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authorJesse Hall <jessehall@google.com>2012-07-23 10:12:30 -0700
committerandroid code review <noreply-gerritcodereview@google.com>2012-07-23 10:12:30 -0700
commit2b3a42e7d0b441f71fc2e2b07269dd1f8151c977 (patch)
treeded6ee18c4e1f33df235e53615a6d65e2d64f4ef /distrib/sdl-1.2.15/test/testpalette.c
parent3dcbebfd43e409c3bbff7fc79288e40666a947fd (diff)
parent9682c8870b8ff5e4ac2e4c70b759f791c6f38c1f (diff)
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Merge changes I505c4aea,I2ae0529c
* changes: Import SDL release-1.2.15 Handle SDL windows with BGRA color
Diffstat (limited to 'distrib/sdl-1.2.15/test/testpalette.c')
-rw-r--r--distrib/sdl-1.2.15/test/testpalette.c342
1 files changed, 342 insertions, 0 deletions
diff --git a/distrib/sdl-1.2.15/test/testpalette.c b/distrib/sdl-1.2.15/test/testpalette.c
new file mode 100644
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+++ b/distrib/sdl-1.2.15/test/testpalette.c
@@ -0,0 +1,342 @@
+/*
+ * testpalette.c
+ *
+ * A simple test of runtime palette modification for animation
+ * (using the SDL_SetPalette() API).
+ */
+
+#include <stdio.h>
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+/* This isn't in the Windows headers */
+#ifndef M_PI
+#define M_PI 3.14159265358979323846
+#endif
+
+#include "SDL.h"
+
+/* screen size */
+#define SCRW 640
+#define SCRH 480
+
+#define NBOATS 5
+#define SPEED 2
+
+#ifndef MIN
+#define MIN(a, b) ((a) < (b) ? (a) : (b))
+#endif
+#ifndef MAX
+#define MAX(a, b) ((a) > (b) ? (a) : (b))
+#endif
+
+/*
+ * wave colours: Made by taking a narrow cross-section of a wave picture
+ * 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}
+};
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void quit(int rc)
+{
+ SDL_Quit();
+ exit(rc);
+}
+
+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)
+{
+ int i;
+ 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;
+ }
+ }
+ SDL_UnlockSurface(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)
+{
+ int i;
+ 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");
+
+ 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);
+ SDL_UnlockSurface(s);
+ return z;
+}
+
+int main(int argc, char **argv)
+{
+ SDL_Color cmap[256];
+ SDL_Surface *screen;
+ SDL_Surface *bg;
+ SDL_Surface *boat[2];
+ unsigned vidflags = 0;
+ unsigned start;
+ int fade_max = 400;
+ int fade_level, fade_dir;
+ int boatcols, frames, i, red;
+ int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
+ int gamma_fade = 0;
+ int gamma_ramp = 0;
+
+ 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);
+ }
+ }
+
+ /* 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 (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE);
+
+ 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));
+ 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));
+
+ /*
+ * 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);
+
+ /*
+ * 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
+ */
+ 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));
+
+ /* 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 */
+
+ /* 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 */
+
+ /* 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;
+ }
+
+ start = SDL_GetTicks();
+ frames = 0;
+ fade_dir = 1;
+ fade_level = 0;
+ do {
+ 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;
+ }
+ }
+
+ /* 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");
+
+ /* 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");
+ }
+
+ /* 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(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 {
+ /* 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));
+
+ 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);
+
+ printf("%d frames, %.2f fps\n",
+ frames, 1000.0 * frames / (SDL_GetTicks() - start));
+
+ if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE);
+ SDL_Quit();
+ return 0;
+}
+