Mercurial > sdl-ios-xcode
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 |
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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; } -