Mercurial > sdl-ios-xcode
annotate test/testpalette.c @ 3279:fd207dce9f94
I think this fixes the texture pixel alignment
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sat, 19 Sep 2009 12:48:52 +0000 |
parents | 422452508c76 |
children | 06f0768a904c |
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 | |
13 /* This isn't in the Windows headers */ | |
14 #ifndef M_PI | |
15 #define M_PI 3.14159265358979323846 | |
16 #endif | |
17 | |
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18 #include "SDL.h" |
0 | 19 |
20 /* screen size */ | |
21 #define SCRW 640 | |
22 #define SCRH 480 | |
23 | |
24 #define NBOATS 5 | |
25 #define SPEED 2 | |
26 | |
27 #ifndef MIN | |
28 #define MIN(a, b) ((a) < (b) ? (a) : (b)) | |
29 #endif | |
30 #ifndef MAX | |
31 #define MAX(a, b) ((a) > (b) ? (a) : (b)) | |
32 #endif | |
33 | |
34 /* | |
35 * wave colours: Made by taking a narrow cross-section of a wave picture | |
36 * in Gimp, saving in PPM ascii format and formatting with Emacs macros. | |
37 */ | |
38 static SDL_Color wavemap[] = { | |
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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} |
0 | 55 }; |
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 |
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59 quit(int rc) |
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60 { |
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61 SDL_Quit(); |
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62 exit(rc); |
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63 } |
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64 |
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65 static void |
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66 sdlerr(char *when) |
0 | 67 { |
68 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); | |
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69 quit(1); |
0 | 70 } |
71 | |
72 /* create a background surface */ | |
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73 static SDL_Surface * |
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74 make_bg(SDL_Surface * screen, int startcol) |
0 | 75 { |
76 int i; | |
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77 SDL_Surface *bg = |
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78 SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, |
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79 8, 0, 0, 0, 0); |
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80 if (!bg) |
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81 sdlerr("creating background surface"); |
0 | 82 |
83 /* set the palette to the logical screen palette so that blits | |
84 won't be translated */ | |
2855 | 85 SDL_SetSurfacePalette(bg, screen->format->palette); |
0 | 86 |
87 /* Make a wavy background pattern using colours 0-63 */ | |
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88 if (SDL_LockSurface(bg) < 0) |
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89 sdlerr("locking background"); |
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90 for (i = 0; i < SCRH; i++) { |
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91 Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch; |
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92 int j, d; |
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93 d = 0; |
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94 for (j = 0; j < SCRW; j++) { |
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95 int v = MAX(d, -2); |
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96 v = MIN(v, 2); |
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97 if (i > 0) |
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98 v += p[-bg->pitch] + 65 - startcol; |
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99 p[j] = startcol + (v & 63); |
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100 d += ((rand() >> 3) % 3) - 1; |
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101 } |
0 | 102 } |
103 SDL_UnlockSurface(bg); | |
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104 return (bg); |
0 | 105 } |
106 | |
107 /* | |
108 * Return a surface flipped horisontally. Only works for 8bpp; | |
109 * extension to arbitrary bitness is left as an exercise for the reader. | |
110 */ | |
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111 static SDL_Surface * |
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112 hflip(SDL_Surface * s) |
0 | 113 { |
114 int i; | |
115 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, | |
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116 0, 0, 0, 0); |
0 | 117 /* copy palette */ |
118 SDL_SetColors(z, s->format->palette->colors, | |
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119 0, s->format->palette->ncolors); |
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120 if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) |
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121 sdlerr("locking flip images"); |
0 | 122 |
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123 for (i = 0; i < s->h; i++) { |
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124 int j; |
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125 Uint8 *from = (Uint8 *) s->pixels + i * s->pitch; |
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126 Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1; |
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127 for (j = 0; j < s->w; j++) |
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128 to[-j] = from[j]; |
0 | 129 } |
130 | |
131 SDL_UnlockSurface(z); | |
132 SDL_UnlockSurface(s); | |
133 return z; | |
134 } | |
135 | |
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136 int |
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137 main(int argc, char **argv) |
0 | 138 { |
139 SDL_Color cmap[256]; | |
140 SDL_Surface *screen; | |
141 SDL_Surface *bg; | |
142 SDL_Surface *boat[2]; | |
143 unsigned vidflags = 0; | |
144 unsigned start; | |
145 int fade_max = 400; | |
146 int fade_level, fade_dir; | |
147 int boatcols, frames, i, red; | |
148 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; | |
149 int gamma_fade = 0; | |
150 int gamma_ramp = 0; | |
151 | |
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152 if (SDL_Init(SDL_INIT_VIDEO) < 0) |
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153 sdlerr("initialising SDL"); |
0 | 154 |
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155 while (--argc) { |
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156 ++argv; |
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157 if (strcmp(*argv, "-hw") == 0) |
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158 vidflags |= SDL_HWSURFACE; |
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159 else if (strcmp(*argv, "-fullscreen") == 0) |
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160 vidflags |= SDL_FULLSCREEN; |
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161 else if (strcmp(*argv, "-nofade") == 0) |
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162 fade_max = 1; |
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163 else if (strcmp(*argv, "-gamma") == 0) |
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164 gamma_fade = 1; |
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165 else if (strcmp(*argv, "-gammaramp") == 0) |
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166 gamma_ramp = 1; |
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167 else { |
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168 fprintf(stderr, |
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169 "usage: testpalette " |
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170 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); |
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171 quit(1); |
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172 } |
0 | 173 } |
174 | |
175 /* Ask explicitly for 8bpp and a hardware palette */ | |
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176 if ((screen = |
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177 SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { |
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178 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", |
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179 SCRW, SCRH, SDL_GetError()); |
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180 quit(1); |
0 | 181 } |
182 | |
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183 if (vidflags & SDL_FULLSCREEN) |
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184 SDL_ShowCursor(SDL_FALSE); |
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185 |
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186 if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) |
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187 sdlerr("loading sail.bmp"); |
0 | 188 /* We've chosen magenta (#ff00ff) as colour key for the boat */ |
189 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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190 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); |
0 | 191 boatcols = boat[0]->format->palette->ncolors; |
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192 if (boatcols >= 256) |
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193 sdlerr("too many colors in sail.bmp"); |
0 | 194 boat[1] = hflip(boat[0]); |
195 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, | |
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196 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); |
0 | 197 |
198 /* | |
199 * First set the physical screen palette to black, so the user won't | |
200 * see our initial drawing on the screen. | |
201 */ | |
202 memset(cmap, 0, sizeof(cmap)); | |
203 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); | |
204 | |
205 /* | |
206 * Proper palette management is important when playing games with the | |
207 * colormap. We have divided the palette as follows: | |
208 * | |
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209 * index 0..(boatcols-1): used for the boat |
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210 * index boatcols..(boatcols+63): used for the waves |
0 | 211 */ |
212 SDL_SetPalette(screen, SDL_LOGPAL, | |
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213 boat[0]->format->palette->colors, 0, boatcols); |
0 | 214 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); |
215 | |
216 /* | |
217 * Now the logical screen palette is set, and will remain unchanged. | |
218 * The boats already have the same palette so fast blits can be used. | |
219 */ | |
220 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); | |
221 | |
222 /* save the index of the red colour for later */ | |
223 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); | |
224 | |
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225 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ |
0 | 226 |
227 /* initial screen contents */ | |
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228 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0) |
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229 sdlerr("blitting background to screen"); |
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230 SDL_Flip(screen); /* actually put the background on screen */ |
0 | 231 |
232 /* determine initial boat placements */ | |
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233 for (i = 0; i < NBOATS; i++) { |
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234 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; |
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235 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); |
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236 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; |
0 | 237 } |
238 | |
239 start = SDL_GetTicks(); | |
240 frames = 0; | |
241 fade_dir = 1; | |
242 fade_level = 0; | |
243 do { | |
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244 SDL_Event e; |
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245 SDL_Rect updates[NBOATS]; |
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246 SDL_Rect r; |
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247 int redphase; |
0 | 248 |
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249 /* A small event loop: just exit on any key or mouse button event */ |
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250 while (SDL_PollEvent(&e)) { |
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251 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT |
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252 || e.type == SDL_MOUSEBUTTONDOWN) { |
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253 if (fade_dir < 0) |
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254 fade_level = 0; |
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255 fade_dir = -1; |
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256 } |
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257 } |
0 | 258 |
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259 /* move boats */ |
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260 for (i = 0; i < NBOATS; i++) { |
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261 int old_x = boatx[i]; |
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262 /* update boat position */ |
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263 boatx[i] += boatdir[i] * SPEED; |
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264 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) |
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265 boatdir[i] = -boatdir[i]; |
0 | 266 |
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267 /* paint over the old boat position */ |
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268 r.x = old_x; |
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269 r.y = boaty[i]; |
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270 r.w = boat[0]->w; |
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271 r.h = boat[0]->h; |
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272 if (SDL_BlitSurface(bg, &r, screen, &r) < 0) |
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273 sdlerr("blitting background"); |
0 | 274 |
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275 /* construct update rectangle (bounding box of old and new pos) */ |
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276 updates[i].x = MIN(old_x, boatx[i]); |
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277 updates[i].y = boaty[i]; |
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278 updates[i].w = boat[0]->w + SPEED; |
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279 updates[i].h = boat[0]->h; |
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280 /* clip update rectangle to screen */ |
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281 if (updates[i].x < 0) { |
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282 updates[i].w += updates[i].x; |
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283 updates[i].x = 0; |
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284 } |
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285 if (updates[i].x + updates[i].w > SCRW) |
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286 updates[i].w = SCRW - updates[i].x; |
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287 } |
0 | 288 |
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289 for (i = 0; i < NBOATS; i++) { |
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290 /* paint boat on new position */ |
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291 r.x = boatx[i]; |
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292 r.y = boaty[i]; |
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293 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, |
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294 screen, &r) < 0) |
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295 sdlerr("blitting boat"); |
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296 } |
0 | 297 |
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298 /* cycle wave palette */ |
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299 for (i = 0; i < 64; i++) |
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300 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; |
0 | 301 |
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302 if (fade_dir) { |
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303 /* Fade the entire palette in/out */ |
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304 fade_level += fade_dir; |
0 | 305 |
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306 if (gamma_fade) { |
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307 /* Fade linearly in gamma level (lousy) */ |
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308 float level = (float) fade_level / fade_max; |
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309 if (SDL_SetGamma(level, level, level) < 0) |
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310 sdlerr("setting gamma"); |
0 | 311 |
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312 } else if (gamma_ramp) { |
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313 /* Fade using gamma ramp (better) */ |
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314 Uint16 ramp[256]; |
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315 for (i = 0; i < 256; i++) |
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316 ramp[i] = (i * fade_level / fade_max) << 8; |
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317 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0) |
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318 sdlerr("setting gamma ramp"); |
0 | 319 |
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320 } else { |
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321 /* Fade using direct palette manipulation (best) */ |
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322 memcpy(cmap, screen->format->palette->colors, |
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323 boatcols * sizeof(SDL_Color)); |
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324 for (i = 0; i < boatcols + 64; i++) { |
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325 cmap[i].r = cmap[i].r * fade_level / fade_max; |
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326 cmap[i].g = cmap[i].g * fade_level / fade_max; |
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327 cmap[i].b = cmap[i].b * fade_level / fade_max; |
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328 } |
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329 } |
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330 if (fade_level == fade_max) |
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331 fade_dir = 0; |
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332 } |
0 | 333 |
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334 /* pulse the red colour (done after the fade, for a night effect) */ |
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335 redphase = frames % 64; |
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336 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63)); |
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337 |
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338 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); |
0 | 339 |
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340 /* update changed areas of the screen */ |
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341 SDL_UpdateRects(screen, NBOATS, updates); |
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342 frames++; |
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343 } while (fade_level > 0); |
0 | 344 |
345 printf("%d frames, %.2f fps\n", | |
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346 frames, 1000.0 * frames / (SDL_GetTicks() - start)); |
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347 |
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348 if (vidflags & SDL_FULLSCREEN) |
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349 SDL_ShowCursor(SDL_TRUE); |
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350 SDL_Quit(); |
0 | 351 return 0; |
352 } |