annotate test/testpalette.c @ 1118:65f4b2dd46b7

Date: Wed, 17 Aug 2005 11:23:40 -0400 From: Matt L <prometheus.uw@gmail.com> To: "Ryan C. Gordon" <icculus@clutteredmind.org> Subject: SDL Patch Hio, I saw your last call on the mailing list. Here's a patch which I submitted about two weeks ago which hasn't made it in. In the current sdl.m4, there's a bug where if your configure.ac, you have AC_LANG(C++) specified, it won't properly compile and link the SDL test program when you run the configure script. This is because only the default CFLAGS is overriden in sdl.m4, and in the patch below, I've fixed it so it overrides CXXFLAGS as well, allowing it to work with g++.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 18 Aug 2005 06:06:02 +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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139 if(SDL_Init(SDL_INIT_VIDEO) < 0)
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140 sdlerr("initialising SDL");
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141
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142 atexit(SDL_Quit);
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143
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144 while(--argc) {
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145 ++argv;
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146 if(strcmp(*argv, "-hw") == 0)
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147 vidflags |= SDL_HWSURFACE;
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148 else if(strcmp(*argv, "-fullscreen") == 0)
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149 vidflags |= SDL_FULLSCREEN;
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150 else if(strcmp(*argv, "-nofade") == 0)
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151 fade_max = 1;
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152 else if(strcmp(*argv, "-gamma") == 0)
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153 gamma_fade = 1;
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154 else if(strcmp(*argv, "-gammaramp") == 0)
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155 gamma_ramp = 1;
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156 else {
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157 fprintf(stderr,
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158 "usage: testpalette "
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159 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
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parents:
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160 return 1;
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parents:
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161 }
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parents:
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162 }
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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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parents:
diff changeset
167 SCRW, SCRH, SDL_GetError());
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parents:
diff changeset
168 return 1;
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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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parents:
diff changeset
172 sdlerr("loading sail.bmp");
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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:
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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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parents:
diff changeset
182 * First set the physical screen palette to black, so the user won't
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parents:
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183 * see our initial drawing on the screen.
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parents:
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184 */
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parents:
diff changeset
185 memset(cmap, 0, sizeof(cmap));
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186 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
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187
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parents:
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188 /*
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parents:
diff changeset
189 * Proper palette management is important when playing games with the
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parents:
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190 * colormap. We have divided the palette as follows:
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191 *
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192 * index 0..(boatcols-1): used for the boat
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parents:
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193 * index boatcols..(boatcols+63): used for the waves
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parents:
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194 */
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195 SDL_SetPalette(screen, SDL_LOGPAL,
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196 boat[0]->format->palette->colors, 0, boatcols);
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197 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
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198
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diff changeset
199 /*
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parents:
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200 * Now the logical screen palette is set, and will remain unchanged.
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parents:
diff changeset
201 * The boats already have the same palette so fast blits can be used.
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parents:
diff changeset
202 */
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parents:
diff changeset
203 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
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parents:
diff changeset
204
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parents:
diff changeset
205 /* save the index of the red colour for later */
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diff changeset
206 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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207
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diff changeset
208 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
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parents:
diff changeset
209
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parents:
diff changeset
210 /* initial screen contents */
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parents:
diff changeset
211 if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
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parents:
diff changeset
212 sdlerr("blitting background to screen");
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parents:
diff changeset
213 SDL_Flip(screen); /* actually put the background on screen */
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parents:
diff changeset
214
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parents:
diff changeset
215 /* determine initial boat placements */
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parents:
diff changeset
216 for(i = 0; i < NBOATS; i++) {
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diff changeset
217 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
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parents:
diff changeset
218 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
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parents:
diff changeset
219 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
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parents:
diff changeset
220 }
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parents:
diff changeset
221
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parents:
diff changeset
222 start = SDL_GetTicks();
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parents:
diff changeset
223 frames = 0;
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parents:
diff changeset
224 fade_dir = 1;
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parents:
diff changeset
225 fade_level = 0;
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parents:
diff changeset
226 do {
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diff changeset
227 SDL_Event e;
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parents:
diff changeset
228 SDL_Rect updates[NBOATS];
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parents:
diff changeset
229 SDL_Rect r;
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parents:
diff changeset
230 int redphase;
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parents:
diff changeset
231
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parents:
diff changeset
232 /* A small event loop: just exit on any key or mouse button event */
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parents:
diff changeset
233 while(SDL_PollEvent(&e)) {
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parents:
diff changeset
234 if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT
74212992fb08 Initial revision
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parents:
diff changeset
235 || e.type == SDL_MOUSEBUTTONDOWN) {
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parents:
diff changeset
236 if(fade_dir < 0)
74212992fb08 Initial revision
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parents:
diff changeset
237 fade_level = 0;
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parents:
diff changeset
238 fade_dir = -1;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
239 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
240 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
241
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parents:
diff changeset
242 /* move boats */
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parents:
diff changeset
243 for(i = 0; i < NBOATS; i++) {
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
244 int old_x = boatx[i];
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
245 /* update boat position */
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parents:
diff changeset
246 boatx[i] += boatdir[i] * SPEED;
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parents:
diff changeset
247 if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
74212992fb08 Initial revision
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parents:
diff changeset
248 boatdir[i] = -boatdir[i];
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parents:
diff changeset
249
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parents:
diff changeset
250 /* paint over the old boat position */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
251 r.x = old_x;
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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;
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
254 r.h = boat[0]->h;
74212992fb08 Initial revision
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parents:
diff changeset
255 if(SDL_BlitSurface(bg, &r, screen, &r) < 0)
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parents:
diff changeset
256 sdlerr("blitting background");
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parents:
diff changeset
257
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
258 /* construct update rectangle (bounding box of old and new pos) */
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
259 updates[i].x = MIN(old_x, boatx[i]);
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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;
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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;
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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)
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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 */
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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:
diff changeset
303 } else {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
304 /* Fade using direct palette manipulation (best) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
305 memcpy(cmap, screen->format->palette->colors,
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
306 boatcols * sizeof(SDL_Color));
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
307 for(i = 0; i < boatcols + 64; i++) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
308 cmap[i].r = cmap[i].r * fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
309 cmap[i].g = cmap[i].g * fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
310 cmap[i].b = cmap[i].b * fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
311 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
312 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
313 if(fade_level == fade_max)
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
314 fade_dir = 0;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
315 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
316
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
317 /* pulse the red colour (done after the fade, for a night effect) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
318 redphase = frames % 64;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
319 cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
320
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
321 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
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