--- a/test/testpalette.c Mon May 29 03:53:21 2006 +0000
+++ b/test/testpalette.c Mon May 29 04:04:35 2006 +0000
@@ -56,51 +56,51 @@
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
-quit (int rc)
+quit(int rc)
{
- SDL_Quit ();
- exit (rc);
+ SDL_Quit();
+ exit(rc);
}
static void
-sdlerr (char *when)
+sdlerr(char *when)
{
- fprintf (stderr, "SDL error: %s: %s\n", when, SDL_GetError ());
- quit (1);
+ 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)
+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);
+ SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
+ 8, 0, 0, 0, 0);
if (!bg)
- sdlerr ("creating background surface");
+ 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);
+ 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");
+ 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);
+ 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;
+ d += ((rand() >> 3) % 3) - 1;
}
}
- SDL_UnlockSurface (bg);
+ SDL_UnlockSurface(bg);
return (bg);
}
@@ -109,16 +109,16 @@
* extension to arbitrary bitness is left as an exercise for the reader.
*/
static SDL_Surface *
-hflip (SDL_Surface * s)
+hflip(SDL_Surface * s)
{
int i;
- SDL_Surface *z = SDL_CreateRGBSurface (SDL_SWSURFACE, s->w, s->h, 8,
- 0, 0, 0, 0);
+ 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");
+ 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;
@@ -128,13 +128,13 @@
to[-j] = from[j];
}
- SDL_UnlockSurface (z);
- SDL_UnlockSurface (s);
+ SDL_UnlockSurface(z);
+ SDL_UnlockSurface(s);
return z;
}
int
-main (int argc, char **argv)
+main(int argc, char **argv)
{
SDL_Color cmap[256];
SDL_Surface *screen;
@@ -149,57 +149,56 @@
int gamma_fade = 0;
int gamma_ramp = 0;
- if (SDL_Init (SDL_INIT_VIDEO) < 0)
- sdlerr ("initialising SDL");
+ if (SDL_Init(SDL_INIT_VIDEO) < 0)
+ sdlerr("initialising SDL");
while (--argc) {
++argv;
- if (strcmp (*argv, "-hw") == 0)
+ if (strcmp(*argv, "-hw") == 0)
vidflags |= SDL_HWSURFACE;
- else if (strcmp (*argv, "-fullscreen") == 0)
+ else if (strcmp(*argv, "-fullscreen") == 0)
vidflags |= SDL_FULLSCREEN;
- else if (strcmp (*argv, "-nofade") == 0)
+ else if (strcmp(*argv, "-nofade") == 0)
fade_max = 1;
- else if (strcmp (*argv, "-gamma") == 0)
+ else if (strcmp(*argv, "-gamma") == 0)
gamma_fade = 1;
- else if (strcmp (*argv, "-gammaramp") == 0)
+ else if (strcmp(*argv, "-gammaramp") == 0)
gamma_ramp = 1;
else {
- fprintf (stderr,
- "usage: testpalette "
- " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
- quit (1);
+ 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);
+ 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);
+ SDL_ShowCursor(SDL_FALSE);
- if ((boat[0] = SDL_LoadBMP ("sail.bmp")) == NULL)
- sdlerr ("loading sail.bmp");
+ 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));
+ 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));
+ 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);
+ memset(cmap, 0, sizeof(cmap));
+ SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
/*
* Proper palette management is important when playing games with the
@@ -208,34 +207,34 @@
* 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);
+ 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));
+ 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);
+ red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
- bg = make_bg (screen, boatcols); /* make a nice wavy background surface */
+ 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 */
+ 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;
+ 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;
+ boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
}
- start = SDL_GetTicks ();
+ start = SDL_GetTicks();
frames = 0;
fade_dir = 1;
fade_level = 0;
@@ -246,7 +245,7 @@
int redphase;
/* A small event loop: just exit on any key or mouse button event */
- while (SDL_PollEvent (&e)) {
+ while (SDL_PollEvent(&e)) {
if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT
|| e.type == SDL_MOUSEBUTTONDOWN) {
if (fade_dir < 0)
@@ -268,11 +267,11 @@
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");
+ 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].x = MIN(old_x, boatx[i]);
updates[i].y = boaty[i];
updates[i].w = boat[0]->w + SPEED;
updates[i].h = boat[0]->h;
@@ -289,9 +288,9 @@
/* 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");
+ if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
+ screen, &r) < 0)
+ sdlerr("blitting boat");
}
/* cycle wave palette */
@@ -305,21 +304,21 @@
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");
+ 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");
+ 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));
+ 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;
@@ -332,21 +331,21 @@
/* 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));
+ cmap[red].r = (int) (255 * sin(redphase * M_PI / 63));
- SDL_SetPalette (screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
+ SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
/* update changed areas of the screen */
- SDL_UpdateRects (screen, NBOATS, updates);
+ SDL_UpdateRects(screen, NBOATS, updates);
frames++;
}
while (fade_level > 0);
- printf ("%d frames, %.2f fps\n",
- frames, 1000.0 * frames / (SDL_GetTicks () - start));
+ printf("%d frames, %.2f fps\n",
+ frames, 1000.0 * frames / (SDL_GetTicks() - start));
if (vidflags & SDL_FULLSCREEN)
- SDL_ShowCursor (SDL_TRUE);
- SDL_Quit ();
+ SDL_ShowCursor(SDL_TRUE);
+ SDL_Quit();
return 0;
}