34 /* |
34 /* |
35 * wave colours: Made by taking a narrow cross-section of a wave picture |
35 * wave colours: Made by taking a narrow cross-section of a wave picture |
36 * in Gimp, saving in PPM ascii format and formatting with Emacs macros. |
36 * in Gimp, saving in PPM ascii format and formatting with Emacs macros. |
37 */ |
37 */ |
38 static SDL_Color wavemap[] = { |
38 static SDL_Color wavemap[] = { |
39 {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125}, |
39 {0, 2, 103}, {0, 7, 110}, {0, 13, 117}, {0, 19, 125}, |
40 {0,25,133}, {0,31,141}, {0,37,150}, {0,43,158}, |
40 {0, 25, 133}, {0, 31, 141}, {0, 37, 150}, {0, 43, 158}, |
41 {0,49,166}, {0,55,174}, {0,61,182}, {0,67,190}, |
41 {0, 49, 166}, {0, 55, 174}, {0, 61, 182}, {0, 67, 190}, |
42 {0,73,198}, {0,79,206}, {0,86,214}, {0,96,220}, |
42 {0, 73, 198}, {0, 79, 206}, {0, 86, 214}, {0, 96, 220}, |
43 {5,105,224}, {12,112,226}, {19,120,227}, {26,128,229}, |
43 {5, 105, 224}, {12, 112, 226}, {19, 120, 227}, {26, 128, 229}, |
44 {33,135,230}, {40,143,232}, {47,150,234}, {54,158,236}, |
44 {33, 135, 230}, {40, 143, 232}, {47, 150, 234}, {54, 158, 236}, |
45 {61,165,238}, {68,173,239}, {75,180,241}, {82,188,242}, |
45 {61, 165, 238}, {68, 173, 239}, {75, 180, 241}, {82, 188, 242}, |
46 {89,195,244}, {96,203,246}, {103,210,248}, {112,218,250}, |
46 {89, 195, 244}, {96, 203, 246}, {103, 210, 248}, {112, 218, 250}, |
47 {124,224,250}, {135,226,251}, {146,229,251}, {156,231,252}, |
47 {124, 224, 250}, {135, 226, 251}, {146, 229, 251}, {156, 231, 252}, |
48 {167,233,252}, {178,236,252}, {189,238,252}, {200,240,252}, |
48 {167, 233, 252}, {178, 236, 252}, {189, 238, 252}, {200, 240, 252}, |
49 {211,242,252}, {222,244,252}, {233,247,252}, {242,249,252}, |
49 {211, 242, 252}, {222, 244, 252}, {233, 247, 252}, {242, 249, 252}, |
50 {237,250,252}, {209,251,252}, {174,251,252}, {138,252,252}, |
50 {237, 250, 252}, {209, 251, 252}, {174, 251, 252}, {138, 252, 252}, |
51 {102,251,252}, {63,250,252}, {24,243,252}, {7,225,252}, |
51 {102, 251, 252}, {63, 250, 252}, {24, 243, 252}, {7, 225, 252}, |
52 {4,203,252}, {3,181,252}, {2,158,252}, {1,136,251}, |
52 {4, 203, 252}, {3, 181, 252}, {2, 158, 252}, {1, 136, 251}, |
53 {0,111,248}, {0,82,234}, {0,63,213}, {0,50,192}, |
53 {0, 111, 248}, {0, 82, 234}, {0, 63, 213}, {0, 50, 192}, |
54 {0,39,172}, {0,28,152}, {0,17,132}, {0,7,114} |
54 {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114} |
55 }; |
55 }; |
56 |
56 |
57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ |
58 static void quit(int rc) |
58 static void |
59 { |
59 quit(int rc) |
60 SDL_Quit(); |
60 { |
61 exit(rc); |
61 SDL_Quit(); |
62 } |
62 exit(rc); |
63 |
63 } |
64 static void sdlerr(char *when) |
64 |
|
65 static void |
|
66 sdlerr(char *when) |
65 { |
67 { |
66 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); |
68 fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError()); |
67 quit(1); |
69 quit(1); |
68 } |
70 } |
69 |
71 |
70 /* create a background surface */ |
72 /* create a background surface */ |
71 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol) |
73 static SDL_Surface * |
|
74 make_bg(SDL_Surface * screen, int startcol) |
72 { |
75 { |
73 int i; |
76 int i; |
74 SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, |
77 SDL_Surface *bg = |
75 8, 0, 0, 0, 0); |
78 SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, |
76 if(!bg) |
79 8, 0, 0, 0, 0); |
77 sdlerr("creating background surface"); |
80 if (!bg) |
|
81 sdlerr("creating background surface"); |
78 |
82 |
79 /* set the palette to the logical screen palette so that blits |
83 /* set the palette to the logical screen palette so that blits |
80 won't be translated */ |
84 won't be translated */ |
81 SDL_SetColors(bg, screen->format->palette->colors, 0, 256); |
85 SDL_SetColors(bg, screen->format->palette->colors, 0, 256); |
82 |
86 |
83 /* Make a wavy background pattern using colours 0-63 */ |
87 /* Make a wavy background pattern using colours 0-63 */ |
84 if(SDL_LockSurface(bg) < 0) |
88 if (SDL_LockSurface(bg) < 0) |
85 sdlerr("locking background"); |
89 sdlerr("locking background"); |
86 for(i = 0; i < SCRH; i++) { |
90 for (i = 0; i < SCRH; i++) { |
87 Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch; |
91 Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch; |
88 int j, d; |
92 int j, d; |
89 d = 0; |
93 d = 0; |
90 for(j = 0; j < SCRW; j++) { |
94 for (j = 0; j < SCRW; j++) { |
91 int v = MAX(d, -2); |
95 int v = MAX(d, -2); |
92 v = MIN(v, 2); |
96 v = MIN(v, 2); |
93 if(i > 0) |
97 if (i > 0) |
94 v += p[-bg->pitch] + 65 - startcol; |
98 v += p[-bg->pitch] + 65 - startcol; |
95 p[j] = startcol + (v & 63); |
99 p[j] = startcol + (v & 63); |
96 d += ((rand() >> 3) % 3) - 1; |
100 d += ((rand() >> 3) % 3) - 1; |
97 } |
101 } |
98 } |
102 } |
99 SDL_UnlockSurface(bg); |
103 SDL_UnlockSurface(bg); |
100 return(bg); |
104 return (bg); |
101 } |
105 } |
102 |
106 |
103 /* |
107 /* |
104 * Return a surface flipped horisontally. Only works for 8bpp; |
108 * Return a surface flipped horisontally. Only works for 8bpp; |
105 * extension to arbitrary bitness is left as an exercise for the reader. |
109 * extension to arbitrary bitness is left as an exercise for the reader. |
106 */ |
110 */ |
107 static SDL_Surface *hflip(SDL_Surface *s) |
111 static SDL_Surface * |
|
112 hflip(SDL_Surface * s) |
108 { |
113 { |
109 int i; |
114 int i; |
110 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, |
115 SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8, |
111 0, 0, 0, 0); |
116 0, 0, 0, 0); |
112 /* copy palette */ |
117 /* copy palette */ |
113 SDL_SetColors(z, s->format->palette->colors, |
118 SDL_SetColors(z, s->format->palette->colors, |
114 0, s->format->palette->ncolors); |
119 0, s->format->palette->ncolors); |
115 if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) |
120 if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0) |
116 sdlerr("locking flip images"); |
121 sdlerr("locking flip images"); |
117 |
122 |
118 for(i = 0; i < s->h; i++) { |
123 for (i = 0; i < s->h; i++) { |
119 int j; |
124 int j; |
120 Uint8 *from = (Uint8 *)s->pixels + i * s->pitch; |
125 Uint8 *from = (Uint8 *) s->pixels + i * s->pitch; |
121 Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1; |
126 Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1; |
122 for(j = 0; j < s->w; j++) |
127 for (j = 0; j < s->w; j++) |
123 to[-j] = from[j]; |
128 to[-j] = from[j]; |
124 } |
129 } |
125 |
130 |
126 SDL_UnlockSurface(z); |
131 SDL_UnlockSurface(z); |
127 SDL_UnlockSurface(s); |
132 SDL_UnlockSurface(s); |
128 return z; |
133 return z; |
129 } |
134 } |
130 |
135 |
131 int main(int argc, char **argv) |
136 int |
|
137 main(int argc, char **argv) |
132 { |
138 { |
133 SDL_Color cmap[256]; |
139 SDL_Color cmap[256]; |
134 SDL_Surface *screen; |
140 SDL_Surface *screen; |
135 SDL_Surface *bg; |
141 SDL_Surface *bg; |
136 SDL_Surface *boat[2]; |
142 SDL_Surface *boat[2]; |
141 int boatcols, frames, i, red; |
147 int boatcols, frames, i, red; |
142 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; |
148 int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS]; |
143 int gamma_fade = 0; |
149 int gamma_fade = 0; |
144 int gamma_ramp = 0; |
150 int gamma_ramp = 0; |
145 |
151 |
146 if(SDL_Init(SDL_INIT_VIDEO) < 0) |
152 if (SDL_Init(SDL_INIT_VIDEO) < 0) |
147 sdlerr("initialising SDL"); |
153 sdlerr("initialising SDL"); |
148 |
154 |
149 while(--argc) { |
155 while (--argc) { |
150 ++argv; |
156 ++argv; |
151 if(strcmp(*argv, "-hw") == 0) |
157 if (strcmp(*argv, "-hw") == 0) |
152 vidflags |= SDL_HWSURFACE; |
158 vidflags |= SDL_HWSURFACE; |
153 else if(strcmp(*argv, "-fullscreen") == 0) |
159 else if (strcmp(*argv, "-fullscreen") == 0) |
154 vidflags |= SDL_FULLSCREEN; |
160 vidflags |= SDL_FULLSCREEN; |
155 else if(strcmp(*argv, "-nofade") == 0) |
161 else if (strcmp(*argv, "-nofade") == 0) |
156 fade_max = 1; |
162 fade_max = 1; |
157 else if(strcmp(*argv, "-gamma") == 0) |
163 else if (strcmp(*argv, "-gamma") == 0) |
158 gamma_fade = 1; |
164 gamma_fade = 1; |
159 else if(strcmp(*argv, "-gammaramp") == 0) |
165 else if (strcmp(*argv, "-gammaramp") == 0) |
160 gamma_ramp = 1; |
166 gamma_ramp = 1; |
161 else { |
167 else { |
162 fprintf(stderr, |
168 fprintf(stderr, |
163 "usage: testpalette " |
169 "usage: testpalette " |
164 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); |
170 " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n"); |
165 quit(1); |
171 quit(1); |
166 } |
172 } |
167 } |
173 } |
168 |
174 |
169 /* Ask explicitly for 8bpp and a hardware palette */ |
175 /* Ask explicitly for 8bpp and a hardware palette */ |
170 if((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { |
176 if ((screen = |
171 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", |
177 SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) { |
172 SCRW, SCRH, SDL_GetError()); |
178 fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n", |
173 quit(1); |
179 SCRW, SCRH, SDL_GetError()); |
174 } |
180 quit(1); |
175 |
181 } |
176 if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE); |
182 |
177 |
183 if (vidflags & SDL_FULLSCREEN) |
178 if((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) |
184 SDL_ShowCursor(SDL_FALSE); |
179 sdlerr("loading sail.bmp"); |
185 |
|
186 if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL) |
|
187 sdlerr("loading sail.bmp"); |
180 /* We've chosen magenta (#ff00ff) as colour key for the boat */ |
188 /* We've chosen magenta (#ff00ff) as colour key for the boat */ |
181 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, |
189 SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL, |
182 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); |
190 SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff)); |
183 boatcols = boat[0]->format->palette->ncolors; |
191 boatcols = boat[0]->format->palette->ncolors; |
184 boat[1] = hflip(boat[0]); |
192 boat[1] = hflip(boat[0]); |
185 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, |
193 SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL, |
186 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); |
194 SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff)); |
187 |
195 |
188 /* |
196 /* |
189 * First set the physical screen palette to black, so the user won't |
197 * First set the physical screen palette to black, so the user won't |
190 * see our initial drawing on the screen. |
198 * see our initial drawing on the screen. |
191 */ |
199 */ |
210 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); |
218 memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color)); |
211 |
219 |
212 /* save the index of the red colour for later */ |
220 /* save the index of the red colour for later */ |
213 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); |
221 red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00); |
214 |
222 |
215 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ |
223 bg = make_bg(screen, boatcols); /* make a nice wavy background surface */ |
216 |
224 |
217 /* initial screen contents */ |
225 /* initial screen contents */ |
218 if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0) |
226 if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0) |
219 sdlerr("blitting background to screen"); |
227 sdlerr("blitting background to screen"); |
220 SDL_Flip(screen); /* actually put the background on screen */ |
228 SDL_Flip(screen); /* actually put the background on screen */ |
221 |
229 |
222 /* determine initial boat placements */ |
230 /* determine initial boat placements */ |
223 for(i = 0; i < NBOATS; i++) { |
231 for (i = 0; i < NBOATS; i++) { |
224 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; |
232 boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w; |
225 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); |
233 boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1); |
226 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; |
234 boatdir[i] = ((rand() >> 5) & 1) * 2 - 1; |
227 } |
235 } |
228 |
236 |
229 start = SDL_GetTicks(); |
237 start = SDL_GetTicks(); |
230 frames = 0; |
238 frames = 0; |
231 fade_dir = 1; |
239 fade_dir = 1; |
232 fade_level = 0; |
240 fade_level = 0; |
233 do { |
241 do { |
234 SDL_Event e; |
242 SDL_Event e; |
235 SDL_Rect updates[NBOATS]; |
243 SDL_Rect updates[NBOATS]; |
236 SDL_Rect r; |
244 SDL_Rect r; |
237 int redphase; |
245 int redphase; |
238 |
246 |
239 /* A small event loop: just exit on any key or mouse button event */ |
247 /* A small event loop: just exit on any key or mouse button event */ |
240 while(SDL_PollEvent(&e)) { |
248 while (SDL_PollEvent(&e)) { |
241 if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT |
249 if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT |
242 || e.type == SDL_MOUSEBUTTONDOWN) { |
250 || e.type == SDL_MOUSEBUTTONDOWN) { |
243 if(fade_dir < 0) |
251 if (fade_dir < 0) |
244 fade_level = 0; |
252 fade_level = 0; |
245 fade_dir = -1; |
253 fade_dir = -1; |
246 } |
254 } |
247 } |
255 } |
248 |
256 |
249 /* move boats */ |
257 /* move boats */ |
250 for(i = 0; i < NBOATS; i++) { |
258 for (i = 0; i < NBOATS; i++) { |
251 int old_x = boatx[i]; |
259 int old_x = boatx[i]; |
252 /* update boat position */ |
260 /* update boat position */ |
253 boatx[i] += boatdir[i] * SPEED; |
261 boatx[i] += boatdir[i] * SPEED; |
254 if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) |
262 if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW) |
255 boatdir[i] = -boatdir[i]; |
263 boatdir[i] = -boatdir[i]; |
256 |
264 |
257 /* paint over the old boat position */ |
265 /* paint over the old boat position */ |
258 r.x = old_x; |
266 r.x = old_x; |
259 r.y = boaty[i]; |
267 r.y = boaty[i]; |
260 r.w = boat[0]->w; |
268 r.w = boat[0]->w; |
261 r.h = boat[0]->h; |
269 r.h = boat[0]->h; |
262 if(SDL_BlitSurface(bg, &r, screen, &r) < 0) |
270 if (SDL_BlitSurface(bg, &r, screen, &r) < 0) |
263 sdlerr("blitting background"); |
271 sdlerr("blitting background"); |
264 |
272 |
265 /* construct update rectangle (bounding box of old and new pos) */ |
273 /* construct update rectangle (bounding box of old and new pos) */ |
266 updates[i].x = MIN(old_x, boatx[i]); |
274 updates[i].x = MIN(old_x, boatx[i]); |
267 updates[i].y = boaty[i]; |
275 updates[i].y = boaty[i]; |
268 updates[i].w = boat[0]->w + SPEED; |
276 updates[i].w = boat[0]->w + SPEED; |
269 updates[i].h = boat[0]->h; |
277 updates[i].h = boat[0]->h; |
270 /* clip update rectangle to screen */ |
278 /* clip update rectangle to screen */ |
271 if(updates[i].x < 0) { |
279 if (updates[i].x < 0) { |
272 updates[i].w += updates[i].x; |
280 updates[i].w += updates[i].x; |
273 updates[i].x = 0; |
281 updates[i].x = 0; |
274 } |
282 } |
275 if(updates[i].x + updates[i].w > SCRW) |
283 if (updates[i].x + updates[i].w > SCRW) |
276 updates[i].w = SCRW - updates[i].x; |
284 updates[i].w = SCRW - updates[i].x; |
277 } |
285 } |
278 |
286 |
279 for(i = 0; i < NBOATS; i++) { |
287 for (i = 0; i < NBOATS; i++) { |
280 /* paint boat on new position */ |
288 /* paint boat on new position */ |
281 r.x = boatx[i]; |
289 r.x = boatx[i]; |
282 r.y = boaty[i]; |
290 r.y = boaty[i]; |
283 if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, |
291 if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL, |
284 screen, &r) < 0) |
292 screen, &r) < 0) |
285 sdlerr("blitting boat"); |
293 sdlerr("blitting boat"); |
286 } |
294 } |
287 |
295 |
288 /* cycle wave palette */ |
296 /* cycle wave palette */ |
289 for(i = 0; i < 64; i++) |
297 for (i = 0; i < 64; i++) |
290 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; |
298 cmap[boatcols + ((i + frames) & 63)] = wavemap[i]; |
291 |
299 |
292 if(fade_dir) { |
300 if (fade_dir) { |
293 /* Fade the entire palette in/out */ |
301 /* Fade the entire palette in/out */ |
294 fade_level += fade_dir; |
302 fade_level += fade_dir; |
295 |
303 |
296 if(gamma_fade) { |
304 if (gamma_fade) { |
297 /* Fade linearly in gamma level (lousy) */ |
305 /* Fade linearly in gamma level (lousy) */ |
298 float level = (float)fade_level / fade_max; |
306 float level = (float) fade_level / fade_max; |
299 if(SDL_SetGamma(level, level, level) < 0) |
307 if (SDL_SetGamma(level, level, level) < 0) |
300 sdlerr("setting gamma"); |
308 sdlerr("setting gamma"); |
301 |
309 |
302 } else if(gamma_ramp) { |
310 } else if (gamma_ramp) { |
303 /* Fade using gamma ramp (better) */ |
311 /* Fade using gamma ramp (better) */ |
304 Uint16 ramp[256]; |
312 Uint16 ramp[256]; |
305 for(i = 0; i < 256; i++) |
313 for (i = 0; i < 256; i++) |
306 ramp[i] = (i * fade_level / fade_max) << 8; |
314 ramp[i] = (i * fade_level / fade_max) << 8; |
307 if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0) |
315 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0) |
308 sdlerr("setting gamma ramp"); |
316 sdlerr("setting gamma ramp"); |
309 |
317 |
310 } else { |
318 } else { |
311 /* Fade using direct palette manipulation (best) */ |
319 /* Fade using direct palette manipulation (best) */ |
312 memcpy(cmap, screen->format->palette->colors, |
320 memcpy(cmap, screen->format->palette->colors, |
313 boatcols * sizeof(SDL_Color)); |
321 boatcols * sizeof(SDL_Color)); |
314 for(i = 0; i < boatcols + 64; i++) { |
322 for (i = 0; i < boatcols + 64; i++) { |
315 cmap[i].r = cmap[i].r * fade_level / fade_max; |
323 cmap[i].r = cmap[i].r * fade_level / fade_max; |
316 cmap[i].g = cmap[i].g * fade_level / fade_max; |
324 cmap[i].g = cmap[i].g * fade_level / fade_max; |
317 cmap[i].b = cmap[i].b * fade_level / fade_max; |
325 cmap[i].b = cmap[i].b * fade_level / fade_max; |
318 } |
326 } |
319 } |
327 } |
320 if(fade_level == fade_max) |
328 if (fade_level == fade_max) |
321 fade_dir = 0; |
329 fade_dir = 0; |
322 } |
330 } |
323 |
331 |
324 /* pulse the red colour (done after the fade, for a night effect) */ |
332 /* pulse the red colour (done after the fade, for a night effect) */ |
325 redphase = frames % 64; |
333 redphase = frames % 64; |
326 cmap[red].r = (int)(255 * sin(redphase * M_PI / 63)); |
334 cmap[red].r = (int) (255 * sin(redphase * M_PI / 63)); |
327 |
335 |
328 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); |
336 SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64); |
329 |
337 |
330 /* update changed areas of the screen */ |
338 /* update changed areas of the screen */ |
331 SDL_UpdateRects(screen, NBOATS, updates); |
339 SDL_UpdateRects(screen, NBOATS, updates); |
332 frames++; |
340 frames++; |
333 } while(fade_level > 0); |
341 } |
|
342 while (fade_level > 0); |
334 |
343 |
335 printf("%d frames, %.2f fps\n", |
344 printf("%d frames, %.2f fps\n", |
336 frames, 1000.0 * frames / (SDL_GetTicks() - start)); |
345 frames, 1000.0 * frames / (SDL_GetTicks() - start)); |
337 |
346 |
338 if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE); |
347 if (vidflags & SDL_FULLSCREEN) |
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348 SDL_ShowCursor(SDL_TRUE); |
339 SDL_Quit(); |
349 SDL_Quit(); |
340 return 0; |
350 return 0; |
341 } |
351 } |
342 |
|