diff 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
line wrap: on
line diff
--- a/test/testpalette.c	Sun May 21 17:27:13 2006 +0000
+++ b/test/testpalette.c	Sun May 28 13:04:16 2006 +0000
@@ -36,99 +36,105 @@
  * 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}
+    {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}
 };
 
 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
-static void quit(int rc)
+static void
+quit (int rc)
 {
-	SDL_Quit();
-	exit(rc);
+    SDL_Quit ();
+    exit (rc);
 }
 
-static void sdlerr(char *when)
+static void
+sdlerr (char *when)
 {
-    fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
-    quit(1);
+    fprintf (stderr, "SDL error: %s: %s\n", when, SDL_GetError ());
+    quit (1);
 }
 
 /* create a background surface */
-static SDL_Surface *make_bg(SDL_Surface *screen, int startcol)
+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");
+    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);
+    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;
-	}
+    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);
+    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)
+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);
+    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");
+    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];
+    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);
+    SDL_UnlockSurface (z);
+    SDL_UnlockSurface (s);
     return z;
 }
 
-int main(int argc, char **argv)
+int
+main (int argc, char **argv)
 {
     SDL_Color cmap[256];
     SDL_Surface *screen;
@@ -143,200 +149,204 @@
     int gamma_fade = 0;
     int gamma_ramp = 0;
 
-    if(SDL_Init(SDL_INIT_VIDEO) < 0)
-	sdlerr("initialising SDL");
+    if (SDL_Init (SDL_INIT_VIDEO) < 0)
+        sdlerr ("initialising SDL");
 
-    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");
-	    quit(1);
-	}
+    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");
+            quit (1);
+        }
     }
 
     /* Ask explicitly for 8bpp and a hardware palette */
-    if((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) {
-	fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
-		SCRW, SCRH, SDL_GetError());
-	quit(1);
+    if ((screen =
+         SDL_SetVideoMode (SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL)
+    {
+        fprintf (stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
+                 SCRW, SCRH, SDL_GetError ());
+        quit (1);
     }
 
-    if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE);
+    if (vidflags & SDL_FULLSCREEN)
+        SDL_ShowCursor (SDL_FALSE);
 
-    if((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL)
-	sdlerr("loading sail.bmp");
+    if ((boat[0] = SDL_LoadBMP ("sail.bmp")) == NULL)
+        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));
+    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));
+    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);
+    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
+     * 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);
+    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));
+    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);
+    red = SDL_MapRGB (screen->format, 0xff, 0x00, 0x00);
 
-    bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
+    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 */
+    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;
+    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();
+    start = SDL_GetTicks ();
     frames = 0;
     fade_dir = 1;
     fade_level = 0;
     do {
-	SDL_Event e;
-	SDL_Rect updates[NBOATS];
-	SDL_Rect r;
-	int redphase;
+        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;
-	    }
-	}
+        /* 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];
 
-	/* 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");
 
-	    /* 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;
+        }
 
-	    /* 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");
+        }
 
-	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];
 
-	/* 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(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");
 
-	    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 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;
-	}
+            } 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));
+        /* 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);
+        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);
+        /* 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));
+    printf ("%d frames, %.2f fps\n",
+            frames, 1000.0 * frames / (SDL_GetTicks () - start));
 
-    if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE);
-    SDL_Quit();
+    if (vidflags & SDL_FULLSCREEN)
+        SDL_ShowCursor (SDL_TRUE);
+    SDL_Quit ();
     return 0;
 }
-