Mercurial > sdl-ios-xcode
view test/testpalette.c @ 4223:63fd67e17705 SDL-1.2
Fixed bug #727
Lorenzo Desole 2009-04-19 07:36:10 PDT
I am one of the developers of a multimedia application (My Media System MMS),
which uses SDL.
MMS is normally running in fullscreen mode but it switches it off before
launching external applications (mplayer, xine, etc.).
The problem with fullscreen is that when the latter is switched off either via
SDL_WM_ToggleFullScreen() or SDL_SetVideoMode(), SDL compares the current
screen sizes with the ones saved when the video system was initted, and if they
don't match, it calls XF86VidModeSwitchToMode() to switch to the old modeline.
This makes it impossible for external programs and for MMS itself to use RandR
to change the screen size, because next time fullscreen mode is turned off, it
bombs out with the following error:
X Error of failed request: BadValue (integer parameter out of range for
operation)
Major opcode of failed request: 136 (XFree86-VidModeExtension)
Minor opcode of failed request: 10 (XF86VidModeSwitchToMode)
[...]
Obviously this happens only if the new screen resolution is smaller than the
original one and XF86VidModeSwitchToMode() can't succeed.
I couldn't find any way to inform SDL that the screen resolution it uses as
reference is no longer valid.
This can be fixed by adding "save_mode(this)" to
./src/video/x11/SDL_x11modes.c, API X11_EnterFullScreen(_THIS), like this:
int X11_EnterFullScreen(_THIS)
{
int okay;
+ save_mode(this);
I can't rule out possible side effects, but I don't see any.
While I admit this is a minor issue for the general users, it is a major
showstopper for our program where the ability to change screen resolution and
refresh rate according to the movie being played, is very important.
Thanks in advance.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 21 Sep 2009 11:14:36 +0000 |
parents | 871090feb7ad |
children | 782fd950bd46 c121d94672cb |
line wrap: on
line source
/* * 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> /* This isn't in the Windows headers */ #ifndef M_PI #define M_PI 3.14159265358979323846 #endif #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_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; } } 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; 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; }