annotate test/testpalette.c @ 1180:bdcb8bb4c831

From: Tyler Montbriand <tsm@accesscomm.ca> To: sdl@libsdl.org Date: Fri, 30 Sep 2005 02:24:50 -0600 Subject: [SDL] WinCE timers, continued Here's a strange timer for Windows CE that doesn't ignore time across suspends. It uses GetSystemTime to keep the time continuous, and GetTicks to get finer-grained readings than 1 second. It detects the difference between the GetTicks time and GetSystemTime time on power-on to keep the error within one second max. It's not a patch on the current win32 timer code -- took one look at that and figured it had more than enough #ifdefs already. It's windows-ce specific. Another thing I've noticed is that the Windows CE 4.0 and newer API has functions warn processes about suspends. This is something SDL REALLY needs for audio in particular, because turning it off while it's playing causes anything that uses audio to hardlock the system on power-on. Unfortunately I don't have 4.0 to play with. :(
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 22 Nov 2005 07:10:07 +0000
parents be9c9c8f6d53
children aff0170f9f1b
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 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
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58 static void quit(int rc)
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59 {
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60 SDL_Quit();
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61 exit(rc);
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62 }
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63
0
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64 static void sdlerr(char *when)
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65 {
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66 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
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67 quit(1);
0
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68 }
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69
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70 /* create a background surface */
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71 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol)
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72 {
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73 int i;
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74 SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
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75 8, 0, 0, 0, 0);
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76 if(!bg)
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77 sdlerr("creating background surface");
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78
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79 /* set the palette to the logical screen palette so that blits
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80 won't be translated */
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81 SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
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82
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83 /* Make a wavy background pattern using colours 0-63 */
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84 if(SDL_LockSurface(bg) < 0)
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85 sdlerr("locking background");
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86 for(i = 0; i < SCRH; i++) {
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87 Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch;
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88 int j, d;
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89 d = 0;
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90 for(j = 0; j < SCRW; j++) {
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91 int v = MAX(d, -2);
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92 v = MIN(v, 2);
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93 if(i > 0)
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94 v += p[-bg->pitch] + 65 - startcol;
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95 p[j] = startcol + (v & 63);
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96 d += ((rand() >> 3) % 3) - 1;
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97 }
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98 }
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99 SDL_UnlockSurface(bg);
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100 return(bg);
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101 }
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102
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103 /*
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104 * Return a surface flipped horisontally. Only works for 8bpp;
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105 * extension to arbitrary bitness is left as an exercise for the reader.
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106 */
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107 static SDL_Surface *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 main(int argc, char **argv)
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132 {
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133 SDL_Color cmap[256];
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134 SDL_Surface *screen;
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135 SDL_Surface *bg;
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136 SDL_Surface *boat[2];
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137 unsigned vidflags = 0;
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138 unsigned start;
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139 int fade_max = 400;
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140 int fade_level, fade_dir;
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141 int boatcols, frames, i, red;
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142 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
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143 int gamma_fade = 0;
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144 int gamma_ramp = 0;
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145
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146 if(SDL_Init(SDL_INIT_VIDEO) < 0)
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147 sdlerr("initialising SDL");
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148
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149 while(--argc) {
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150 ++argv;
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151 if(strcmp(*argv, "-hw") == 0)
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152 vidflags |= SDL_HWSURFACE;
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153 else if(strcmp(*argv, "-fullscreen") == 0)
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154 vidflags |= SDL_FULLSCREEN;
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155 else if(strcmp(*argv, "-nofade") == 0)
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156 fade_max = 1;
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157 else if(strcmp(*argv, "-gamma") == 0)
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158 gamma_fade = 1;
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diff changeset
159 else if(strcmp(*argv, "-gammaramp") == 0)
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diff changeset
160 gamma_ramp = 1;
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161 else {
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162 fprintf(stderr,
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163 "usage: testpalette "
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164 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
1151
be9c9c8f6d53 Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
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parents: 0
diff changeset
165 quit(1);
0
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166 }
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167 }
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diff changeset
168
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parents:
diff changeset
169 /* Ask explicitly for 8bpp and a hardware palette */
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parents:
diff changeset
170 if(!(screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE))) {
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171 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
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172 SCRW, SCRH, SDL_GetError());
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parents: 0
diff changeset
173 quit(1);
0
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parents:
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174 }
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diff changeset
175
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176 if(!(boat[0] = SDL_LoadBMP("sail.bmp")))
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177 sdlerr("loading sail.bmp");
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178 /* We've chosen magenta (#ff00ff) as colour key for the boat */
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179 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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180 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
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181 boatcols = boat[0]->format->palette->ncolors;
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182 boat[1] = hflip(boat[0]);
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183 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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184 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
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185
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186 /*
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187 * First set the physical screen palette to black, so the user won't
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188 * see our initial drawing on the screen.
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189 */
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190 memset(cmap, 0, sizeof(cmap));
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191 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
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192
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193 /*
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194 * Proper palette management is important when playing games with the
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195 * colormap. We have divided the palette as follows:
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196 *
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197 * index 0..(boatcols-1): used for the boat
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198 * index boatcols..(boatcols+63): used for the waves
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199 */
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200 SDL_SetPalette(screen, SDL_LOGPAL,
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201 boat[0]->format->palette->colors, 0, boatcols);
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202 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
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diff changeset
203
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diff changeset
204 /*
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parents:
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205 * Now the logical screen palette is set, and will remain unchanged.
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parents:
diff changeset
206 * The boats already have the same palette so fast blits can be used.
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diff changeset
207 */
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diff changeset
208 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
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diff changeset
209
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parents:
diff changeset
210 /* save the index of the red colour for later */
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parents:
diff changeset
211 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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diff changeset
212
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diff changeset
213 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
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diff changeset
214
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parents:
diff changeset
215 /* initial screen contents */
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parents:
diff changeset
216 if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
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parents:
diff changeset
217 sdlerr("blitting background to screen");
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parents:
diff changeset
218 SDL_Flip(screen); /* actually put the background on screen */
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parents:
diff changeset
219
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parents:
diff changeset
220 /* determine initial boat placements */
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parents:
diff changeset
221 for(i = 0; i < NBOATS; i++) {
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parents:
diff changeset
222 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
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parents:
diff changeset
223 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
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parents:
diff changeset
224 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
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parents:
diff changeset
225 }
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parents:
diff changeset
226
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diff changeset
227 start = SDL_GetTicks();
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diff changeset
228 frames = 0;
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diff changeset
229 fade_dir = 1;
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parents:
diff changeset
230 fade_level = 0;
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parents:
diff changeset
231 do {
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diff changeset
232 SDL_Event e;
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diff changeset
233 SDL_Rect updates[NBOATS];
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parents:
diff changeset
234 SDL_Rect r;
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parents:
diff changeset
235 int redphase;
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parents:
diff changeset
236
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parents:
diff changeset
237 /* A small event loop: just exit on any key or mouse button event */
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parents:
diff changeset
238 while(SDL_PollEvent(&e)) {
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parents:
diff changeset
239 if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT
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parents:
diff changeset
240 || e.type == SDL_MOUSEBUTTONDOWN) {
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parents:
diff changeset
241 if(fade_dir < 0)
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parents:
diff changeset
242 fade_level = 0;
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parents:
diff changeset
243 fade_dir = -1;
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parents:
diff changeset
244 }
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parents:
diff changeset
245 }
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parents:
diff changeset
246
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parents:
diff changeset
247 /* move boats */
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parents:
diff changeset
248 for(i = 0; i < NBOATS; i++) {
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parents:
diff changeset
249 int old_x = boatx[i];
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parents:
diff changeset
250 /* update boat position */
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parents:
diff changeset
251 boatx[i] += boatdir[i] * SPEED;
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parents:
diff changeset
252 if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
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parents:
diff changeset
253 boatdir[i] = -boatdir[i];
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parents:
diff changeset
254
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parents:
diff changeset
255 /* paint over the old boat position */
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parents:
diff changeset
256 r.x = old_x;
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parents:
diff changeset
257 r.y = boaty[i];
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
258 r.w = boat[0]->w;
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parents:
diff changeset
259 r.h = boat[0]->h;
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parents:
diff changeset
260 if(SDL_BlitSurface(bg, &r, screen, &r) < 0)
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parents:
diff changeset
261 sdlerr("blitting background");
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parents:
diff changeset
262
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parents:
diff changeset
263 /* construct update rectangle (bounding box of old and new pos) */
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parents:
diff changeset
264 updates[i].x = MIN(old_x, boatx[i]);
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parents:
diff changeset
265 updates[i].y = boaty[i];
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parents:
diff changeset
266 updates[i].w = boat[0]->w + SPEED;
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parents:
diff changeset
267 updates[i].h = boat[0]->h;
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parents:
diff changeset
268 /* clip update rectangle to screen */
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parents:
diff changeset
269 if(updates[i].x < 0) {
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parents:
diff changeset
270 updates[i].w += updates[i].x;
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parents:
diff changeset
271 updates[i].x = 0;
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parents:
diff changeset
272 }
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
273 if(updates[i].x + updates[i].w > SCRW)
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parents:
diff changeset
274 updates[i].w = SCRW - updates[i].x;
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parents:
diff changeset
275 }
74212992fb08 Initial revision
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parents:
diff changeset
276
74212992fb08 Initial revision
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parents:
diff changeset
277 for(i = 0; i < NBOATS; i++) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
278 /* paint boat on new position */
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parents:
diff changeset
279 r.x = boatx[i];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
280 r.y = boaty[i];
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
281 if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
282 screen, &r) < 0)
74212992fb08 Initial revision
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parents:
diff changeset
283 sdlerr("blitting boat");
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
284 }
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
285
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
286 /* cycle wave palette */
74212992fb08 Initial revision
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parents:
diff changeset
287 for(i = 0; i < 64; i++)
74212992fb08 Initial revision
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parents:
diff changeset
288 cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
74212992fb08 Initial revision
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parents:
diff changeset
289
74212992fb08 Initial revision
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parents:
diff changeset
290 if(fade_dir) {
74212992fb08 Initial revision
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parents:
diff changeset
291 /* Fade the entire palette in/out */
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parents:
diff changeset
292 fade_level += fade_dir;
74212992fb08 Initial revision
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parents:
diff changeset
293
74212992fb08 Initial revision
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parents:
diff changeset
294 if(gamma_fade) {
74212992fb08 Initial revision
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parents:
diff changeset
295 /* Fade linearly in gamma level (lousy) */
74212992fb08 Initial revision
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parents:
diff changeset
296 float level = (float)fade_level / fade_max;
74212992fb08 Initial revision
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parents:
diff changeset
297 if(SDL_SetGamma(level, level, level) < 0)
74212992fb08 Initial revision
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parents:
diff changeset
298 sdlerr("setting gamma");
74212992fb08 Initial revision
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parents:
diff changeset
299
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
300 } else if(gamma_ramp) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
301 /* Fade using gamma ramp (better) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
302 Uint16 ramp[256];
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
303 for(i = 0; i < 256; i++)
74212992fb08 Initial revision
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parents:
diff changeset
304 ramp[i] = (i * fade_level / fade_max) << 8;
74212992fb08 Initial revision
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parents:
diff changeset
305 if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
74212992fb08 Initial revision
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parents:
diff changeset
306 sdlerr("setting gamma ramp");
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
307
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
308 } else {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
309 /* Fade using direct palette manipulation (best) */
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
310 memcpy(cmap, screen->format->palette->colors,
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
311 boatcols * sizeof(SDL_Color));
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
312 for(i = 0; i < boatcols + 64; i++) {
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
313 cmap[i].r = cmap[i].r * fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
314 cmap[i].g = cmap[i].g * fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
315 cmap[i].b = cmap[i].b * fade_level / fade_max;
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
316 }
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317 }
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318 if(fade_level == fade_max)
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319 fade_dir = 0;
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320 }
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321
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322 /* pulse the red colour (done after the fade, for a night effect) */
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323 redphase = frames % 64;
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324 cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));
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325
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326 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
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327
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328 /* update changed areas of the screen */
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329 SDL_UpdateRects(screen, NBOATS, updates);
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330 frames++;
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331 } while(fade_level > 0);
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332
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333 printf("%d frames, %.2f fps\n",
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334 frames, 1000.0 * frames / (SDL_GetTicks() - start));
1151
be9c9c8f6d53 Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
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335
be9c9c8f6d53 Removed atexit() from most of the test programs; atexit(SDL_Quit) isn't safe
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336 SDL_Quit();
0
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337 return 0;
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338 }
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339