* create a background surface */ | |
71 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol) | |
72 { | |
73 int i; | |
74 SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, | |
75 8, 0, 0, 0, 0); | |
76 if(!bg) | |
77 sdlerr("creating background surface"); | |
78 | |
79 /* set the palette to the logical screen palette so that blits | |
80 won't be translated */ | |
81 SDL_SetColors(bg, screen->format->palette->colors, 0, 256); | |
82 | |
83 /* Make a wavy background pattern using colours 0-63 */ | |
84 if(SDL_LockSurface(bg) < 0) | |
85 sdlerr("locking background"); | |
86 for(i = 0; i < SCRH; i++) { | |
87 Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch; | |
88 int j, d; | |
89 d = 0; | |
90 for(j = 0; j < SCRW; j++) { | |
91 int v = MAX(d, -2); | |
92 v = MIN(v, 2); | |
93 if(i > 0) | |
94 v += p[-bg->pitch] + 65 - startcol; | |
95 p[j] = startcol + (v & 63); | |
96 d += ((rand() >> 3) % 3) - 1; | |
97 } | |
98 } | |
99 SDL_UnlockSurface(bg); | |
100 return(bg); | |
101 } | |
102 | |
103 /* | |
104 * Return a surface flipped horisontally. Only works for 8bpp; | |
105 * extension to arbitrary bitness is left as an exercise for the reader. | |
106 */ | |
107 static SDL_Surface *hflip(SDL_Surface *s) | |
108 { | |
109 int i; | |
110 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, | |
111 0, 0, 0, 0); | |
112 /* copy palette */ | |
113 SDL_SetColors(z, s->format->palette->colors, | |
114 0, s->format->palette->ncolors); | |
115 if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) | |
116 sdlerr("locking flip images"); | |
117 | |
118 for(i = 0; i < s->h; i++) { | |
119 int j; | |
120 Uint8 *from = (Uint8 *)s->pixels + i * s->pitch; | |
121 Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1; | |
122 for(j = 0; j < s->w; j++) | |
123 to[-j] = from[j]; | |
124 } | |
125 | |
126 SDL_UnlockSurface(z); | |
127 SDL_UnlockSurface(s); | |
128 return z; | |
129 } | |
130 | |
131 int main(int argc, char **argv) | |
132 { | |
133 SDL_Color cmap[256]; | |
134 SDL_Surface *screen; | |
135 SDL_Surface *bg; | |
136 SDL_Surface *boat[2]; | |
137 unsigned vidflags = 0; | |
138 unsigned start; | |
139 int fade_max = 400; | |
140 int fade_level, fade_dir; | |
141 int boatcols, frames, i, red; | |
142 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; | |
143 int gamma_fade = 0; | |
144 int gamma_ramp = 0; | |
145 | |
146 if(SDL_Init(SDL_INIT_VIDEO) < 0) | |
147 sdlerr("initialising SDL"); | |
148 | |
149 while(--argc) { | |
150 ++argv; | |
151 if(strcmp(*argv, "-hw") == 0) | |
152 vidflags |= SDL_HWSURFACE; | |
153 else if(strcmp(*argv, "-fullscreen") == 0) | |
154 vidflags |= SDL_FULLSCREEN; | |
155 else if(strcmp(*argv, "-nofade") == 0) | |
156 fade_max = 1; | |
157 else if(strcmp(*argv, "-gamma") == 0) | |
158 gamma_fade = 1; | |
159 else if(strcmp(*argv, "-gammaramp") == 0) | |
160 gamma_ramp = 1; | |
161 else { | |
162 fprintf(stderr, | |
163 "usage: testpalette " | |
164 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); | |
1151
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
165 quit(1); |
0 | 166 } |
167 } | |
168 | |
169 /* Ask explicitly for 8bpp and a hardware palette */ | |
1516
4d241ea8a1cd
Updated MacOS Classic build
Sam Lantinga <slouken@libsdl.org>
parents:
1429
diff
changeset
|
170 if((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { |
0 | 171 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", |
172 SCRW, SCRH, SDL_GetError()); | |
1151
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
173 quit(1); |
0 | 174 } |
175 | |
1429
aff0170f9f1b
Date: Sat, 25 Feb 2006 14:26:19 +0100 (CET)
Sam Lantinga <slouken@libsdl.org>
parents:
1151
diff
changeset
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176 if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE); |
aff0170f9f1b
Date: Sat, 25 Feb 2006 14:26:19 +0100 (CET)
Sam Lantinga <slouken@libsdl.org>
parents:
1151
diff
changeset
|
177 |
1516
4d241ea8a1cd
Updated MacOS Classic build
Sam Lantinga <slouken@libsdl.org>
parents:
1429
diff
changeset
|
178 if((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) |
0 | 179 sdlerr("loading sail.bmp"); |
180 /* We've chosen magenta (#ff00ff) as colour key for the boat */ | |
181 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
182 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); | |
183 boatcols = boat[0]->format->palette->ncolors; | |
184 boat[1] = hflip(boat[0]); | |
185 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
186 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); | |
187 | |
188 /* | |
189 * First set the physical screen palette to black, so the user won't | |
190 * see our initial drawing on the screen. | |
191 */ | |
192 memset(cmap, 0, sizeof(cmap)); | |
193 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); | |
194 | |
195 /* | |
196 * Proper palette management is important when playing games with the | |
197 * colormap. We have divided the palette as follows: | |
198 * | |
199 * index 0..(boatcols-1): used for the boat | |
200 * index boatcols..(boatcols+63): used for the waves | |
201 */ | |
202 SDL_SetPalette(screen, SDL_LOGPAL, | |
203 boat[0]->format->palette->colors, 0, boatcols); | |
204 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); | |
205 | |
206 /* | |
207 * Now the logical screen palette is set, and will remain unchanged. | |
208 * The boats already have the same palette so fast blits can be used. | |
209 */ | |
210 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); | |
211 | |
212 /* save the index of the red colour for later */ | |
213 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); | |
214 | |
215 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ | |
216 | |
217 /* initial screen contents */ | |
218 if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0) | |
219 sdlerr("blitting background to screen"); | |
220 SDL_Flip(screen); /* actually put the background on screen */ | |
221 | |
222 /* determine initial boat placements */ | |
223 for(i = 0; i < NBOATS; i++) { | |
224 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; | |
225 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); | |
226 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; | |
227 } | |
228 | |
229 start = SDL_GetTicks(); | |
230 frames = 0; | |
231 fade_dir = 1; | |
232 fade_level = 0; | |
233 do { | |
234 SDL_Event e; | |
235 SDL_Rect updates[NBOATS]; | |
236 SDL_Rect r; | |
237 int redphase; | |
238 | |
239 /* A small event loop: just exit on any key or mouse button event */ | |
240 while(SDL_PollEvent(&e)) { | |
241 if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT | |
242 || e.type == SDL_MOUSEBUTTONDOWN) { | |
243 if(fade_dir < 0) | |
244 fade_level = 0; | |
245 fade_dir = -1; | |
246 } | |
247 } | |
248 | |
249 /* move boats */ | |
250 for(i = 0; i < NBOATS; i++) { | |
251 int old_x = boatx[i]; | |
252 /* update boat position */ | |
253 boatx[i] += boatdir[i] * SPEED; | |
254 if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) | |
255 boatdir[i] = -boatdir[i]; | |
256 | |
257 /* paint over the old boat position */ | |
258 r.x = old_x; | |
259 r.y = boaty[i]; | |
260 r.w = boat[0]->w; | |
261 r.h = boat[0]->h; | |
262 if(SDL_BlitSurface(bg, &r, screen, &r) < 0) | |
263 sdlerr("blitting background"); | |
264 | |
265 /* construct update rectangle (bounding box of old and new pos) */ | |
266 updates[i].x = MIN(old_x, boatx[i]); | |
267 updates[i].y = boaty[i]; | |
268 updates[i].w = boat[0]->w + SPEED; | |
269 updates[i].h = boat[0]->h; | |
270 /* clip update rectangle to screen */ | |
271 if(updates[i].x < 0) { | |
272 updates[i].w += updates[i].x; | |
273 updates[i].x = 0; | |
274 } | |
275 if(updates[i].x + updates[i].w > SCRW) | |
276 updates[i].w = SCRW - updates[i].x; | |
277 } | |
278 | |
279 for(i = 0; i < NBOATS; i++) { | |
280 /* paint boat on new position */ | |
281 r.x = boatx[i]; | |
282 r.y = boaty[i]; | |
283 if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, | |
284 screen, &r) < 0) | |
285 sdlerr("blitting boat"); | |
286 } | |
287 | |
288 /* cycle wave palette */ | |
289 for(i = 0; i < 64; i++) | |
290 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; | |
291 | |
292 if(fade_dir) { | |
293 /* Fade the entire palette in/out */ | |
294 fade_level += fade_dir; | |
295 | |
296 if(gamma_fade) { | |
297 /* Fade linearly in gamma level (lousy) */ | |
298 float level = (float)fade_level / fade_max; | |
299 if(SDL_SetGamma(level, level, level) < 0) | |
300 sdlerr("setting gamma"); | |
301 | |
302 } else if(gamma_ramp) { | |
303 /* Fade using gamma ramp (better) */ | |
304 Uint16 ramp[256]; | |
305 for(i = 0; i < 256; i++) | |
306 ramp[i] = (i * fade_level / fade_max) << 8; | |
307 if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0) | |
308 sdlerr("setting gamma ramp"); | |
309 | |
310 } else { | |
311 /* Fade using direct palette manipulation (best) */ | |
312 memcpy(cmap, screen->format->palette->colors, | |
313 boatcols * sizeof(SDL_Color)); | |
314 for(i = 0; i < boatcols + 64; i++) { | |
315 cmap[i].r = cmap[i].r * fade_level / fade_max; | |
316 cmap[i].g = cmap[i].g * fade_level / fade_max; | |
317 cmap[i].b = cmap[i].b * fade_level / fade_max; | |
318 } | |
319 } | |
320 if(fade_level == fade_max) | |
321 fade_dir = 0; | |
322 } | |
323 | |
324 /* pulse the red colour (done after the fade, for a night effect) */ | |
325 redphase = frames % 64; | |
326 cmap[red].r = (int)(255 * sin(redphase * M_PI / 63)); | |
327 | |
328 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); | |
329 | |
330 /* update changed areas of the screen */ | |
331 SDL_UpdateRects(screen, NBOATS, updates); | |
332 frames++; | |
333 } while(fade_level > 0); | |
334 | |
335 printf("%d frames, %.2f fps\n", | |
336 frames, 1000.0 * frames / (SDL_GetTicks() - start)); | |
1151
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
337 |
1429
aff0170f9f1b
Date: Sat, 25 Feb 2006 14:26:19 +0100 (CET)
Sam Lantinga <slouken@libsdl.org>
parents:
1151
diff
changeset
|
338 if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE); |
1151
be9c9c8f6d53
Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
Ryan C. Gordon <icculus@icculus.org>
parents:
0
diff
changeset
|
339 SDL_Quit(); |
0 | 340 return 0; |
341 } | |
342 |