Mercurial > sdl-ios-xcode
view test/testpalette.c @ 983:7f08bd66f1ca
Date: Fri, 19 Nov 2004 06:23:53 -0800 (PST)
From: Eric Wing
Subject: OS X Mouse inversion problem fix (again)
Here's yet another patch for the OS X mouse inversion
problem. This should fix the problem once and for all.
I know I've said this before, but *This time for
sure!* :)
If you recall, my last patch broke the non-OpenGL
windowed code and caused the inversion to occur there
instead. Max submitted a patch that partially reverted
the changes back which included the os version hack
which is currently the most recent CVS.
Aaron Sullivan identified and reported to the mailing
list the other day, that the last partial regression
of the code broke OS X 10.2. Looking over the results,
I'm thinking that I was slightly more successful than
I thought at unifying the code. I think I was trying
to unify the code base for OpenGL and non-OpenGL
windowed modes for all versions of the OS. It looks
like I failed at at unifying the OpenGL and non-OpenGL
code, but I did succeed at unifying the OS versions.
Thus, we no longer need the hack for the OS version
checks. The partial regression still included an OS
check which is what broke things for < 10.3.
Attached is the patch for SDL_QuartzWM.m. It basically
is a half-line change that removes one of the two
checks that decides if the mouse coordinates need to
be inverted, i.e:
if (system_version >= 0x1030 &&
(SDL_VideoSurface->flags & SDL_OPENGL) )
becomes this:
if(SDL_VideoSurface->flags & SDL_OPENGL)
With Aaron's outstanding help, we have collectively
tested:
windowed OpenGL
windowed non-OpenGL
fullscreen OpenGL
fullscreen non-OpenGL
under OS X 10.2 (Jaguar), 10.3 (Panther), and 10.4
(Tiger).
We don't have access to 10.0 or 10.1, but since the
original problem didn't materialize until 10.3, I'm
hopeful that testing 10.2 is sufficient. And now that
the code is uniform, I'm also hoping we'll be safe
moving forward to deal with future revisions of the OS
with this issue.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sun, 21 Nov 2004 00:57:47 +0000 |
parents | 74212992fb08 |
children | be9c9c8f6d53 |
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} }; static void sdlerr(char *when) { fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); exit(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"); atexit(SDL_Quit); 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"); return 1; } } /* Ask explicitly for 8bpp and a hardware palette */ if(!(screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE))) { fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", SCRW, SCRH, SDL_GetError()); return 1; } if(!(boat[0] = SDL_LoadBMP("sail.bmp"))) 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)); return 0; }