--- a/test/testpalette.c Thu Jul 06 18:01:37 2006 +0000
+++ b/test/testpalette.c Mon Jul 10 21:04:37 2006 +0000
@@ -36,91 +36,96 @@
* 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}
+ {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)
+static void
+quit(int rc)
{
- SDL_Quit();
- exit(rc);
+ SDL_Quit();
+ exit(rc);
}
-static void sdlerr(char *when)
+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)
+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");
+ 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;
- }
+ 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 (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)
+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);
+ 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");
+ 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];
+ 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);
@@ -128,7 +133,8 @@
return z;
}
-int main(int argc, char **argv)
+int
+main(int argc, char **argv)
{
SDL_Color cmap[256];
SDL_Surface *screen;
@@ -143,47 +149,49 @@
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)
- 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);
- }
+ 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 ((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 (vidflags & SDL_FULLSCREEN)
+ 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_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));
+ SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
/*
* First set the physical screen palette to black, so the user won't
@@ -196,11 +204,11 @@
* 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
+ * 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);
+ boat[0]->format->palette->colors, 0, boatcols);
SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
/*
@@ -212,18 +220,18 @@
/* 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 */
+ 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;
- boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
- boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
+ 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();
@@ -231,112 +239,113 @@
fade_dir = 1;
fade_level = 0;
do {
- SDL_Event e;
- SDL_Rect updates[NBOATS];
- SDL_Rect r;
- int redphase;
+ 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;
- }
- }
+ /* 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];
+ /* 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");
+ /* 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;
- }
+ /* 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");
- }
+ 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];
+ /* 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 (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");
+ 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 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;
- }
+ } 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));
+ /* 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);
- 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);
+ /* 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));
+ frames, 1000.0 * frames / (SDL_GetTicks() - start));
- if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE);
+ if (vidflags & SDL_FULLSCREEN)
+ SDL_ShowCursor(SDL_TRUE);
SDL_Quit();
return 0;
}
-