view test/testalpha.c @ 2185:2032348afed1

This code adds support for DirectColor visuals to SDL 1.3. The support uses part of the Xmu library. To ensure that the library is available and to keep people form having to install yet another library I have added the essential parts of Xmu in src/video/extensions/XmuStdCmap and an include file in src/video/extensions. The support makes use of standard X11 mechanisms to create color maps and make sure that an application uses the same color map for each window/visual combination. This should make it possible for gamma support to be implemented based on a single color map per application. Hurm... it looks like "make indent" modified a few extra files. Those are getting committed too.
author Bob Pendleton <bob@pendleton.com>
date Thu, 12 Jul 2007 20:00:50 +0000
parents c121d94672cb
children c785543d1843
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 */

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    SDL_Quit();
    exit(rc);
}

/* Fill the screen with a gradient */
static void
FillBackground(SDL_Surface * screen)
{
    Uint8 *buffer;
    Uint16 *buffer16;
    Uint16 color;
    Uint8 gradient;
    int i, k;

    /* Set the surface pixels and refresh! */
    if (SDL_LockSurface(screen) < 0) {
        fprintf(stderr, "Couldn't lock the display surface: %s\n",
                SDL_GetError());
        quit(2);
    }
    buffer = (Uint8 *) screen->pixels;
    if (screen->format->BytesPerPixel != 2) {
        for (i = 0; i < screen->h; ++i) {
            memset(buffer, (i * 255) / screen->h,
                   screen->w * screen->format->BytesPerPixel);
            buffer += screen->pitch;
        }
    } else {
        for (i = 0; i < screen->h; ++i) {
            gradient = ((i * 255) / screen->h);
            color =
                (Uint16) SDL_MapRGB(screen->format, gradient, gradient,
                                    gradient);
            buffer16 = (Uint16 *) buffer;
            for (k = 0; k < screen->w; k++) {
                *(buffer16 + k) = color;
            }
            buffer += screen->pitch;
        }
    }

    SDL_UnlockSurface(screen);
    SDL_UpdateRect(screen, 0, 0, 0, 0);
}

/* Create a "light" -- a yellowish surface with variable alpha */
SDL_Surface *
CreateLight(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;
    int w, h;
    Uint8 video_bpp;
    Uint32 videoflags;
    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());
        return (1);
    }

    /* Alpha blending doesn't work well at 8-bit color */
#ifdef _WIN32_WCE
    /* Pocket PC */
    w = 240;
    h = 320;
#else
    w = 640;
    h = 480;
#endif
    info = SDL_GetVideoInfo();
    if (info->vfmt->BitsPerPixel > 8) {
        video_bpp = info->vfmt->BitsPerPixel;
    } else {
        video_bpp = 16;
        fprintf(stderr, "forced 16 bpp mode\n");
    }
    videoflags = SDL_SWSURFACE;
    for (i = 1; argv[i]; ++i) {
        if (strcmp(argv[i], "-bpp") == 0) {
            video_bpp = atoi(argv[++i]);
            if (video_bpp <= 8) {
                video_bpp = 16;
                fprintf(stderr, "forced 16 bpp mode\n");
            }
        } else if (strcmp(argv[i], "-hw") == 0) {
            videoflags |= SDL_HWSURFACE;
        } else if (strcmp(argv[i], "-warp") == 0) {
            videoflags |= SDL_HWPALETTE;
        } else if (strcmp(argv[i], "-width") == 0 && argv[i + 1]) {
            w = atoi(argv[++i]);
        } else if (strcmp(argv[i], "-height") == 0 && argv[i + 1]) {
            h = atoi(argv[++i]);
        } else if (strcmp(argv[i], "-resize") == 0) {
            videoflags |= SDL_RESIZABLE;
        } else if (strcmp(argv[i], "-noframe") == 0) {
            videoflags |= SDL_NOFRAME;
        } else if (strcmp(argv[i], "-fullscreen") == 0) {
            videoflags |= SDL_FULLSCREEN;
        } else {
            fprintf(stderr,
                    "Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n",
                    argv[0]);
            quit(1);
        }
    }

    /* Set video mode */
    if ((screen = SDL_SetVideoMode(w, h, video_bpp, videoflags)) == NULL) {
        fprintf(stderr, "Couldn't set %dx%dx%d video mode: %s\n",
                w, h, video_bpp, SDL_GetError());
        quit(2);
    }
    FillBackground(screen);

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

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

    /* Print out information about our surfaces */
    printf("Screen is at %d bits per pixel\n", screen->format->BitsPerPixel);
    if ((screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
        printf("Screen is in video memory\n");
    } else {
        printf("Screen is in system memory\n");
    }
    if ((screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF) {
        printf("Screen has double-buffering enabled\n");
    }
    if ((sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
        printf("Sprite is in video memory\n");
    } else {
        printf("Sprite is in system memory\n");
    }

    /* Run a sample blit to trigger blit acceleration */
    MoveSprite(screen, NULL);
    if ((sprite->flags & SDL_HWACCEL) == SDL_HWACCEL) {
        printf("Sprite blit uses hardware alpha acceleration\n");
    } else {
        printf("Sprite blit dosn't uses hardware alpha acceleration\n");
    }

    /* 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) {
            case SDL_VIDEORESIZE:
                screen =
                    SDL_SetVideoMode(event.resize.w, event.resize.h,
                                     video_bpp, videoflags);
                if (screen) {
                    FillBackground(screen);
                }
                break;
                /* 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:
                if (event.key.keysym.sym == SDLK_ESCAPE) {
                    done = 1;
                }
                break;
            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);
    }

    SDL_Quit();
    return (0);
}