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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. */
     58 static void quit(int rc)
     59 {
     60 	SDL_Quit();
     61 	exit(rc);
     62 }
     63 
     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 */
     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  */
    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 
    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