annotate test/testpalette.c @ 4446:8b03a20b320f

Much improved multi-display support for iPad. Fixes most issues and limitations, I think.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 02 May 2010 05:08:12 -0400
parents 06f0768a904c
children
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 #include "SDL.h"
0
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14
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15 /* screen size */
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16 #define SCRW 640
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17 #define SCRH 480
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18
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19 #define NBOATS 5
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20 #define SPEED 2
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21
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22 #ifndef MIN
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23 #define MIN(a, b) ((a) < (b) ? (a) : (b))
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24 #endif
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25 #ifndef MAX
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26 #define MAX(a, b) ((a) > (b) ? (a) : (b))
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27 #endif
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28
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29 /*
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30 * wave colours: Made by taking a narrow cross-section of a wave picture
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31 * in Gimp, saving in PPM ascii format and formatting with Emacs macros.
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32 */
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33 static SDL_Color wavemap[] = {
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34 {0, 2, 103}, {0, 7, 110}, {0, 13, 117}, {0, 19, 125},
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35 {0, 25, 133}, {0, 31, 141}, {0, 37, 150}, {0, 43, 158},
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36 {0, 49, 166}, {0, 55, 174}, {0, 61, 182}, {0, 67, 190},
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37 {0, 73, 198}, {0, 79, 206}, {0, 86, 214}, {0, 96, 220},
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38 {5, 105, 224}, {12, 112, 226}, {19, 120, 227}, {26, 128, 229},
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39 {33, 135, 230}, {40, 143, 232}, {47, 150, 234}, {54, 158, 236},
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40 {61, 165, 238}, {68, 173, 239}, {75, 180, 241}, {82, 188, 242},
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41 {89, 195, 244}, {96, 203, 246}, {103, 210, 248}, {112, 218, 250},
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42 {124, 224, 250}, {135, 226, 251}, {146, 229, 251}, {156, 231, 252},
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43 {167, 233, 252}, {178, 236, 252}, {189, 238, 252}, {200, 240, 252},
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44 {211, 242, 252}, {222, 244, 252}, {233, 247, 252}, {242, 249, 252},
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45 {237, 250, 252}, {209, 251, 252}, {174, 251, 252}, {138, 252, 252},
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46 {102, 251, 252}, {63, 250, 252}, {24, 243, 252}, {7, 225, 252},
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47 {4, 203, 252}, {3, 181, 252}, {2, 158, 252}, {1, 136, 251},
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48 {0, 111, 248}, {0, 82, 234}, {0, 63, 213}, {0, 50, 192},
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49 {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114}
0
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50 };
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51
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52 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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53 static void
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54 quit(int rc)
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55 {
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56 SDL_Quit();
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57 exit(rc);
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58 }
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59
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60 static void
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61 sdlerr(char *when)
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62 {
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63 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
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64 quit(1);
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65 }
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66
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67 /* create a background surface */
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68 static SDL_Surface *
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69 make_bg(SDL_Surface * screen, int startcol)
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70 {
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71 int i;
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72 SDL_Surface *bg =
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73 SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
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74 8, 0, 0, 0, 0);
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75 if (!bg)
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76 sdlerr("creating background surface");
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77
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78 /* set the palette to the logical screen palette so that blits
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79 won't be translated */
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422452508c76 Fixed palette sharing
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80 SDL_SetSurfacePalette(bg, screen->format->palette);
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81
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82 /* Make a wavy background pattern using colours 0-63 */
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83 if (SDL_LockSurface(bg) < 0)
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84 sdlerr("locking background");
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85 for (i = 0; i < SCRH; i++) {
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86 Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch;
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87 int j, d;
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88 d = 0;
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89 for (j = 0; j < SCRW; j++) {
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90 int v = MAX(d, -2);
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91 v = MIN(v, 2);
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92 if (i > 0)
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93 v += p[-bg->pitch] + 65 - startcol;
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94 p[j] = startcol + (v & 63);
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95 d += ((rand() >> 3) % 3) - 1;
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96 }
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97 }
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98 SDL_UnlockSurface(bg);
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99 return (bg);
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100 }
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101
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102 /*
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103 * Return a surface flipped horisontally. Only works for 8bpp;
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104 * extension to arbitrary bitness is left as an exercise for the reader.
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105 */
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106 static SDL_Surface *
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107 hflip(SDL_Surface * s)
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108 {
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109 int i;
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110 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
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111 0, 0, 0, 0);
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112 /* copy palette */
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113 SDL_SetColors(z, s->format->palette->colors,
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114 0, s->format->palette->ncolors);
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115 if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)
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116 sdlerr("locking flip images");
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117
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118 for (i = 0; i < s->h; i++) {
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119 int j;
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120 Uint8 *from = (Uint8 *) s->pixels + i * s->pitch;
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121 Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1;
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122 for (j = 0; j < s->w; j++)
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123 to[-j] = from[j];
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124 }
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125
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126 SDL_UnlockSurface(z);
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127 SDL_UnlockSurface(s);
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128 return z;
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129 }
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130
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131 int
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132 main(int argc, char **argv)
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133 {
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134 SDL_Color cmap[256];
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135 SDL_Surface *screen;
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136 SDL_Surface *bg;
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137 SDL_Surface *boat[2];
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138 unsigned vidflags = 0;
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139 unsigned start;
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140 int fade_max = 400;
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141 int fade_level, fade_dir;
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142 int boatcols, frames, i, red;
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143 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
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144 int gamma_fade = 0;
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145 int gamma_ramp = 0;
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146
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147 if (SDL_Init(SDL_INIT_VIDEO) < 0)
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148 sdlerr("initialising SDL");
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149
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150 while (--argc) {
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151 ++argv;
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152 if (strcmp(*argv, "-hw") == 0)
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153 vidflags |= SDL_HWSURFACE;
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154 else if (strcmp(*argv, "-fullscreen") == 0)
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155 vidflags |= SDL_FULLSCREEN;
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156 else if (strcmp(*argv, "-nofade") == 0)
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157 fade_max = 1;
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158 else if (strcmp(*argv, "-gamma") == 0)
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159 gamma_fade = 1;
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160 else if (strcmp(*argv, "-gammaramp") == 0)
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161 gamma_ramp = 1;
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162 else {
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163 fprintf(stderr,
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164 "usage: testpalette "
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165 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
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166 quit(1);
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167 }
0
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168 }
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169
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170 /* Ask explicitly for 8bpp and a hardware palette */
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171 if ((screen =
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172 SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) {
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173 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
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174 SCRW, SCRH, SDL_GetError());
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175 quit(1);
0
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176 }
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177
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178 if (vidflags & SDL_FULLSCREEN)
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179 SDL_ShowCursor(SDL_FALSE);
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180
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181 if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL)
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182 sdlerr("loading sail.bmp");
0
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183 /* We've chosen magenta (#ff00ff) as colour key for the boat */
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184 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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185 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
0
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186 boatcols = boat[0]->format->palette->ncolors;
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187 if (boatcols >= 256)
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188 sdlerr("too many colors in sail.bmp");
0
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189 boat[1] = hflip(boat[0]);
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190 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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191 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
0
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192
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193 /*
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194 * First set the physical screen palette to black, so the user won't
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195 * see our initial drawing on the screen.
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196 */
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197 memset(cmap, 0, sizeof(cmap));
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198 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
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199
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200 /*
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201 * Proper palette management is important when playing games with the
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202 * colormap. We have divided the palette as follows:
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203 *
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204 * index 0..(boatcols-1): used for the boat
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205 * index boatcols..(boatcols+63): used for the waves
0
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206 */
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207 SDL_SetPalette(screen, SDL_LOGPAL,
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208 boat[0]->format->palette->colors, 0, boatcols);
0
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209 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
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210
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211 /*
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212 * Now the logical screen palette is set, and will remain unchanged.
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213 * The boats already have the same palette so fast blits can be used.
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214 */
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215 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
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216
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217 /* save the index of the red colour for later */
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218 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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219
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220 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
0
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221
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222 /* initial screen contents */
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223 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
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224 sdlerr("blitting background to screen");
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225 SDL_Flip(screen); /* actually put the background on screen */
0
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226
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227 /* determine initial boat placements */
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228 for (i = 0; i < NBOATS; i++) {
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229 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
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230 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
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231 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
0
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232 }
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233
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234 start = SDL_GetTicks();
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235 frames = 0;
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236 fade_dir = 1;
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237 fade_level = 0;
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238 do {
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239 SDL_Event e;
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240 SDL_Rect updates[NBOATS];
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241 SDL_Rect r;
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242 int redphase;
0
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243
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244 /* A small event loop: just exit on any key or mouse button event */
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245 while (SDL_PollEvent(&e)) {
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246 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT
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247 || e.type == SDL_MOUSEBUTTONDOWN) {
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248 if (fade_dir < 0)
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249 fade_level = 0;
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250 fade_dir = -1;
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251 }
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252 }
0
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253
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254 /* move boats */
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255 for (i = 0; i < NBOATS; i++) {
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256 int old_x = boatx[i];
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257 /* update boat position */
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258 boatx[i] += boatdir[i] * SPEED;
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259 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
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260 boatdir[i] = -boatdir[i];
0
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261
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262 /* paint over the old boat position */
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263 r.x = old_x;
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264 r.y = boaty[i];
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265 r.w = boat[0]->w;
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266 r.h = boat[0]->h;
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267 if (SDL_BlitSurface(bg, &r, screen, &r) < 0)
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268 sdlerr("blitting background");
0
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269
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270 /* construct update rectangle (bounding box of old and new pos) */
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271 updates[i].x = MIN(old_x, boatx[i]);
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272 updates[i].y = boaty[i];
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273 updates[i].w = boat[0]->w + SPEED;
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274 updates[i].h = boat[0]->h;
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275 /* clip update rectangle to screen */
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276 if (updates[i].x < 0) {
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277 updates[i].w += updates[i].x;
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278 updates[i].x = 0;
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279 }
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280 if (updates[i].x + updates[i].w > SCRW)
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281 updates[i].w = SCRW - updates[i].x;
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282 }
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283
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284 for (i = 0; i < NBOATS; i++) {
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285 /* paint boat on new position */
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286 r.x = boatx[i];
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287 r.y = boaty[i];
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288 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
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289 screen, &r) < 0)
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290 sdlerr("blitting boat");
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291 }
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292
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293 /* cycle wave palette */
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294 for (i = 0; i < 64; i++)
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295 cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
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296
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297 if (fade_dir) {
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298 /* Fade the entire palette in/out */
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299 fade_level += fade_dir;
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300
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301 if (gamma_fade) {
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302 /* Fade linearly in gamma level (lousy) */
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303 float level = (float) fade_level / fade_max;
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304 if (SDL_SetGamma(level, level, level) < 0)
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305 sdlerr("setting gamma");
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306
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307 } else if (gamma_ramp) {
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308 /* Fade using gamma ramp (better) */
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309 Uint16 ramp[256];
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310 for (i = 0; i < 256; i++)
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311 ramp[i] = (i * fade_level / fade_max) << 8;
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312 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
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313 sdlerr("setting gamma ramp");
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314
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315 } else {
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316 /* Fade using direct palette manipulation (best) */
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317 memcpy(cmap, screen->format->palette->colors,
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318 boatcols * sizeof(SDL_Color));
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319 for (i = 0; i < boatcols + 64; i++) {
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320 cmap[i].r = cmap[i].r * fade_level / fade_max;
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321 cmap[i].g = cmap[i].g * fade_level / fade_max;
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322 cmap[i].b = cmap[i].b * fade_level / fade_max;
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323 }
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324 }
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325 if (fade_level == fade_max)
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326 fade_dir = 0;
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327 }
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328
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329 /* pulse the red colour (done after the fade, for a night effect) */
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330 redphase = frames % 64;
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331 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63));
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332
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333 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
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334
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335 /* update changed areas of the screen */
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336 SDL_UpdateRects(screen, NBOATS, updates);
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337 frames++;
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338 } while (fade_level > 0);
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339
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340 printf("%d frames, %.2f fps\n",
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341 frames, 1000.0 * frames / (SDL_GetTicks() - start));
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342
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343 if (vidflags & SDL_FULLSCREEN)
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344 SDL_ShowCursor(SDL_TRUE);
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diff changeset
345 SDL_Quit();
0
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346 return 0;
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347 }