Mercurial > sdl-ios-xcode
diff test/testpalette.c @ 0:74212992fb08
Initial revision
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
parents | |
children | be9c9c8f6d53 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/test/testpalette.c Thu Apr 26 16:45:43 2001 +0000 @@ -0,0 +1,332 @@ +/* + * testpalette.c + * + * A simple test of runtime palette modification for animation + * (using the SDL_SetPalette() API). + */ + +#include <stdio.h> +#include <stdlib.h> +#include <string.h> +#include <math.h> + +/* This isn't in the Windows headers */ +#ifndef M_PI +#define M_PI 3.14159265358979323846 +#endif + +#include <SDL.h> + +/* screen size */ +#define SCRW 640 +#define SCRH 480 + +#define NBOATS 5 +#define SPEED 2 + +#ifndef MIN +#define MIN(a, b) ((a) < (b) ? (a) : (b)) +#endif +#ifndef MAX +#define MAX(a, b) ((a) > (b) ? (a) : (b)) +#endif + +/* + * wave colours: Made by taking a narrow cross-section of a wave picture + * in Gimp, saving in PPM ascii format and formatting with Emacs macros. + */ +static SDL_Color wavemap[] = { + {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125}, + {0,25,133}, {0,31,141}, {0,37,150}, {0,43,158}, + {0,49,166}, {0,55,174}, {0,61,182}, {0,67,190}, + {0,73,198}, {0,79,206}, {0,86,214}, {0,96,220}, + {5,105,224}, {12,112,226}, {19,120,227}, {26,128,229}, + {33,135,230}, {40,143,232}, {47,150,234}, {54,158,236}, + {61,165,238}, {68,173,239}, {75,180,241}, {82,188,242}, + {89,195,244}, {96,203,246}, {103,210,248}, {112,218,250}, + {124,224,250}, {135,226,251}, {146,229,251}, {156,231,252}, + {167,233,252}, {178,236,252}, {189,238,252}, {200,240,252}, + {211,242,252}, {222,244,252}, {233,247,252}, {242,249,252}, + {237,250,252}, {209,251,252}, {174,251,252}, {138,252,252}, + {102,251,252}, {63,250,252}, {24,243,252}, {7,225,252}, + {4,203,252}, {3,181,252}, {2,158,252}, {1,136,251}, + {0,111,248}, {0,82,234}, {0,63,213}, {0,50,192}, + {0,39,172}, {0,28,152}, {0,17,132}, {0,7,114} +}; + +static void sdlerr(char *when) +{ + fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); + exit(1); +} + +/* create a background surface */ +static SDL_Surface *make_bg(SDL_Surface *screen, int startcol) +{ + int i; + SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, + 8, 0, 0, 0, 0); + if(!bg) + sdlerr("creating background surface"); + + /* set the palette to the logical screen palette so that blits + won't be translated */ + SDL_SetColors(bg, screen->format->palette->colors, 0, 256); + + /* Make a wavy background pattern using colours 0-63 */ + if(SDL_LockSurface(bg) < 0) + sdlerr("locking background"); + for(i = 0; i < SCRH; i++) { + Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch; + int j, d; + d = 0; + for(j = 0; j < SCRW; j++) { + int v = MAX(d, -2); + v = MIN(v, 2); + if(i > 0) + v += p[-bg->pitch] + 65 - startcol; + p[j] = startcol + (v & 63); + d += ((rand() >> 3) % 3) - 1; + } + } + SDL_UnlockSurface(bg); + return(bg); +} + +/* + * Return a surface flipped horisontally. Only works for 8bpp; + * extension to arbitrary bitness is left as an exercise for the reader. + */ +static SDL_Surface *hflip(SDL_Surface *s) +{ + int i; + SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, + 0, 0, 0, 0); + /* copy palette */ + SDL_SetColors(z, s->format->palette->colors, + 0, s->format->palette->ncolors); + if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) + sdlerr("locking flip images"); + + for(i = 0; i < s->h; i++) { + int j; + Uint8 *from = (Uint8 *)s->pixels + i * s->pitch; + Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1; + for(j = 0; j < s->w; j++) + to[-j] = from[j]; + } + + SDL_UnlockSurface(z); + SDL_UnlockSurface(s); + return z; +} + +int main(int argc, char **argv) +{ + SDL_Color cmap[256]; + SDL_Surface *screen; + SDL_Surface *bg; + SDL_Surface *boat[2]; + unsigned vidflags = 0; + unsigned start; + int fade_max = 400; + int fade_level, fade_dir; + int boatcols, frames, i, red; + int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; + int gamma_fade = 0; + int gamma_ramp = 0; + + if(SDL_Init(SDL_INIT_VIDEO) < 0) + sdlerr("initialising SDL"); + + atexit(SDL_Quit); + + while(--argc) { + ++argv; + if(strcmp(*argv, "-hw") == 0) + vidflags |= SDL_HWSURFACE; + else if(strcmp(*argv, "-fullscreen") == 0) + vidflags |= SDL_FULLSCREEN; + else if(strcmp(*argv, "-nofade") == 0) + fade_max = 1; + else if(strcmp(*argv, "-gamma") == 0) + gamma_fade = 1; + else if(strcmp(*argv, "-gammaramp") == 0) + gamma_ramp = 1; + else { + fprintf(stderr, + "usage: testpalette " + " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); + return 1; + } + } + + /* Ask explicitly for 8bpp and a hardware palette */ + if(!(screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE))) { + fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", + SCRW, SCRH, SDL_GetError()); + return 1; + } + + if(!(boat[0] = SDL_LoadBMP("sail.bmp"))) + sdlerr("loading sail.bmp"); + /* We've chosen magenta (#ff00ff) as colour key for the boat */ + SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, + SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); + boatcols = boat[0]->format->palette->ncolors; + boat[1] = hflip(boat[0]); + SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, + SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); + + /* + * First set the physical screen palette to black, so the user won't + * see our initial drawing on the screen. + */ + memset(cmap, 0, sizeof(cmap)); + SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256); + + /* + * Proper palette management is important when playing games with the + * colormap. We have divided the palette as follows: + * + * index 0..(boatcols-1): used for the boat + * index boatcols..(boatcols+63): used for the waves + */ + SDL_SetPalette(screen, SDL_LOGPAL, + boat[0]->format->palette->colors, 0, boatcols); + SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64); + + /* + * Now the logical screen palette is set, and will remain unchanged. + * The boats already have the same palette so fast blits can be used. + */ + memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); + + /* save the index of the red colour for later */ + red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); + + bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ + + /* initial screen contents */ + if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0) + sdlerr("blitting background to screen"); + SDL_Flip(screen); /* actually put the background on screen */ + + /* determine initial boat placements */ + for(i = 0; i < NBOATS; i++) { + boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; + boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); + boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; + } + + start = SDL_GetTicks(); + frames = 0; + fade_dir = 1; + fade_level = 0; + do { + SDL_Event e; + SDL_Rect updates[NBOATS]; + SDL_Rect r; + int redphase; + + /* A small event loop: just exit on any key or mouse button event */ + while(SDL_PollEvent(&e)) { + if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT + || e.type == SDL_MOUSEBUTTONDOWN) { + if(fade_dir < 0) + fade_level = 0; + fade_dir = -1; + } + } + + /* move boats */ + for(i = 0; i < NBOATS; i++) { + int old_x = boatx[i]; + /* update boat position */ + boatx[i] += boatdir[i] * SPEED; + if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) + boatdir[i] = -boatdir[i]; + + /* paint over the old boat position */ + r.x = old_x; + r.y = boaty[i]; + r.w = boat[0]->w; + r.h = boat[0]->h; + if(SDL_BlitSurface(bg, &r, screen, &r) < 0) + sdlerr("blitting background"); + + /* construct update rectangle (bounding box of old and new pos) */ + updates[i].x = MIN(old_x, boatx[i]); + updates[i].y = boaty[i]; + updates[i].w = boat[0]->w + SPEED; + updates[i].h = boat[0]->h; + /* clip update rectangle to screen */ + if(updates[i].x < 0) { + updates[i].w += updates[i].x; + updates[i].x = 0; + } + if(updates[i].x + updates[i].w > SCRW) + updates[i].w = SCRW - updates[i].x; + } + + for(i = 0; i < NBOATS; i++) { + /* paint boat on new position */ + r.x = boatx[i]; + r.y = boaty[i]; + if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, + screen, &r) < 0) + sdlerr("blitting boat"); + } + + /* cycle wave palette */ + for(i = 0; i < 64; i++) + cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; + + if(fade_dir) { + /* Fade the entire palette in/out */ + fade_level += fade_dir; + + if(gamma_fade) { + /* Fade linearly in gamma level (lousy) */ + float level = (float)fade_level / fade_max; + if(SDL_SetGamma(level, level, level) < 0) + sdlerr("setting gamma"); + + } else if(gamma_ramp) { + /* Fade using gamma ramp (better) */ + Uint16 ramp[256]; + for(i = 0; i < 256; i++) + ramp[i] = (i * fade_level / fade_max) << 8; + if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0) + sdlerr("setting gamma ramp"); + + } else { + /* Fade using direct palette manipulation (best) */ + memcpy(cmap, screen->format->palette->colors, + boatcols * sizeof(SDL_Color)); + for(i = 0; i < boatcols + 64; i++) { + cmap[i].r = cmap[i].r * fade_level / fade_max; + cmap[i].g = cmap[i].g * fade_level / fade_max; + cmap[i].b = cmap[i].b * fade_level / fade_max; + } + } + if(fade_level == fade_max) + fade_dir = 0; + } + + /* pulse the red colour (done after the fade, for a night effect) */ + redphase = frames % 64; + cmap[red].r = (int)(255 * sin(redphase * M_PI / 63)); + + SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); + + /* update changed areas of the screen */ + SDL_UpdateRects(screen, NBOATS, updates); + frames++; + } while(fade_level > 0); + + printf("%d frames, %.2f fps\n", + frames, 1000.0 * frames / (SDL_GetTicks() - start)); + return 0; +} +