comparison test/testpalette.c @ 1662:782fd950bd46 SDL-1.3

Revamp of the video system in progress - adding support for multiple displays, multiple windows, and a full video mode selection API. WARNING: None of the video drivers have been updated for the new API yet! The API is still under design and very fluid. The code is now run through a consistent indent format: indent -i4 -nut -nsc -br -ce The headers are being converted to automatically generate doxygen documentation.
author Sam Lantinga <slouken@libsdl.org>
date Sun, 28 May 2006 13:04:16 +0000
parents 14717b52abc0
children 4da1ee79c9af
comparison
equal deleted inserted replaced
1661:281d3f4870e5 1662:782fd950bd46
34 /* 34 /*
35 * wave colours: Made by taking a narrow cross-section of a wave picture 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. 36 * in Gimp, saving in PPM ascii format and formatting with Emacs macros.
37 */ 37 */
38 static SDL_Color wavemap[] = { 38 static SDL_Color wavemap[] = {
39 {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125}, 39 {0, 2, 103}, {0, 7, 110}, {0, 13, 117}, {0, 19, 125},
40 {0,25,133}, {0,31,141}, {0,37,150}, {0,43,158}, 40 {0, 25, 133}, {0, 31, 141}, {0, 37, 150}, {0, 43, 158},
41 {0,49,166}, {0,55,174}, {0,61,182}, {0,67,190}, 41 {0, 49, 166}, {0, 55, 174}, {0, 61, 182}, {0, 67, 190},
42 {0,73,198}, {0,79,206}, {0,86,214}, {0,96,220}, 42 {0, 73, 198}, {0, 79, 206}, {0, 86, 214}, {0, 96, 220},
43 {5,105,224}, {12,112,226}, {19,120,227}, {26,128,229}, 43 {5, 105, 224}, {12, 112, 226}, {19, 120, 227}, {26, 128, 229},
44 {33,135,230}, {40,143,232}, {47,150,234}, {54,158,236}, 44 {33, 135, 230}, {40, 143, 232}, {47, 150, 234}, {54, 158, 236},
45 {61,165,238}, {68,173,239}, {75,180,241}, {82,188,242}, 45 {61, 165, 238}, {68, 173, 239}, {75, 180, 241}, {82, 188, 242},
46 {89,195,244}, {96,203,246}, {103,210,248}, {112,218,250}, 46 {89, 195, 244}, {96, 203, 246}, {103, 210, 248}, {112, 218, 250},
47 {124,224,250}, {135,226,251}, {146,229,251}, {156,231,252}, 47 {124, 224, 250}, {135, 226, 251}, {146, 229, 251}, {156, 231, 252},
48 {167,233,252}, {178,236,252}, {189,238,252}, {200,240,252}, 48 {167, 233, 252}, {178, 236, 252}, {189, 238, 252}, {200, 240, 252},
49 {211,242,252}, {222,244,252}, {233,247,252}, {242,249,252}, 49 {211, 242, 252}, {222, 244, 252}, {233, 247, 252}, {242, 249, 252},
50 {237,250,252}, {209,251,252}, {174,251,252}, {138,252,252}, 50 {237, 250, 252}, {209, 251, 252}, {174, 251, 252}, {138, 252, 252},
51 {102,251,252}, {63,250,252}, {24,243,252}, {7,225,252}, 51 {102, 251, 252}, {63, 250, 252}, {24, 243, 252}, {7, 225, 252},
52 {4,203,252}, {3,181,252}, {2,158,252}, {1,136,251}, 52 {4, 203, 252}, {3, 181, 252}, {2, 158, 252}, {1, 136, 251},
53 {0,111,248}, {0,82,234}, {0,63,213}, {0,50,192}, 53 {0, 111, 248}, {0, 82, 234}, {0, 63, 213}, {0, 50, 192},
54 {0,39,172}, {0,28,152}, {0,17,132}, {0,7,114} 54 {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114}
55 }; 55 };
56 56
57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
58 static void quit(int rc) 58 static void
59 { 59 quit (int rc)
60 SDL_Quit(); 60 {
61 exit(rc); 61 SDL_Quit ();
62 } 62 exit (rc);
63 63 }
64 static void sdlerr(char *when) 64
65 { 65 static void
66 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); 66 sdlerr (char *when)
67 quit(1); 67 {
68 fprintf (stderr, "SDL error: %s: %s\n", when, SDL_GetError ());
69 quit (1);
68 } 70 }
69 71
70 /* create a background surface */ 72 /* create a background surface */
71 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol) 73 static SDL_Surface *
74 make_bg (SDL_Surface * screen, int startcol)
72 { 75 {
73 int i; 76 int i;
74 SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, 77 SDL_Surface *bg =
75 8, 0, 0, 0, 0); 78 SDL_CreateRGBSurface (SDL_SWSURFACE, screen->w, screen->h,
76 if(!bg) 79 8, 0, 0, 0, 0);
77 sdlerr("creating background surface"); 80 if (!bg)
81 sdlerr ("creating background surface");
78 82
79 /* set the palette to the logical screen palette so that blits 83 /* set the palette to the logical screen palette so that blits
80 won't be translated */ 84 won't be translated */
81 SDL_SetColors(bg, screen->format->palette->colors, 0, 256); 85 SDL_SetColors (bg, screen->format->palette->colors, 0, 256);
82 86
83 /* Make a wavy background pattern using colours 0-63 */ 87 /* Make a wavy background pattern using colours 0-63 */
84 if(SDL_LockSurface(bg) < 0) 88 if (SDL_LockSurface (bg) < 0)
85 sdlerr("locking background"); 89 sdlerr ("locking background");
86 for(i = 0; i < SCRH; i++) { 90 for (i = 0; i < SCRH; i++) {
87 Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch; 91 Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch;
88 int j, d; 92 int j, d;
89 d = 0; 93 d = 0;
90 for(j = 0; j < SCRW; j++) { 94 for (j = 0; j < SCRW; j++) {
91 int v = MAX(d, -2); 95 int v = MAX (d, -2);
92 v = MIN(v, 2); 96 v = MIN (v, 2);
93 if(i > 0) 97 if (i > 0)
94 v += p[-bg->pitch] + 65 - startcol; 98 v += p[-bg->pitch] + 65 - startcol;
95 p[j] = startcol + (v & 63); 99 p[j] = startcol + (v & 63);
96 d += ((rand() >> 3) % 3) - 1; 100 d += ((rand () >> 3) % 3) - 1;
97 } 101 }
98 } 102 }
99 SDL_UnlockSurface(bg); 103 SDL_UnlockSurface (bg);
100 return(bg); 104 return (bg);
101 } 105 }
102 106
103 /* 107 /*
104 * Return a surface flipped horisontally. Only works for 8bpp; 108 * Return a surface flipped horisontally. Only works for 8bpp;
105 * extension to arbitrary bitness is left as an exercise for the reader. 109 * extension to arbitrary bitness is left as an exercise for the reader.
106 */ 110 */
107 static SDL_Surface *hflip(SDL_Surface *s) 111 static SDL_Surface *
112 hflip (SDL_Surface * s)
108 { 113 {
109 int i; 114 int i;
110 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, 115 SDL_Surface *z = SDL_CreateRGBSurface (SDL_SWSURFACE, s->w, s->h, 8,
111 0, 0, 0, 0); 116 0, 0, 0, 0);
112 /* copy palette */ 117 /* copy palette */
113 SDL_SetColors(z, s->format->palette->colors, 118 SDL_SetColors (z, s->format->palette->colors,
114 0, s->format->palette->ncolors); 119 0, s->format->palette->ncolors);
115 if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) 120 if (SDL_LockSurface (s) < 0 || SDL_LockSurface (z) < 0)
116 sdlerr("locking flip images"); 121 sdlerr ("locking flip images");
117 122
118 for(i = 0; i < s->h; i++) { 123 for (i = 0; i < s->h; i++) {
119 int j; 124 int j;
120 Uint8 *from = (Uint8 *)s->pixels + i * s->pitch; 125 Uint8 *from = (Uint8 *) s->pixels + i * s->pitch;
121 Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1; 126 Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1;
122 for(j = 0; j < s->w; j++) 127 for (j = 0; j < s->w; j++)
123 to[-j] = from[j]; 128 to[-j] = from[j];
124 } 129 }
125 130
126 SDL_UnlockSurface(z); 131 SDL_UnlockSurface (z);
127 SDL_UnlockSurface(s); 132 SDL_UnlockSurface (s);
128 return z; 133 return z;
129 } 134 }
130 135
131 int main(int argc, char **argv) 136 int
137 main (int argc, char **argv)
132 { 138 {
133 SDL_Color cmap[256]; 139 SDL_Color cmap[256];
134 SDL_Surface *screen; 140 SDL_Surface *screen;
135 SDL_Surface *bg; 141 SDL_Surface *bg;
136 SDL_Surface *boat[2]; 142 SDL_Surface *boat[2];
141 int boatcols, frames, i, red; 147 int boatcols, frames, i, red;
142 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; 148 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
143 int gamma_fade = 0; 149 int gamma_fade = 0;
144 int gamma_ramp = 0; 150 int gamma_ramp = 0;
145 151
146 if(SDL_Init(SDL_INIT_VIDEO) < 0) 152 if (SDL_Init (SDL_INIT_VIDEO) < 0)
147 sdlerr("initialising SDL"); 153 sdlerr ("initialising SDL");
148 154
149 while(--argc) { 155 while (--argc) {
150 ++argv; 156 ++argv;
151 if(strcmp(*argv, "-hw") == 0) 157 if (strcmp (*argv, "-hw") == 0)
152 vidflags |= SDL_HWSURFACE; 158 vidflags |= SDL_HWSURFACE;
153 else if(strcmp(*argv, "-fullscreen") == 0) 159 else if (strcmp (*argv, "-fullscreen") == 0)
154 vidflags |= SDL_FULLSCREEN; 160 vidflags |= SDL_FULLSCREEN;
155 else if(strcmp(*argv, "-nofade") == 0) 161 else if (strcmp (*argv, "-nofade") == 0)
156 fade_max = 1; 162 fade_max = 1;
157 else if(strcmp(*argv, "-gamma") == 0) 163 else if (strcmp (*argv, "-gamma") == 0)
158 gamma_fade = 1; 164 gamma_fade = 1;
159 else if(strcmp(*argv, "-gammaramp") == 0) 165 else if (strcmp (*argv, "-gammaramp") == 0)
160 gamma_ramp = 1; 166 gamma_ramp = 1;
161 else { 167 else {
162 fprintf(stderr, 168 fprintf (stderr,
163 "usage: testpalette " 169 "usage: testpalette "
164 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); 170 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
165 quit(1); 171 quit (1);
166 } 172 }
167 } 173 }
168 174
169 /* Ask explicitly for 8bpp and a hardware palette */ 175 /* Ask explicitly for 8bpp and a hardware palette */
170 if((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { 176 if ((screen =
171 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", 177 SDL_SetVideoMode (SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL)
172 SCRW, SCRH, SDL_GetError()); 178 {
173 quit(1); 179 fprintf (stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
174 } 180 SCRW, SCRH, SDL_GetError ());
175 181 quit (1);
176 if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE); 182 }
177 183
178 if((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) 184 if (vidflags & SDL_FULLSCREEN)
179 sdlerr("loading sail.bmp"); 185 SDL_ShowCursor (SDL_FALSE);
186
187 if ((boat[0] = SDL_LoadBMP ("sail.bmp")) == NULL)
188 sdlerr ("loading sail.bmp");
180 /* We've chosen magenta (#ff00ff) as colour key for the boat */ 189 /* We've chosen magenta (#ff00ff) as colour key for the boat */
181 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, 190 SDL_SetColorKey (boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
182 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); 191 SDL_MapRGB (boat[0]->format, 0xff, 0x00, 0xff));
183 boatcols = boat[0]->format->palette->ncolors; 192 boatcols = boat[0]->format->palette->ncolors;
184 boat[1] = hflip(boat[0]); 193 boat[1] = hflip (boat[0]);
185 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, 194 SDL_SetColorKey (boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
186 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); 195 SDL_MapRGB (boat[1]->format, 0xff, 0x00, 0xff));
187 196
188 /* 197 /*
189 * First set the physical screen palette to black, so the user won't 198 * First set the physical screen palette to black, so the user won't
190 * see our initial drawing on the screen. 199 * see our initial drawing on the screen.
191 */ 200 */
192 memset(cmap, 0, sizeof(cmap)); 201 memset (cmap, 0, sizeof (cmap));
193 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); 202 SDL_SetPalette (screen, SDL_PHYSPAL, cmap, 0, 256);
194 203
195 /* 204 /*
196 * Proper palette management is important when playing games with the 205 * Proper palette management is important when playing games with the
197 * colormap. We have divided the palette as follows: 206 * colormap. We have divided the palette as follows:
198 * 207 *
199 * index 0..(boatcols-1): used for the boat 208 * index 0..(boatcols-1): used for the boat
200 * index boatcols..(boatcols+63): used for the waves 209 * index boatcols..(boatcols+63): used for the waves
201 */ 210 */
202 SDL_SetPalette(screen, SDL_LOGPAL, 211 SDL_SetPalette (screen, SDL_LOGPAL,
203 boat[0]->format->palette->colors, 0, boatcols); 212 boat[0]->format->palette->colors, 0, boatcols);
204 SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); 213 SDL_SetPalette (screen, SDL_LOGPAL, wavemap, boatcols, 64);
205 214
206 /* 215 /*
207 * Now the logical screen palette is set, and will remain unchanged. 216 * Now the logical screen palette is set, and will remain unchanged.
208 * The boats already have the same palette so fast blits can be used. 217 * The boats already have the same palette so fast blits can be used.
209 */ 218 */
210 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); 219 memcpy (cmap, screen->format->palette->colors, 256 * sizeof (SDL_Color));
211 220
212 /* save the index of the red colour for later */ 221 /* save the index of the red colour for later */
213 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); 222 red = SDL_MapRGB (screen->format, 0xff, 0x00, 0x00);
214 223
215 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ 224 bg = make_bg (screen, boatcols); /* make a nice wavy background surface */
216 225
217 /* initial screen contents */ 226 /* initial screen contents */
218 if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0) 227 if (SDL_BlitSurface (bg, NULL, screen, NULL) < 0)
219 sdlerr("blitting background to screen"); 228 sdlerr ("blitting background to screen");
220 SDL_Flip(screen); /* actually put the background on screen */ 229 SDL_Flip (screen); /* actually put the background on screen */
221 230
222 /* determine initial boat placements */ 231 /* determine initial boat placements */
223 for(i = 0; i < NBOATS; i++) { 232 for (i = 0; i < NBOATS; i++) {
224 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; 233 boatx[i] = (rand () % (SCRW + boat[0]->w)) - boat[0]->w;
225 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); 234 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
226 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; 235 boatdir[i] = ((rand () >> 5) & 1) * 2 - 1;
227 } 236 }
228 237
229 start = SDL_GetTicks(); 238 start = SDL_GetTicks ();
230 frames = 0; 239 frames = 0;
231 fade_dir = 1; 240 fade_dir = 1;
232 fade_level = 0; 241 fade_level = 0;
233 do { 242 do {
234 SDL_Event e; 243 SDL_Event e;
235 SDL_Rect updates[NBOATS]; 244 SDL_Rect updates[NBOATS];
236 SDL_Rect r; 245 SDL_Rect r;
237 int redphase; 246 int redphase;
238 247
239 /* A small event loop: just exit on any key or mouse button event */ 248 /* A small event loop: just exit on any key or mouse button event */
240 while(SDL_PollEvent(&e)) { 249 while (SDL_PollEvent (&e)) {
241 if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT 250 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT
242 || e.type == SDL_MOUSEBUTTONDOWN) { 251 || e.type == SDL_MOUSEBUTTONDOWN) {
243 if(fade_dir < 0) 252 if (fade_dir < 0)
244 fade_level = 0; 253 fade_level = 0;
245 fade_dir = -1; 254 fade_dir = -1;
246 } 255 }
247 } 256 }
248 257
249 /* move boats */ 258 /* move boats */
250 for(i = 0; i < NBOATS; i++) { 259 for (i = 0; i < NBOATS; i++) {
251 int old_x = boatx[i]; 260 int old_x = boatx[i];
252 /* update boat position */ 261 /* update boat position */
253 boatx[i] += boatdir[i] * SPEED; 262 boatx[i] += boatdir[i] * SPEED;
254 if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) 263 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
255 boatdir[i] = -boatdir[i]; 264 boatdir[i] = -boatdir[i];
256 265
257 /* paint over the old boat position */ 266 /* paint over the old boat position */
258 r.x = old_x; 267 r.x = old_x;
259 r.y = boaty[i]; 268 r.y = boaty[i];
260 r.w = boat[0]->w; 269 r.w = boat[0]->w;
261 r.h = boat[0]->h; 270 r.h = boat[0]->h;
262 if(SDL_BlitSurface(bg, &r, screen, &r) < 0) 271 if (SDL_BlitSurface (bg, &r, screen, &r) < 0)
263 sdlerr("blitting background"); 272 sdlerr ("blitting background");
264 273
265 /* construct update rectangle (bounding box of old and new pos) */ 274 /* construct update rectangle (bounding box of old and new pos) */
266 updates[i].x = MIN(old_x, boatx[i]); 275 updates[i].x = MIN (old_x, boatx[i]);
267 updates[i].y = boaty[i]; 276 updates[i].y = boaty[i];
268 updates[i].w = boat[0]->w + SPEED; 277 updates[i].w = boat[0]->w + SPEED;
269 updates[i].h = boat[0]->h; 278 updates[i].h = boat[0]->h;
270 /* clip update rectangle to screen */ 279 /* clip update rectangle to screen */
271 if(updates[i].x < 0) { 280 if (updates[i].x < 0) {
272 updates[i].w += updates[i].x; 281 updates[i].w += updates[i].x;
273 updates[i].x = 0; 282 updates[i].x = 0;
274 } 283 }
275 if(updates[i].x + updates[i].w > SCRW) 284 if (updates[i].x + updates[i].w > SCRW)
276 updates[i].w = SCRW - updates[i].x; 285 updates[i].w = SCRW - updates[i].x;
277 } 286 }
278 287
279 for(i = 0; i < NBOATS; i++) { 288 for (i = 0; i < NBOATS; i++) {
280 /* paint boat on new position */ 289 /* paint boat on new position */
281 r.x = boatx[i]; 290 r.x = boatx[i];
282 r.y = boaty[i]; 291 r.y = boaty[i];
283 if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, 292 if (SDL_BlitSurface (boat[(boatdir[i] + 1) / 2], NULL,
284 screen, &r) < 0) 293 screen, &r) < 0)
285 sdlerr("blitting boat"); 294 sdlerr ("blitting boat");
286 } 295 }
287 296
288 /* cycle wave palette */ 297 /* cycle wave palette */
289 for(i = 0; i < 64; i++) 298 for (i = 0; i < 64; i++)
290 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; 299 cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
291 300
292 if(fade_dir) { 301 if (fade_dir) {
293 /* Fade the entire palette in/out */ 302 /* Fade the entire palette in/out */
294 fade_level += fade_dir; 303 fade_level += fade_dir;
295 304
296 if(gamma_fade) { 305 if (gamma_fade) {
297 /* Fade linearly in gamma level (lousy) */ 306 /* Fade linearly in gamma level (lousy) */
298 float level = (float)fade_level / fade_max; 307 float level = (float) fade_level / fade_max;
299 if(SDL_SetGamma(level, level, level) < 0) 308 if (SDL_SetGamma (level, level, level) < 0)
300 sdlerr("setting gamma"); 309 sdlerr ("setting gamma");
301 310
302 } else if(gamma_ramp) { 311 } else if (gamma_ramp) {
303 /* Fade using gamma ramp (better) */ 312 /* Fade using gamma ramp (better) */
304 Uint16 ramp[256]; 313 Uint16 ramp[256];
305 for(i = 0; i < 256; i++) 314 for (i = 0; i < 256; i++)
306 ramp[i] = (i * fade_level / fade_max) << 8; 315 ramp[i] = (i * fade_level / fade_max) << 8;
307 if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0) 316 if (SDL_SetGammaRamp (ramp, ramp, ramp) < 0)
308 sdlerr("setting gamma ramp"); 317 sdlerr ("setting gamma ramp");
309 318
310 } else { 319 } else {
311 /* Fade using direct palette manipulation (best) */ 320 /* Fade using direct palette manipulation (best) */
312 memcpy(cmap, screen->format->palette->colors, 321 memcpy (cmap, screen->format->palette->colors,
313 boatcols * sizeof(SDL_Color)); 322 boatcols * sizeof (SDL_Color));
314 for(i = 0; i < boatcols + 64; i++) { 323 for (i = 0; i < boatcols + 64; i++) {
315 cmap[i].r = cmap[i].r * fade_level / fade_max; 324 cmap[i].r = cmap[i].r * fade_level / fade_max;
316 cmap[i].g = cmap[i].g * fade_level / fade_max; 325 cmap[i].g = cmap[i].g * fade_level / fade_max;
317 cmap[i].b = cmap[i].b * fade_level / fade_max; 326 cmap[i].b = cmap[i].b * fade_level / fade_max;
318 } 327 }
319 } 328 }
320 if(fade_level == fade_max) 329 if (fade_level == fade_max)
321 fade_dir = 0; 330 fade_dir = 0;
322 } 331 }
323 332
324 /* pulse the red colour (done after the fade, for a night effect) */ 333 /* pulse the red colour (done after the fade, for a night effect) */
325 redphase = frames % 64; 334 redphase = frames % 64;
326 cmap[red].r = (int)(255 * sin(redphase * M_PI / 63)); 335 cmap[red].r = (int) (255 * sin (redphase * M_PI / 63));
327 336
328 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); 337 SDL_SetPalette (screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
329 338
330 /* update changed areas of the screen */ 339 /* update changed areas of the screen */
331 SDL_UpdateRects(screen, NBOATS, updates); 340 SDL_UpdateRects (screen, NBOATS, updates);
332 frames++; 341 frames++;
333 } while(fade_level > 0); 342 }
334 343 while (fade_level > 0);
335 printf("%d frames, %.2f fps\n", 344
336 frames, 1000.0 * frames / (SDL_GetTicks() - start)); 345 printf ("%d frames, %.2f fps\n",
337 346 frames, 1000.0 * frames / (SDL_GetTicks () - start));
338 if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE); 347
339 SDL_Quit(); 348 if (vidflags & SDL_FULLSCREEN)
349 SDL_ShowCursor (SDL_TRUE);
350 SDL_Quit ();
340 return 0; 351 return 0;
341 } 352 }
342