view test/testpalette.c @ 3978:b966761fef6c SDL-1.2

Significantly improved XIM support. Fixes Bugzilla #429. Selected notes from the patch's README: = FIXES = This patch fixes the above issues as follows. == X11 events == Moved XFilterEvent just after XNextEvent so that all events are passed to it. Also, XFilterEvent will receive masks indicated by IM through XNFilterEvents IC value as well as masks surpplied by SDL. X11_KeyRepeat is called between XNextEvent and XFilterEvent, after testing an event is a KeyRelease. I'm not 100% comfortable to do so, but I couldn't find a better timing to call it, and use of the function is inevitable. == Xutf8LookupString == Used a longer buffer to receive UTF-8 string. If it is insufficient, a dynamic storage of the requested size will be allocated. The initial size of the buffer is set to 32, because the Japanese text converted from the most widely used benchmark key sequence for Japanese IM, "WATASHINONAMAEHANAKANODESU." has ten Japanese characters in it, that occupies 30 bytes when encoded in UTF-8. == SDL_keysym.unicode == On Windows version of SDL implementation, SDL_keysym.unicode stores UTF-16 encoded unicode characters, one UTF-16 encoding unit per an SDL event. A Unicode supplementary characters are sent to an application as two events. (One with a high surrogate and another with a low surrogate.) The behavior seems reasonable since it is upward compatible with existing handling of BMP characters. I wrote a UTF-8 to UTF-16 conversion function for the purpose. It is designed with the execution speed in mind, having a minimum set of features that my patch requires.
author Ryan C. Gordon <icculus@icculus.org>
date Mon, 25 Jun 2007 19:58:32 +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;
}