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1 /*
2  * testpalette.c
3  *
4  * A simple test of runtime palette modification for animation
5  * (using the SDL_SetPalette() API).
6  */
7 
8 #include <stdio.h>
9 #include <stdlib.h>
10 #include <string.h>
11 #include <math.h>
12 
13 /* This isn't in the Windows headers */
14 #ifndef M_PI
15 #define M_PI	3.14159265358979323846
16 #endif
17 
18 #include "SDL.h"
19 
20 /* screen size */
21 #define SCRW 640
22 #define SCRH 480
23 
24 #define NBOATS 5
25 #define SPEED 2
26 
27 #ifndef MIN
28 #define MIN(a, b) ((a) < (b) ? (a) : (b))
29 #endif
30 #ifndef MAX
31 #define MAX(a, b) ((a) > (b) ? (a) : (b))
32 #endif
33 
34 /*
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.
37  */
38 static SDL_Color wavemap[] = {
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},
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},
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},
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},
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},
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},
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},
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}
55 };
56 
57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
quit(int rc)58 static void quit(int rc)
59 {
60 	SDL_Quit();
61 	exit(rc);
62 }
63 
sdlerr(char * when)64 static void sdlerr(char *when)
65 {
66     fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
67     quit(1);
68 }
69 
70 /* create a background surface */
make_bg(SDL_Surface * screen,int startcol)71 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol)
72 {
73     int i;
74     SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
75 					   8, 0, 0, 0, 0);
76     if(!bg)
77 	sdlerr("creating background surface");
78 
79     /* set the palette to the logical screen palette so that blits
80        won't be translated */
81     SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
82 
83     /* Make a wavy background pattern using colours 0-63 */
84     if(SDL_LockSurface(bg) < 0)
85 	sdlerr("locking background");
86     for(i = 0; i < SCRH; i++) {
87 	Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch;
88 	int j, d;
89 	d = 0;
90 	for(j = 0; j < SCRW; j++) {
91 	    int v = MAX(d, -2);
92 	    v = MIN(v, 2);
93 	    if(i > 0)
94 		v += p[-bg->pitch] + 65 - startcol;
95 	    p[j] = startcol + (v & 63);
96 	    d += ((rand() >> 3) % 3) - 1;
97 	}
98     }
99     SDL_UnlockSurface(bg);
100     return(bg);
101 }
102 
103 /*
104  * Return a surface flipped horisontally. Only works for 8bpp;
105  * extension to arbitrary bitness is left as an exercise for the reader.
106  */
hflip(SDL_Surface * s)107 static SDL_Surface *hflip(SDL_Surface *s)
108 {
109     int i;
110     SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
111 					  0, 0, 0, 0);
112     /* copy palette */
113     SDL_SetColors(z, s->format->palette->colors,
114 		  0, s->format->palette->ncolors);
115     if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)
116 	sdlerr("locking flip images");
117 
118     for(i = 0; i < s->h; i++) {
119 	int j;
120 	Uint8 *from = (Uint8 *)s->pixels + i * s->pitch;
121 	Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1;
122 	for(j = 0; j < s->w; j++)
123 	    to[-j] = from[j];
124     }
125 
126     SDL_UnlockSurface(z);
127     SDL_UnlockSurface(s);
128     return z;
129 }
130 
main(int argc,char ** argv)131 int main(int argc, char **argv)
132 {
133     SDL_Color cmap[256];
134     SDL_Surface *screen;
135     SDL_Surface *bg;
136     SDL_Surface *boat[2];
137     unsigned vidflags = 0;
138     unsigned start;
139     int fade_max = 400;
140     int fade_level, fade_dir;
141     int boatcols, frames, i, red;
142     int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
143     int gamma_fade = 0;
144     int gamma_ramp = 0;
145 
146     if(SDL_Init(SDL_INIT_VIDEO) < 0)
147 	sdlerr("initialising SDL");
148 
149     while(--argc) {
150 	++argv;
151 	if(strcmp(*argv, "-hw") == 0)
152 	    vidflags |= SDL_HWSURFACE;
153 	else if(strcmp(*argv, "-fullscreen") == 0)
154 	    vidflags |= SDL_FULLSCREEN;
155 	else if(strcmp(*argv, "-nofade") == 0)
156 	    fade_max = 1;
157 	else if(strcmp(*argv, "-gamma") == 0)
158 	    gamma_fade = 1;
159 	else if(strcmp(*argv, "-gammaramp") == 0)
160 	    gamma_ramp = 1;
161 	else {
162 	    fprintf(stderr,
163 		    "usage: testpalette "
164 		    " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
165 	    quit(1);
166 	}
167     }
168 
169     /* Ask explicitly for 8bpp and a hardware palette */
170     if((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) {
171 	fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
172 		SCRW, SCRH, SDL_GetError());
173 	quit(1);
174     }
175 
176     if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE);
177 
178     if((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL)
179 	sdlerr("loading sail.bmp");
180     /* We've chosen magenta (#ff00ff) as colour key for the boat */
181     SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
182 		    SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
183     boatcols = boat[0]->format->palette->ncolors;
184     boat[1] = hflip(boat[0]);
185     SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
186 		    SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
187 
188     /*
189      * First set the physical screen palette to black, so the user won't
190      * see our initial drawing on the screen.
191      */
192     memset(cmap, 0, sizeof(cmap));
193     SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);
194 
195     /*
196      * Proper palette management is important when playing games with the
197      * colormap. We have divided the palette as follows:
198      *
199      * index 0..(boatcols-1):		used for the boat
200      * index boatcols..(boatcols+63):	used for the waves
201      */
202     SDL_SetPalette(screen, SDL_LOGPAL,
203 		   boat[0]->format->palette->colors, 0, boatcols);
204     SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
205 
206     /*
207      * Now the logical screen palette is set, and will remain unchanged.
208      * The boats already have the same palette so fast blits can be used.
209      */
210     memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
211 
212     /* save the index of the red colour for later */
213     red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
214 
215     bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
216 
217     /* initial screen contents */
218     if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
219 	sdlerr("blitting background to screen");
220     SDL_Flip(screen);		/* actually put the background on screen */
221 
222     /* determine initial boat placements */
223     for(i = 0; i < NBOATS; i++) {
224 	boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
225 	boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
226 	boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
227     }
228 
229     start = SDL_GetTicks();
230     frames = 0;
231     fade_dir = 1;
232     fade_level = 0;
233     do {
234 	SDL_Event e;
235 	SDL_Rect updates[NBOATS];
236 	SDL_Rect r;
237 	int redphase;
238 
239 	/* A small event loop: just exit on any key or mouse button event */
240 	while(SDL_PollEvent(&e)) {
241 	    if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT
242 	       || e.type == SDL_MOUSEBUTTONDOWN) {
243 		if(fade_dir < 0)
244 		    fade_level = 0;
245 		fade_dir = -1;
246 	    }
247 	}
248 
249 	/* move boats */
250 	for(i = 0; i < NBOATS; i++) {
251 	    int old_x = boatx[i];
252 	    /* update boat position */
253 	    boatx[i] += boatdir[i] * SPEED;
254 	    if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
255 		boatdir[i] = -boatdir[i];
256 
257 	    /* paint over the old boat position */
258 	    r.x = old_x;
259 	    r.y = boaty[i];
260 	    r.w = boat[0]->w;
261 	    r.h = boat[0]->h;
262 	    if(SDL_BlitSurface(bg, &r, screen, &r) < 0)
263 		sdlerr("blitting background");
264 
265 	    /* construct update rectangle (bounding box of old and new pos) */
266 	    updates[i].x = MIN(old_x, boatx[i]);
267 	    updates[i].y = boaty[i];
268 	    updates[i].w = boat[0]->w + SPEED;
269 	    updates[i].h = boat[0]->h;
270 	    /* clip update rectangle to screen */
271 	    if(updates[i].x < 0) {
272 		updates[i].w += updates[i].x;
273 		updates[i].x = 0;
274 	    }
275 	    if(updates[i].x + updates[i].w > SCRW)
276 		updates[i].w = SCRW - updates[i].x;
277 	}
278 
279 	for(i = 0; i < NBOATS; i++) {
280 	    /* paint boat on new position */
281 	    r.x = boatx[i];
282 	    r.y = boaty[i];
283 	    if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
284 			       screen, &r) < 0)
285 		sdlerr("blitting boat");
286 	}
287 
288 	/* cycle wave palette */
289 	for(i = 0; i < 64; i++)
290 	    cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
291 
292 	if(fade_dir) {
293 	    /* Fade the entire palette in/out */
294 	    fade_level += fade_dir;
295 
296 	    if(gamma_fade) {
297 		/* Fade linearly in gamma level (lousy) */
298 		float level = (float)fade_level / fade_max;
299 		if(SDL_SetGamma(level, level, level) < 0)
300 		    sdlerr("setting gamma");
301 
302 	    } else if(gamma_ramp) {
303 		/* Fade using gamma ramp (better) */
304 		Uint16 ramp[256];
305 		for(i = 0; i < 256; i++)
306 		    ramp[i] = (i * fade_level / fade_max) << 8;
307 		if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
308 		    sdlerr("setting gamma ramp");
309 
310 	    } else {
311 		/* Fade using direct palette manipulation (best) */
312 		memcpy(cmap, screen->format->palette->colors,
313 		       boatcols * sizeof(SDL_Color));
314 		for(i = 0; i < boatcols + 64; i++) {
315 		    cmap[i].r = cmap[i].r * fade_level / fade_max;
316 		    cmap[i].g = cmap[i].g * fade_level / fade_max;
317 		    cmap[i].b = cmap[i].b * fade_level / fade_max;
318 		}
319 	    }
320 	    if(fade_level == fade_max)
321 		fade_dir = 0;
322 	}
323 
324 	/* pulse the red colour (done after the fade, for a night effect) */
325 	redphase = frames % 64;
326 	cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));
327 
328 	SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
329 
330 	/* update changed areas of the screen */
331 	SDL_UpdateRects(screen, NBOATS, updates);
332 	frames++;
333     } while(fade_level > 0);
334 
335     printf("%d frames, %.2f fps\n",
336 	   frames, 1000.0 * frames / (SDL_GetTicks() - start));
337 
338     if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE);
339     SDL_Quit();
340     return 0;
341 }
342 
343