symbian-qemu-0.9.1-12/libsdl-trunk/test/testalpha.c
changeset 1 2fb8b9db1c86
equal deleted inserted replaced
0:ffa851df0825 1:2fb8b9db1c86
       
     1 
       
     2 /* Simple program:  Fill a colormap with gray and stripe it down the screen,
       
     3 		    Then move an alpha valued sprite around the screen.
       
     4  */
       
     5 
       
     6 #include <stdio.h>
       
     7 #include <stdlib.h>
       
     8 #include <string.h>
       
     9 #include <math.h>
       
    10 
       
    11 #include "SDL.h"
       
    12 
       
    13 #define FRAME_TICKS	(1000/30)		/* 30 frames/second */
       
    14 
       
    15 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
       
    16 static void quit(int rc)
       
    17 {
       
    18 	SDL_Quit();
       
    19 	exit(rc);
       
    20 }
       
    21 
       
    22 /* Fill the screen with a gradient */
       
    23 static void FillBackground(SDL_Surface *screen)
       
    24 {
       
    25 	Uint8 *buffer;
       
    26 	Uint16 *buffer16;
       
    27         Uint16 color;
       
    28         Uint8  gradient;
       
    29 	int    i, k;
       
    30 
       
    31 	/* Set the surface pixels and refresh! */
       
    32 	if ( SDL_LockSurface(screen) < 0 ) {
       
    33 		fprintf(stderr, "Couldn't lock the display surface: %s\n",
       
    34 							SDL_GetError());
       
    35 		quit(2);
       
    36 	}
       
    37 	buffer=(Uint8 *)screen->pixels;
       
    38 	if (screen->format->BytesPerPixel!=2) {
       
    39 		for ( i=0; i<screen->h; ++i ) {
       
    40 			memset(buffer,(i*255)/screen->h, screen->w*screen->format->BytesPerPixel);
       
    41 			buffer += screen->pitch;
       
    42 		}
       
    43 	}
       
    44         else
       
    45         {
       
    46 		for ( i=0; i<screen->h; ++i ) {
       
    47 			gradient=((i*255)/screen->h);
       
    48                         color = (Uint16)SDL_MapRGB(screen->format, gradient, gradient, gradient);
       
    49                         buffer16=(Uint16*)buffer;
       
    50                         for (k=0; k<screen->w; k++)
       
    51                         {
       
    52                             *(buffer16+k)=color;
       
    53                         }
       
    54 			buffer += screen->pitch;
       
    55 		}
       
    56         }
       
    57 
       
    58 	SDL_UnlockSurface(screen);
       
    59 	SDL_UpdateRect(screen, 0, 0, 0, 0);
       
    60 }
       
    61 
       
    62 /* Create a "light" -- a yellowish surface with variable alpha */
       
    63 SDL_Surface *CreateLight(int radius)
       
    64 {
       
    65 	Uint8  trans, alphamask;
       
    66 	int    range, addition;
       
    67 	int    xdist, ydist;
       
    68 	Uint16 x, y;
       
    69 	Uint16 skip;
       
    70 	Uint32 pixel;
       
    71 	SDL_Surface *light;
       
    72 
       
    73 #ifdef LIGHT_16BIT
       
    74 	Uint16 *buf;
       
    75 
       
    76 	/* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */
       
    77 	/* Note: this isn't any faster than a 32 bit alpha surface */
       
    78 	alphamask = 0x0000000F;
       
    79 	light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16,
       
    80 			0x0000F000, 0x00000F00, 0x000000F0, alphamask);
       
    81 #else
       
    82 	Uint32 *buf;
       
    83 
       
    84 	/* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */
       
    85 	alphamask = 0x000000FF;
       
    86 	light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32,
       
    87 			0xFF000000, 0x00FF0000, 0x0000FF00, alphamask);
       
    88 	if ( light == NULL ) {
       
    89 		fprintf(stderr, "Couldn't create light: %s\n", SDL_GetError());
       
    90 		return(NULL);
       
    91 	}
       
    92 #endif
       
    93 
       
    94 	/* Fill with a light yellow-orange color */
       
    95 	skip = light->pitch-(light->w*light->format->BytesPerPixel);
       
    96 #ifdef LIGHT_16BIT
       
    97 	buf = (Uint16 *)light->pixels;
       
    98 #else
       
    99 	buf = (Uint32 *)light->pixels;
       
   100 #endif
       
   101         /* Get a tranparent pixel value - we'll add alpha later */
       
   102 	pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0);
       
   103 	for ( y=0; y<light->h; ++y ) {
       
   104 		for ( x=0; x<light->w; ++x ) {
       
   105 			*buf++ = pixel;
       
   106 		}
       
   107 		buf += skip;	/* Almost always 0, but just in case... */
       
   108 	}
       
   109 
       
   110 	/* Calculate alpha values for the surface. */
       
   111 #ifdef LIGHT_16BIT
       
   112 	buf = (Uint16 *)light->pixels;
       
   113 #else
       
   114 	buf = (Uint32 *)light->pixels;
       
   115 #endif
       
   116 	for ( y=0; y<light->h; ++y ) {
       
   117 		for ( x=0; x<light->w; ++x ) {
       
   118 			/* Slow distance formula (from center of light) */
       
   119 			xdist = x-(light->w/2);
       
   120 			ydist = y-(light->h/2);
       
   121 			range = (int)sqrt(xdist*xdist+ydist*ydist);
       
   122 
       
   123 			/* Scale distance to range of transparency (0-255) */
       
   124 			if ( range > radius ) {
       
   125 				trans = alphamask;
       
   126 			} else {
       
   127 				/* Increasing transparency with distance */
       
   128 				trans = (Uint8)((range*alphamask)/radius);
       
   129 
       
   130 				/* Lights are very transparent */
       
   131 				addition = (alphamask+1)/8;
       
   132 				if ( (int)trans+addition > alphamask ) {
       
   133 					trans = alphamask;
       
   134 				} else {
       
   135 					trans += addition;
       
   136 				}
       
   137 			}
       
   138 			/* We set the alpha component as the right N bits */
       
   139 			*buf++ |= (255-trans);
       
   140 		}
       
   141 		buf += skip;	/* Almost always 0, but just in case... */
       
   142 	}
       
   143 	/* Enable RLE acceleration of this alpha surface */
       
   144 	SDL_SetAlpha(light, SDL_SRCALPHA|SDL_RLEACCEL, 0);
       
   145 
       
   146 	/* We're done! */
       
   147 	return(light);
       
   148 }
       
   149 
       
   150 static Uint32 flashes = 0;
       
   151 static Uint32 flashtime = 0;
       
   152 
       
   153 void FlashLight(SDL_Surface *screen, SDL_Surface *light, int x, int y)
       
   154 {
       
   155 	SDL_Rect position;
       
   156 	Uint32   ticks1;
       
   157 	Uint32   ticks2;
       
   158 
       
   159 	/* Easy, center light */
       
   160 	position.x = x-(light->w/2);
       
   161 	position.y = y-(light->h/2);
       
   162 	position.w = light->w;
       
   163 	position.h = light->h;
       
   164 	ticks1 = SDL_GetTicks();
       
   165 	SDL_BlitSurface(light, NULL, screen, &position);
       
   166 	ticks2 = SDL_GetTicks();
       
   167 	SDL_UpdateRects(screen, 1, &position);
       
   168 	++flashes;
       
   169 
       
   170 	/* Update time spend doing alpha blitting */
       
   171 	flashtime += (ticks2-ticks1);
       
   172 }
       
   173 
       
   174 static int sprite_visible = 0;
       
   175 static SDL_Surface *sprite;
       
   176 static SDL_Surface *backing;
       
   177 static SDL_Rect    position;
       
   178 static int         x_vel, y_vel;
       
   179 static int	   alpha_vel;
       
   180 
       
   181 int LoadSprite(SDL_Surface *screen, char *file)
       
   182 {
       
   183 	SDL_Surface *converted;
       
   184 
       
   185 	/* Load the sprite image */
       
   186 	sprite = SDL_LoadBMP(file);
       
   187 	if ( sprite == NULL ) {
       
   188 		fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
       
   189 		return(-1);
       
   190 	}
       
   191 
       
   192 	/* Set transparent pixel as the pixel at (0,0) */
       
   193 	if ( sprite->format->palette ) {
       
   194 		SDL_SetColorKey(sprite, SDL_SRCCOLORKEY,
       
   195 						*(Uint8 *)sprite->pixels);
       
   196 	}
       
   197 
       
   198 	/* Convert sprite to video format */
       
   199 	converted = SDL_DisplayFormat(sprite);
       
   200 	SDL_FreeSurface(sprite);
       
   201 	if ( converted == NULL ) {
       
   202 		fprintf(stderr, "Couldn't convert background: %s\n",
       
   203 							SDL_GetError());
       
   204 		return(-1);
       
   205 	}
       
   206 	sprite = converted;
       
   207 
       
   208 	/* Create the background */
       
   209 	backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8,
       
   210 								0, 0, 0, 0);
       
   211 	if ( backing == NULL ) {
       
   212 		fprintf(stderr, "Couldn't create background: %s\n",
       
   213 							SDL_GetError());
       
   214 		SDL_FreeSurface(sprite);
       
   215 		return(-1);
       
   216 	}
       
   217 
       
   218 	/* Convert background to video format */
       
   219 	converted = SDL_DisplayFormat(backing);
       
   220 	SDL_FreeSurface(backing);
       
   221 	if ( converted == NULL ) {
       
   222 		fprintf(stderr, "Couldn't convert background: %s\n",
       
   223 							SDL_GetError());
       
   224 		SDL_FreeSurface(sprite);
       
   225 		return(-1);
       
   226 	}
       
   227 	backing = converted;
       
   228 
       
   229 	/* Set the initial position of the sprite */
       
   230 	position.x = (screen->w-sprite->w)/2;
       
   231 	position.y = (screen->h-sprite->h)/2;
       
   232 	position.w = sprite->w;
       
   233 	position.h = sprite->h;
       
   234 	x_vel = 0; y_vel = 0;
       
   235 	alpha_vel = 1;
       
   236 
       
   237 	/* We're ready to roll. :) */
       
   238 	return(0);
       
   239 }
       
   240 
       
   241 void AttractSprite(Uint16 x, Uint16 y)
       
   242 {
       
   243 	x_vel = ((int)x-position.x)/10;
       
   244 	y_vel = ((int)y-position.y)/10;
       
   245 }
       
   246 
       
   247 void MoveSprite(SDL_Surface *screen, SDL_Surface *light)
       
   248 {
       
   249 	SDL_Rect updates[2];
       
   250 	int alpha;
       
   251 
       
   252 	/* Erase the sprite if it was visible */
       
   253 	if ( sprite_visible ) {
       
   254 		updates[0] = position;
       
   255 		SDL_BlitSurface(backing, NULL, screen, &updates[0]);
       
   256 	} else {
       
   257 		updates[0].x = 0; updates[0].y = 0;
       
   258 		updates[0].w = 0; updates[0].h = 0;
       
   259 		sprite_visible = 1;
       
   260 	}
       
   261 
       
   262 	/* Since the sprite is off the screen, we can do other drawing
       
   263 	   without being overwritten by the saved area behind the sprite.
       
   264 	 */
       
   265 	if ( light != NULL ) {
       
   266 		int x, y;
       
   267 
       
   268 		SDL_GetMouseState(&x, &y);
       
   269 		FlashLight(screen, light, x, y);
       
   270 	}
       
   271 	   
       
   272 	/* Move the sprite, bounce at the wall */
       
   273 	position.x += x_vel;
       
   274 	if ( (position.x < 0) || (position.x >= screen->w) ) {
       
   275 		x_vel = -x_vel;
       
   276 		position.x += x_vel;
       
   277 	}
       
   278 	position.y += y_vel;
       
   279 	if ( (position.y < 0) || (position.y >= screen->h) ) {
       
   280 		y_vel = -y_vel;
       
   281 		position.y += y_vel;
       
   282 	}
       
   283 
       
   284 	/* Update transparency (fade in and out) */
       
   285 	alpha = sprite->format->alpha;
       
   286 	if ( (alpha+alpha_vel) < 0 ) {
       
   287 		alpha_vel = -alpha_vel;
       
   288 	} else
       
   289 	if ( (alpha+alpha_vel) > 255 ) {
       
   290 		alpha_vel = -alpha_vel;
       
   291 	}
       
   292 	SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8)(alpha+alpha_vel));
       
   293 
       
   294 	/* Save the area behind the sprite */
       
   295 	updates[1] = position;
       
   296 	SDL_BlitSurface(screen, &updates[1], backing, NULL);
       
   297 	
       
   298 	/* Blit the sprite onto the screen */
       
   299 	updates[1] = position;
       
   300 	SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
       
   301 
       
   302 	/* Make it so! */
       
   303 	SDL_UpdateRects(screen, 2, updates);
       
   304 }
       
   305 
       
   306 void WarpSprite(SDL_Surface *screen, int x, int y)
       
   307 {
       
   308 	SDL_Rect updates[2];
       
   309 
       
   310 	/* Erase, move, Draw, update */
       
   311 	updates[0] = position;
       
   312 	SDL_BlitSurface(backing, NULL, screen, &updates[0]);
       
   313 	position.x = x-sprite->w/2;	/* Center about X */
       
   314 	position.y = y-sprite->h/2;	/* Center about Y */
       
   315 	updates[1] = position;
       
   316 	SDL_BlitSurface(screen, &updates[1], backing, NULL);
       
   317 	updates[1] = position;
       
   318 	SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
       
   319 	SDL_UpdateRects(screen, 2, updates);
       
   320 }
       
   321 
       
   322 int main(int argc, char *argv[])
       
   323 {
       
   324 	const SDL_VideoInfo *info;
       
   325 	SDL_Surface *screen;
       
   326 	int    w, h;
       
   327 	Uint8  video_bpp;
       
   328 	Uint32 videoflags;
       
   329 	int    i, done;
       
   330 	SDL_Event event;
       
   331 	SDL_Surface *light;
       
   332 	int mouse_pressed;
       
   333 	Uint32 ticks, lastticks;
       
   334 
       
   335 
       
   336 	/* Initialize SDL */
       
   337 	if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
       
   338 		fprintf(stderr, "Couldn't initialize SDL: %s\n",SDL_GetError());
       
   339 		return(1);
       
   340 	}
       
   341 
       
   342 	/* Alpha blending doesn't work well at 8-bit color */
       
   343 #ifdef _WIN32_WCE
       
   344 	/* Pocket PC */
       
   345 	w = 240;
       
   346 	h = 320;
       
   347 #else
       
   348 	w = 640;
       
   349 	h = 480;
       
   350 #endif
       
   351 	info = SDL_GetVideoInfo();
       
   352 	if ( info->vfmt->BitsPerPixel > 8 ) {
       
   353 		video_bpp = info->vfmt->BitsPerPixel;
       
   354 	} else {
       
   355 		video_bpp = 16;
       
   356                 fprintf(stderr, "forced 16 bpp mode\n");
       
   357 	}
       
   358 	videoflags = SDL_SWSURFACE;
       
   359 	for ( i = 1; argv[i]; ++i ) {
       
   360 		if ( strcmp(argv[i], "-bpp") == 0 ) {
       
   361 			video_bpp = atoi(argv[++i]);
       
   362                         if (video_bpp<=8) {
       
   363                             video_bpp=16;
       
   364                             fprintf(stderr, "forced 16 bpp mode\n");
       
   365                         }
       
   366 		} else
       
   367 		if ( strcmp(argv[i], "-hw") == 0 ) {
       
   368 			videoflags |= SDL_HWSURFACE;
       
   369 		} else
       
   370 		if ( strcmp(argv[i], "-warp") == 0 ) {
       
   371 			videoflags |= SDL_HWPALETTE;
       
   372 		} else
       
   373 		if ( strcmp(argv[i], "-width") == 0 && argv[i+1] ) {
       
   374 			w = atoi(argv[++i]);
       
   375 		} else
       
   376 		if ( strcmp(argv[i], "-height") == 0 && argv[i+1] ) {
       
   377 			h = atoi(argv[++i]);
       
   378 		} else
       
   379 		if ( strcmp(argv[i], "-resize") == 0 ) {
       
   380 			videoflags |= SDL_RESIZABLE;
       
   381 		} else
       
   382 		if ( strcmp(argv[i], "-noframe") == 0 ) {
       
   383 			videoflags |= SDL_NOFRAME;
       
   384 		} else
       
   385 		if ( strcmp(argv[i], "-fullscreen") == 0 ) {
       
   386 			videoflags |= SDL_FULLSCREEN;
       
   387 		} else {
       
   388 			fprintf(stderr, 
       
   389 			"Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n",
       
   390 								argv[0]);
       
   391 			quit(1);
       
   392 		}
       
   393 	}
       
   394 
       
   395 	/* Set video mode */
       
   396 	if ( (screen=SDL_SetVideoMode(w,h,video_bpp,videoflags)) == NULL ) {
       
   397 		fprintf(stderr, "Couldn't set %dx%dx%d video mode: %s\n",
       
   398 						w, h, video_bpp, SDL_GetError());
       
   399 		quit(2);
       
   400 	}
       
   401 	FillBackground(screen);
       
   402 
       
   403 	/* Create the light */
       
   404 	light = CreateLight(82);
       
   405 	if ( light == NULL ) {
       
   406 		quit(1);
       
   407 	}
       
   408 
       
   409 	/* Load the sprite */
       
   410 	if ( LoadSprite(screen, "icon.bmp") < 0 ) {
       
   411 		SDL_FreeSurface(light);
       
   412 		quit(1);
       
   413 	}
       
   414 
       
   415 	/* Print out information about our surfaces */
       
   416 	printf("Screen is at %d bits per pixel\n",screen->format->BitsPerPixel);
       
   417 	if ( (screen->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
       
   418 		printf("Screen is in video memory\n");
       
   419 	} else {
       
   420 		printf("Screen is in system memory\n");
       
   421 	}
       
   422 	if ( (screen->flags & SDL_DOUBLEBUF) == SDL_DOUBLEBUF ) {
       
   423 		printf("Screen has double-buffering enabled\n");
       
   424 	}
       
   425 	if ( (sprite->flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
       
   426 		printf("Sprite is in video memory\n");
       
   427 	} else {
       
   428 		printf("Sprite is in system memory\n");
       
   429 	}
       
   430 
       
   431 	/* Run a sample blit to trigger blit acceleration */
       
   432 	MoveSprite(screen, NULL);
       
   433 	if ( (sprite->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
       
   434 		printf("Sprite blit uses hardware alpha acceleration\n");
       
   435 	} else {
       
   436 		printf("Sprite blit dosn't uses hardware alpha acceleration\n");
       
   437 	}
       
   438 
       
   439 	/* Set a clipping rectangle to clip the outside edge of the screen */
       
   440 	{ SDL_Rect clip;
       
   441 		clip.x = 32;
       
   442 		clip.y = 32;
       
   443 		clip.w = screen->w-(2*32);
       
   444 		clip.h = screen->h-(2*32);
       
   445 		SDL_SetClipRect(screen, &clip);
       
   446 	}
       
   447 
       
   448 	/* Wait for a keystroke */
       
   449 	lastticks = SDL_GetTicks();
       
   450 	done = 0;
       
   451 	mouse_pressed = 0;
       
   452 	while ( !done ) {
       
   453 		/* Update the frame -- move the sprite */
       
   454 		if ( mouse_pressed ) {
       
   455 			MoveSprite(screen, light);
       
   456 			mouse_pressed = 0;
       
   457 		} else {
       
   458 			MoveSprite(screen, NULL);
       
   459 		}
       
   460 
       
   461 		/* Slow down the loop to 30 frames/second */
       
   462 		ticks = SDL_GetTicks();
       
   463 		if ( (ticks-lastticks) < FRAME_TICKS ) {
       
   464 #ifdef CHECK_SLEEP_GRANULARITY
       
   465 fprintf(stderr, "Sleeping %d ticks\n", FRAME_TICKS-(ticks-lastticks));
       
   466 #endif
       
   467 			SDL_Delay(FRAME_TICKS-(ticks-lastticks));
       
   468 #ifdef CHECK_SLEEP_GRANULARITY
       
   469 fprintf(stderr, "Slept %d ticks\n", (SDL_GetTicks()-ticks));
       
   470 #endif
       
   471 		}
       
   472 		lastticks = ticks;
       
   473 
       
   474 		/* Check for events */
       
   475 		while ( SDL_PollEvent(&event) ) {
       
   476 			switch (event.type) {
       
   477 				case SDL_VIDEORESIZE:
       
   478 					screen = SDL_SetVideoMode(event.resize.w, event.resize.h, video_bpp, videoflags);
       
   479 					if ( screen ) {
       
   480 						FillBackground(screen);
       
   481 					}
       
   482 					break;
       
   483 				/* Attract sprite while mouse is held down */
       
   484 				case SDL_MOUSEMOTION:
       
   485 					if (event.motion.state != 0) {
       
   486 						AttractSprite(event.motion.x,
       
   487 								event.motion.y);
       
   488 						mouse_pressed = 1;
       
   489 					}
       
   490 					break;
       
   491 				case SDL_MOUSEBUTTONDOWN:
       
   492 					if ( event.button.button == 1 ) {
       
   493 						AttractSprite(event.button.x,
       
   494 						              event.button.y);
       
   495 						mouse_pressed = 1;
       
   496 					} else {
       
   497 						SDL_Rect area;
       
   498 
       
   499 						area.x = event.button.x-16;
       
   500 						area.y = event.button.y-16;
       
   501 						area.w = 32;
       
   502 						area.h = 32;
       
   503 						SDL_FillRect(screen, &area, 0);
       
   504 						SDL_UpdateRects(screen,1,&area);
       
   505 					}
       
   506 					break;
       
   507 				case SDL_KEYDOWN:
       
   508 #ifndef _WIN32_WCE
       
   509 					if ( event.key.keysym.sym == SDLK_ESCAPE ) {
       
   510 						done = 1;
       
   511 					}
       
   512 #else
       
   513 					// there is no ESC key at all
       
   514 					done = 1;
       
   515 #endif
       
   516 					break;
       
   517 				case SDL_QUIT:
       
   518 					done = 1;
       
   519 					break;
       
   520 				default:
       
   521 					break;
       
   522 			}
       
   523 		}
       
   524 	}
       
   525 	SDL_FreeSurface(light);
       
   526 	SDL_FreeSurface(sprite);
       
   527 	SDL_FreeSurface(backing);
       
   528 
       
   529 	/* Print out some timing information */
       
   530 	if ( flashes > 0 ) {
       
   531 		printf("%d alpha blits, ~%4.4f ms per blit\n", 
       
   532 			flashes, (float)flashtime/flashes);
       
   533 	}
       
   534 
       
   535 	SDL_Quit();
       
   536 	return(0);
       
   537 }