Mercurial > sdl-ios-xcode
view test/testpalette.c @ 4426:1bceff8f008f
Fixed bug #943
Ozkan Sezer 2010-02-06 12:31:06 PST
Hi:
Here are some small fixes for compiling SDL against mingw-w64.
(see http://mingw-w64.sourceforge.net/ . Despite the name, it
supports both win32 and win64.)
src/audio/windx5/directx.h and src/video/windx5/directx.h (both
SDL-1.2 and SDL-1.3.) I get compilation errors about some union
not having a member named u1 and alike, because of other system
headers being included before this one and them already defining
DUMMYUNIONNAME and stuff. This header probably assumes that those
stuff are defined in windef.h, but mingw-w64 headers define them
in _mingw.h. Easily fixed by moving NONAMELESSUNION definition to
the top of the file.
src/thread/win32/SDL_systhread.c (both SDL-1.2 and SDL-1.3.) :
The __GNUC__ case for pfnSDL_CurrentBeginThread is 32-bit centric
because _beginthreadex returns uintptr_t, not unsigned long which
is 32 bits in win64. Changing the return type to uintptr_t fixes
it.
video/SDL_blit.h (and configure.in) (SDL-1.3-only) : MinGW-w64
uses msvcrt version of _aligned_malloc and _aligned_free and
they are defined in intrin.h (similar to VC). Adding proper
ifdefs fixes it. (Notes about macros to check: __MINGW32__ is
defined for both mingw.org and for mingw-w64 for both win32 and
win64, __MINGW64__ is only defined for _WIN64, so __MINGW64__
can't be used to detect mingw-w64: including _mingw.h and then
checking for __MINGW64_VERSION_MAJOR does the trick.)
SDL_win32video.h (SDL-1.3-only) : Tweaked the VINWER definition
and location in order to avoid multiple redefinition warnings.
Hope these are useful. Thanks.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 10 Mar 2010 15:02:58 +0000 |
parents | 06f0768a904c |
children |
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/* * 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> #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} }; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { SDL_Quit(); exit(rc); } static void sdlerr(char *when) { 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) { 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_SetSurfacePalette(bg, screen->format->palette); /* 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"); 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 (vidflags & SDL_FULLSCREEN) SDL_ShowCursor(SDL_FALSE); 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)); boatcols = boat[0]->format->palette->ncolors; if (boatcols >= 256) sdlerr("too many colors in sail.bmp"); 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)); if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor(SDL_TRUE); SDL_Quit(); return 0; }