annotate test/testpalette.c @ 2198:fe19afb86473

Split acinclude.m4 into its component parts for easy updating
author Sam Lantinga <slouken@libsdl.org>
date Sun, 15 Jul 2007 01:51:11 +0000
parents c121d94672cb
children e27bdcc80744
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 /* 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}
0
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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
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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)
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67 {
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68 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
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69 quit(1);
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70 }
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71
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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)
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75 {
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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");
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82
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83 /* set the palette to the logical screen palette so that blits
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84 won't be translated */
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85 SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
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86
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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 }
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102 }
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103 SDL_UnlockSurface(bg);
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104 return (bg);
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105 }
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106
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107 /*
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108 * Return a surface flipped horisontally. Only works for 8bpp;
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109 * extension to arbitrary bitness is left as an exercise for the reader.
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110 */
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111 static SDL_Surface *
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112 hflip(SDL_Surface * s)
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113 {
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114 int i;
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115 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
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116 0, 0, 0, 0);
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117 /* copy palette */
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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");
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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];
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129 }
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130
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131 SDL_UnlockSurface(z);
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132 SDL_UnlockSurface(s);
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133 return z;
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134 }
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135
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136 int
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137 main(int argc, char **argv)
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138 {
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139 SDL_Color cmap[256];
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140 SDL_Surface *screen;
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141 SDL_Surface *bg;
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142 SDL_Surface *boat[2];
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143 unsigned vidflags = 0;
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144 unsigned start;
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145 int fade_max = 400;
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146 int fade_level, fade_dir;
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147 int boatcols, frames, i, red;
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148 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
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149 int gamma_fade = 0;
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150 int gamma_ramp = 0;
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151
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152 if (SDL_Init(SDL_INIT_VIDEO) < 0)
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153 sdlerr("initialising SDL");
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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 }
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173 }
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174
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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);
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181 }
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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");
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188 /* We've chosen magenta (#ff00ff) as colour key for the boat */
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189 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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190 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
0
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191 boatcols = boat[0]->format->palette->ncolors;
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192 boat[1] = hflip(boat[0]);
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193 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
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194 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
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195
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196 /*
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197 * First set the physical screen palette to black, so the user won't
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198 * see our initial drawing on the screen.
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199 */
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200 memset(cmap, 0, sizeof(cmap));
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201 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
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202
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203 /*
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204 * Proper palette management is important when playing games with the
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205 * colormap. We have divided the palette as follows:
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206 *
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207 * index 0..(boatcols-1): used for the boat
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208 * index boatcols..(boatcols+63): used for the waves
0
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209 */
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210 SDL_SetPalette(screen, SDL_LOGPAL,
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211 boat[0]->format->palette->colors, 0, boatcols);
0
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212 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
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213
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214 /*
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215 * Now the logical screen palette is set, and will remain unchanged.
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216 * The boats already have the same palette so fast blits can be used.
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217 */
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218 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
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219
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220 /* save the index of the red colour for later */
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221 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
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222
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223 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
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224
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225 /* initial screen contents */
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226 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
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227 sdlerr("blitting background to screen");
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228 SDL_Flip(screen); /* actually put the background on screen */
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229
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230 /* determine initial boat placements */
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231 for (i = 0; i < NBOATS; i++) {
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232 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
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233 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
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234 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
0
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235 }
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236
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237 start = SDL_GetTicks();
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238 frames = 0;
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239 fade_dir = 1;
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240 fade_level = 0;
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241 do {
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242 SDL_Event e;
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243 SDL_Rect updates[NBOATS];
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244 SDL_Rect r;
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245 int redphase;
0
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246
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247 /* A small event loop: just exit on any key or mouse button event */
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248 while (SDL_PollEvent(&e)) {
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249 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT
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250 || e.type == SDL_MOUSEBUTTONDOWN) {
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251 if (fade_dir < 0)
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252 fade_level = 0;
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253 fade_dir = -1;
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254 }
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255 }
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256
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257 /* move boats */
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258 for (i = 0; i < NBOATS; i++) {
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259 int old_x = boatx[i];
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260 /* update boat position */
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261 boatx[i] += boatdir[i] * SPEED;
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262 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
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263 boatdir[i] = -boatdir[i];
0
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264
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265 /* paint over the old boat position */
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266 r.x = old_x;
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267 r.y = boaty[i];
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268 r.w = boat[0]->w;
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269 r.h = boat[0]->h;
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270 if (SDL_BlitSurface(bg, &r, screen, &r) < 0)
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271 sdlerr("blitting background");
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272
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273 /* construct update rectangle (bounding box of old and new pos) */
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274 updates[i].x = MIN(old_x, boatx[i]);
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275 updates[i].y = boaty[i];
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276 updates[i].w = boat[0]->w + SPEED;
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277 updates[i].h = boat[0]->h;
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278 /* clip update rectangle to screen */
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279 if (updates[i].x < 0) {
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280 updates[i].w += updates[i].x;
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281 updates[i].x = 0;
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282 }
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283 if (updates[i].x + updates[i].w > SCRW)
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284 updates[i].w = SCRW - updates[i].x;
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285 }
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286
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287 for (i = 0; i < NBOATS; i++) {
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288 /* paint boat on new position */
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289 r.x = boatx[i];
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290 r.y = boaty[i];
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291 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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292 screen, &r) < 0)
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293 sdlerr("blitting boat");
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294 }
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295
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296 /* cycle wave palette */
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297 for (i = 0; i < 64; i++)
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298 cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
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299
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300 if (fade_dir) {
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301 /* Fade the entire palette in/out */
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302 fade_level += fade_dir;
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303
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304 if (gamma_fade) {
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305 /* Fade linearly in gamma level (lousy) */
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306 float level = (float) fade_level / fade_max;
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307 if (SDL_SetGamma(level, level, level) < 0)
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308 sdlerr("setting gamma");
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309
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310 } else if (gamma_ramp) {
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311 /* Fade using gamma ramp (better) */
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312 Uint16 ramp[256];
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313 for (i = 0; i < 256; i++)
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314 ramp[i] = (i * fade_level / fade_max) << 8;
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315 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
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316 sdlerr("setting gamma ramp");
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317
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318 } else {
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319 /* Fade using direct palette manipulation (best) */
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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320 memcpy(cmap, screen->format->palette->colors,
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321 boatcols * sizeof(SDL_Color));
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322 for (i = 0; i < boatcols + 64; i++) {
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323 cmap[i].r = cmap[i].r * fade_level / fade_max;
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324 cmap[i].g = cmap[i].g * fade_level / fade_max;
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325 cmap[i].b = cmap[i].b * fade_level / fade_max;
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326 }
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327 }
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328 if (fade_level == fade_max)
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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329 fade_dir = 0;
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330 }
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331
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332 /* pulse the red colour (done after the fade, for a night effect) */
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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333 redphase = frames % 64;
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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334 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63));
c121d94672cb SDL 1.2 is moving to a branch, and SDL 1.3 is becoming the head.
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335
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336 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
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337
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338 /* update changed areas of the screen */
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339 SDL_UpdateRects(screen, NBOATS, updates);
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340 frames++;
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341 }
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diff changeset
342 while (fade_level > 0);
0
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343
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344 printf("%d frames, %.2f fps\n",
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345 frames, 1000.0 * frames / (SDL_GetTicks() - start));
1151
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Ryan C. Gordon <icculus@icculus.org>
parents: 0
diff changeset
346
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347 if (vidflags & SDL_FULLSCREEN)
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348 SDL_ShowCursor(SDL_TRUE);
1151
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Ryan C. Gordon <icculus@icculus.org>
parents: 0
diff changeset
349 SDL_Quit();
0
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350 return 0;
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diff changeset
351 }