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 */
38static 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. */
58static void quit(int rc)
59{
60	SDL_Quit();
61	exit(rc);
62}
63
64static 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 */
71static 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 */
107static 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
131int 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