view test/testalpha.c @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents 74212992fb08
children 609543e2b3a1
line wrap: on
line source


/* Simple program:  Fill a colormap with gray and stripe it down the screen,
		    Then move an alpha valued sprite around the screen.
 */

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

#include "SDL.h"

#define FRAME_TICKS	(1000/30)		/* 30 frames/second */

/* Create a "light" -- a yellowish surface with variable alpha */
SDL_Surface *CreateLight(SDL_Surface *screen, int radius)
{
	Uint8  trans, alphamask;
	int    range, addition;
	int    xdist, ydist;
	Uint16 x, y;
	Uint16 skip;
	Uint32 pixel;
	SDL_Surface *light;

#ifdef LIGHT_16BIT
	Uint16 *buf;

	/* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */
	/* Note: this isn't any faster than a 32 bit alpha surface */
	alphamask = 0x0000000F;
	light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16,
			0x0000F000, 0x00000F00, 0x000000F0, alphamask);
#else
	Uint32 *buf;

	/* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */
	alphamask = 0x000000FF;
	light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32,
			0xFF000000, 0x00FF0000, 0x0000FF00, alphamask);
	if ( light == NULL ) {
		fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError());
		return(NULL);
	}
#endif

	/* Fill with a light yellow-orange color */
	skip = light->pitch-(light->w*light->format->BytesPerPixel);
#ifdef LIGHT_16BIT
	buf = (Uint16 *)light->pixels;
#else
	buf = (Uint32 *)light->pixels;
#endif
        /* Get a tranparent pixel value - we'll add alpha later */
	pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0);
	for ( y=0; y<light->h; ++y ) {
		for ( x=0; x<light->w; ++x ) {
			*buf++ = pixel;
		}
		buf += skip;	/* Almost always 0, but just in case... */
	}

	/* Calculate alpha values for the surface. */
#ifdef LIGHT_16BIT
	buf = (Uint16 *)light->pixels;
#else
	buf = (Uint32 *)light->pixels;
#endif
	for ( y=0; y<light->h; ++y ) {
		for ( x=0; x<light->w; ++x ) {
			/* Slow distance formula (from center of light) */
			xdist = x-(light->w/2);
			ydist = y-(light->h/2);
			range = (int)sqrt(xdist*xdist+ydist*ydist);

			/* Scale distance to range of transparency (0-255) */
			if ( range > radius ) {
				trans = alphamask;
			} else {
				/* Increasing transparency with distance */
				trans = (Uint8)((range*alphamask)/radius);

				/* Lights are very transparent */
				addition = (alphamask+1)/8;
				if ( (int)trans+addition > alphamask ) {
					trans = alphamask;
				} else {
					trans += addition;
				}
			}
			/* We set the alpha component as the right N bits */
			*buf++ |= (255-trans);
		}
		buf += skip;	/* Almost always 0, but just in case... */
	}
	/* Enable RLE acceleration of this alpha surface */
	SDL_SetAlpha(light, SDL_SRCALPHA|SDL_RLEACCEL, 0);

	/* We're done! */
	return(light);
}

static Uint32 flashes = 0;
static Uint32 flashtime = 0;

void FlashLight(SDL_Surface *screen, SDL_Surface *light, int x, int y)
{
	SDL_Rect position;
	Uint32   ticks1;
	Uint32   ticks2;

	/* Easy, center light */
	position.x = x-(light->w/2);
	position.y = y-(light->h/2);
	position.w = light->w;
	position.h = light->h;
	ticks1 = SDL_GetTicks();
	SDL_BlitSurface(light, NULL, screen, &position);
	ticks2 = SDL_GetTicks();
	SDL_UpdateRects(screen, 1, &position);
	++flashes;

	/* Update time spend doing alpha blitting */
	flashtime += (ticks2-ticks1);
}

static int sprite_visible = 0;
static SDL_Surface *sprite;
static SDL_Surface *backing;
static SDL_Rect    position;
static int         x_vel, y_vel;
static int	   alpha_vel;

int LoadSprite(SDL_Surface *screen, char *file)
{
	SDL_Surface *converted;

	/* Load the sprite image */
	sprite = SDL_LoadBMP(file);
	if ( sprite == NULL ) {
		fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
		return(-1);
	}

	/* Set transparent pixel as the pixel at (0,0) */
	if ( sprite->format->palette ) {
		SDL_SetColorKey(sprite, SDL_SRCCOLORKEY,
						*(Uint8 *)sprite->pixels);
	}

	/* Convert sprite to video format */
	converted = SDL_DisplayFormat(sprite);
	SDL_FreeSurface(sprite);
	if ( converted == NULL ) {
		fprintf(stderr, "Couldn't convert background: %s\n",
							SDL_GetError());
		return(-1);
	}
	sprite = converted;

	/* Create the background */
	backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8,
								0, 0, 0, 0);
	if ( backing == NULL ) {
		fprintf(stderr, "Couldn't create background: %s\n",
							SDL_GetError());
		SDL_FreeSurface(sprite);
		return(-1);
	}

	/* Convert background to video format */
	converted = SDL_DisplayFormat(backing);
	SDL_FreeSurface(backing);
	if ( converted == NULL ) {
		fprintf(stderr, "Couldn't convert background: %s\n",
							SDL_GetError());
		SDL_FreeSurface(sprite);
		return(-1);
	}
	backing = converted;

	/* Set the initial position of the sprite */
	position.x = (screen->w-sprite->w)/2;
	position.y = (screen->h-sprite->h)/2;
	position.w = sprite->w;
	position.h = sprite->h;
	x_vel = 0; y_vel = 0;
	alpha_vel = 1;

	/* We're ready to roll. :) */
	return(0);
}

void AttractSprite(Uint16 x, Uint16 y)
{
	x_vel = ((int)x-position.x)/10;
	y_vel = ((int)y-position.y)/10;
}

void MoveSprite(SDL_Surface *screen, SDL_Surface *light)
{
	SDL_Rect updates[2];
	int alpha;

	/* Erase the sprite if it was visible */
	if ( sprite_visible ) {
		updates[0] = position;
		SDL_BlitSurface(backing, NULL, screen, &updates[0]);
	} else {
		updates[0].x = 0; updates[0].y = 0;
		updates[0].w = 0; updates[0].h = 0;
		sprite_visible = 1;
	}

	/* Since the sprite is off the screen, we can do other drawing
	   without being overwritten by the saved area behind the sprite.
	 */
	if ( light != NULL ) {
		int x, y;

		SDL_GetMouseState(&x, &y);
		FlashLight(screen, light, x, y);
	}
	   
	/* Move the sprite, bounce at the wall */
	position.x += x_vel;
	if ( (position.x < 0) || (position.x >= screen->w) ) {
		x_vel = -x_vel;
		position.x += x_vel;
	}
	position.y += y_vel;
	if ( (position.y < 0) || (position.y >= screen->h) ) {
		y_vel = -y_vel;
		position.y += y_vel;
	}

	/* Update transparency (fade in and out) */
	alpha = sprite->format->alpha;
	if ( (alpha+alpha_vel) < 0 ) {
		alpha_vel = -alpha_vel;
	} else
	if ( (alpha+alpha_vel) > 255 ) {
		alpha_vel = -alpha_vel;
	}
	SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8)(alpha+alpha_vel));

	/* Save the area behind the sprite */
	updates[1] = position;
	SDL_BlitSurface(screen, &updates[1], backing, NULL);
	
	/* Blit the sprite onto the screen */
	updates[1] = position;
	SDL_BlitSurface(sprite, NULL, screen, &updates[1]);

	/* Make it so! */
	SDL_UpdateRects(screen, 2, updates);
}

void WarpSprite(SDL_Surface *screen, int x, int y)
{
	SDL_Rect updates[2];

	/* Erase, move, Draw, update */
	updates[0] = position;
	SDL_BlitSurface(backing, NULL, screen, &updates[0]);
	position.x = x-sprite->w/2;	/* Center about X */
	position.y = y-sprite->h/2;	/* Center about Y */
	updates[1] = position;
	SDL_BlitSurface(screen, &updates[1], backing, NULL);
	updates[1] = position;
	SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
	SDL_UpdateRects(screen, 2, updates);
}

int main(int argc, char *argv[])
{
	const SDL_VideoInfo *info;
	SDL_Surface *screen;
	Uint8  video_bpp;
	Uint32 videoflags;
	Uint8 *buffer;
	int    i, done;
	SDL_Event event;
	SDL_Surface *light;
	int mouse_pressed;
	Uint32 ticks, lastticks;

	/* Initialize SDL */
	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
		exit(1);
	}
	atexit(SDL_Quit);

	/* Alpha blending doesn't work well at 8-bit color */
	info = SDL_GetVideoInfo();
	if ( info->vfmt->BitsPerPixel > 8 ) {
		video_bpp = info->vfmt->BitsPerPixel;
	} else {
		video_bpp = 16;
	}
	videoflags = SDL_SWSURFACE;
	while ( argc > 1 ) {
		--argc;
		if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
			video_bpp = atoi(argv[argc]);
			--argc;
		} else
		if ( strcmp(argv[argc], "-hw") == 0 ) {
			videoflags |= SDL_HWSURFACE;
		} else
		if ( strcmp(argv[argc], "-warp") == 0 ) {
			videoflags |= SDL_HWPALETTE;
		} else
		if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
			videoflags |= SDL_FULLSCREEN;
		} else {
			fprintf(stderr, 
			"Usage: %s [-bpp N] [-warp] [-hw] [-fullscreen]\n",
								argv[0]);
			exit(1);
		}
	}

	/* Set 640x480 video mode */
	if ( (screen=SDL_SetVideoMode(640,480,video_bpp,videoflags)) == NULL ) {
		fprintf(stderr, "Couldn't set 640x480x%d video mode: %s\n",
						video_bpp, SDL_GetError());
		exit(2);
	}

	/* Set the surface pixels and refresh! */
	if ( SDL_LockSurface(screen) < 0 ) {
		fprintf(stderr, "Couldn't lock the display surface: %s\n",
							SDL_GetError());
		exit(2);
	}
	buffer=(Uint8 *)screen->pixels;
	for ( i=0; i<screen->h; ++i ) {
		memset(buffer,(i*255)/screen->h, screen->pitch);
		buffer += screen->pitch;
	}
	SDL_UnlockSurface(screen);
	SDL_UpdateRect(screen, 0, 0, 0, 0);

	/* Create the light */
	light = CreateLight(screen, 82);
	if ( light == NULL ) {
		exit(1);
	}

	/* Load the sprite */
	if ( LoadSprite(screen, "icon.bmp") < 0 ) {
		SDL_FreeSurface(light);
		exit(1);
	}

	/* Set a clipping rectangle to clip the outside edge of the screen */
	{ SDL_Rect clip;
		clip.x = 32;
		clip.y = 32;
		clip.w = screen->w-(2*32);
		clip.h = screen->h-(2*32);
		SDL_SetClipRect(screen, &clip);
	}

	/* Wait for a keystroke */
	lastticks = SDL_GetTicks();
	done = 0;
	mouse_pressed = 0;
	while ( !done ) {
		/* Update the frame -- move the sprite */
		if ( mouse_pressed ) {
			MoveSprite(screen, light);
			mouse_pressed = 0;
		} else {
			MoveSprite(screen, NULL);
		}

		/* Slow down the loop to 30 frames/second */
		ticks = SDL_GetTicks();
		if ( (ticks-lastticks) < FRAME_TICKS ) {
#ifdef CHECK_SLEEP_GRANULARITY
fprintf(stderr, "Sleeping %d ticks\n", FRAME_TICKS-(ticks-lastticks));
#endif
			SDL_Delay(FRAME_TICKS-(ticks-lastticks));
#ifdef CHECK_SLEEP_GRANULARITY
fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks()-ticks));
#endif
		}
		lastticks = ticks;

		/* Check for events */
		while ( SDL_PollEvent(&event) ) {
			switch (event.type) {
				/* Attract sprite while mouse is held down */
				case SDL_MOUSEMOTION:
					if (event.motion.state != 0) {
						AttractSprite(event.motion.x,
								event.motion.y);
						mouse_pressed = 1;
					}
					break;
				case SDL_MOUSEBUTTONDOWN:
					if ( event.button.button == 1 ) {
						AttractSprite(event.button.x,
						              event.button.y);
						mouse_pressed = 1;
					} else {
						SDL_Rect area;

						area.x = event.button.x-16;
						area.y = event.button.y-16;
						area.w = 32;
						area.h = 32;
						SDL_FillRect(screen, &area, 0);
						SDL_UpdateRects(screen,1,&area);
					}
					break;
				case SDL_KEYDOWN:
					/* Any keypress quits the app... */
				case SDL_QUIT:
					done = 1;
					break;
				default:
					break;
			}
		}
	}
	SDL_FreeSurface(light);
	SDL_FreeSurface(sprite);
	SDL_FreeSurface(backing);

	/* Print out some timing information */
	if ( flashes > 0 ) {
		printf("%d alpha blits, ~%4.4f ms per blit\n", 
			flashes, (float)flashtime/flashes);
	}
	return(0);
}