Mercurial > sdl-ios-xcode
annotate test/testpalette.c @ 4504:9faebccfefb3
Amazingly the Windows code is almost identical to the Mac OS X code. :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 08 Jul 2010 23:07:34 -0700 |
parents | 06f0768a904c |
children |
rev | line source |
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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 | |
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13 #include "SDL.h" |
0 | 14 |
15 /* screen size */ | |
16 #define SCRW 640 | |
17 #define SCRH 480 | |
18 | |
19 #define NBOATS 5 | |
20 #define SPEED 2 | |
21 | |
22 #ifndef MIN | |
23 #define MIN(a, b) ((a) < (b) ? (a) : (b)) | |
24 #endif | |
25 #ifndef MAX | |
26 #define MAX(a, b) ((a) > (b) ? (a) : (b)) | |
27 #endif | |
28 | |
29 /* | |
30 * wave colours: Made by taking a narrow cross-section of a wave picture | |
31 * in Gimp, saving in PPM ascii format and formatting with Emacs macros. | |
32 */ | |
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 | 50 }; |
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) |
0 | 62 { |
63 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); | |
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64 quit(1); |
0 | 65 } |
66 | |
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) |
0 | 70 { |
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"); |
0 | 77 |
78 /* set the palette to the logical screen palette so that blits | |
79 won't be translated */ | |
2855 | 80 SDL_SetSurfacePalette(bg, screen->format->palette); |
0 | 81 |
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 } |
0 | 97 } |
98 SDL_UnlockSurface(bg); | |
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99 return (bg); |
0 | 100 } |
101 | |
102 /* | |
103 * Return a surface flipped horisontally. Only works for 8bpp; | |
104 * extension to arbitrary bitness is left as an exercise for the reader. | |
105 */ | |
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106 static SDL_Surface * |
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107 hflip(SDL_Surface * s) |
0 | 108 { |
109 int i; | |
110 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, | |
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111 0, 0, 0, 0); |
0 | 112 /* copy palette */ |
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"); |
0 | 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]; |
0 | 124 } |
125 | |
126 SDL_UnlockSurface(z); | |
127 SDL_UnlockSurface(s); | |
128 return z; | |
129 } | |
130 | |
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131 int |
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132 main(int argc, char **argv) |
0 | 133 { |
134 SDL_Color cmap[256]; | |
135 SDL_Surface *screen; | |
136 SDL_Surface *bg; | |
137 SDL_Surface *boat[2]; | |
138 unsigned vidflags = 0; | |
139 unsigned start; | |
140 int fade_max = 400; | |
141 int fade_level, fade_dir; | |
142 int boatcols, frames, i, red; | |
143 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; | |
144 int gamma_fade = 0; | |
145 int gamma_ramp = 0; | |
146 | |
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147 if (SDL_Init(SDL_INIT_VIDEO) < 0) |
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148 sdlerr("initialising SDL"); |
0 | 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 | 168 } |
169 | |
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 | 176 } |
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 | 183 /* We've chosen magenta (#ff00ff) as colour key for the boat */ |
184 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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185 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); |
0 | 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 | 189 boat[1] = hflip(boat[0]); |
190 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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191 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); |
0 | 192 |
193 /* | |
194 * First set the physical screen palette to black, so the user won't | |
195 * see our initial drawing on the screen. | |
196 */ | |
197 memset(cmap, 0, sizeof(cmap)); | |
198 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); | |
199 | |
200 /* | |
201 * Proper palette management is important when playing games with the | |
202 * colormap. We have divided the palette as follows: | |
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 | 206 */ |
207 SDL_SetPalette(screen, SDL_LOGPAL, | |
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208 boat[0]->format->palette->colors, 0, boatcols); |
0 | 209 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); |
210 | |
211 /* | |
212 * Now the logical screen palette is set, and will remain unchanged. | |
213 * The boats already have the same palette so fast blits can be used. | |
214 */ | |
215 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); | |
216 | |
217 /* save the index of the red colour for later */ | |
218 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); | |
219 | |
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220 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ |
0 | 221 |
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 | 226 |
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 | 232 } |
233 | |
234 start = SDL_GetTicks(); | |
235 frames = 0; | |
236 fade_dir = 1; | |
237 fade_level = 0; | |
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 | 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 | 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 | 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 | 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 } |
0 | 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 } |
0 | 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]; |
0 | 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; |
0 | 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"); |
0 | 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"); |
0 | 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 } |
0 | 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); |
0 | 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); |
0 | 339 |
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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345 SDL_Quit(); |
0 | 346 return 0; |
347 } |