Mercurial > sdl-ios-xcode
view test/testpalette.c @ 4215:d83830711a5b SDL-1.2
Fixed bug #615
Scott McCreary 2008-08-21 10:48:14 PDT
This patch adds support for Haiku.
http://ports.haiku-files.org/browser/haikuports/trunk/media-libs/libsdl/SDL-1.2.13-haiku.diff
Haiku is an open-source recreation of BeOS. It has better POSIX compliance
than beOS did, and other improved features, which in some cases causes us to
have to "undo" previous BeOS workarounds.
Here's our port log entry for it, showing the steps to force the changes into
configure and Makefile:
http://ports.haiku-files.org/wiki/media-libs/libsdl/1.2.13/1
Note that this was only tried on 1.2.13 stable so far.
Haiku is using a newer config.guess / config.sub that doesn't yet seem to be in
the released libtool, so we are having to copy it in for now.
http://haiku-files.org/files/optional-packages/
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 21 Sep 2009 09:18:42 +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; }