2 /* Simple program: Fill a colormap with gray and stripe it down the screen,
3 Then move an alpha valued sprite around the screen.
13 #define FRAME_TICKS (1000/30) /* 30 frames/second */
15 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
16 static void quit(int rc
)
22 /* Fill the screen with a gradient */
23 static void FillBackground(SDL_Surface
*screen
)
31 /* Set the surface pixels and refresh! */
32 if ( SDL_LockSurface(screen
) < 0 ) {
33 fprintf(stderr
, "Couldn't lock the display surface: %s\n",
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
;
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
++)
54 buffer
+= screen
->pitch
;
58 SDL_UnlockSurface(screen
);
59 SDL_UpdateRect(screen
, 0, 0, 0, 0);
62 /* Create a "light" -- a yellowish surface with variable alpha */
63 SDL_Surface
*CreateLight(int radius
)
65 Uint8 trans
, alphamask
;
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
);
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());
94 /* Fill with a light yellow-orange color */
95 skip
= light
->pitch
-(light
->w
*light
->format
->BytesPerPixel
);
97 buf
= (Uint16
*)light
->pixels
;
99 buf
= (Uint32
*)light
->pixels
;
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
) {
107 buf
+= skip
; /* Almost always 0, but just in case... */
110 /* Calculate alpha values for the surface. */
112 buf
= (Uint16
*)light
->pixels
;
114 buf
= (Uint32
*)light
->pixels
;
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
);
123 /* Scale distance to range of transparency (0-255) */
124 if ( range
> radius
) {
127 /* Increasing transparency with distance */
128 trans
= (Uint8
)((range
*alphamask
)/radius
);
130 /* Lights are very transparent */
131 addition
= (alphamask
+1)/8;
132 if ( (int)trans
+addition
> alphamask
) {
138 /* We set the alpha component as the right N bits */
139 *buf
++ |= (255-trans
);
141 buf
+= skip
; /* Almost always 0, but just in case... */
143 /* Enable RLE acceleration of this alpha surface */
144 SDL_SetAlpha(light
, SDL_SRCALPHA
|SDL_RLEACCEL
, 0);
150 static Uint32 flashes
= 0;
151 static Uint32 flashtime
= 0;
153 void FlashLight(SDL_Surface
*screen
, SDL_Surface
*light
, int x
, int y
)
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
);
170 /* Update time spend doing alpha blitting */
171 flashtime
+= (ticks2
-ticks1
);
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
;
181 int LoadSprite(SDL_Surface
*screen
, char *file
)
183 SDL_Surface
*converted
;
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());
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
);
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",
208 /* Create the background */
209 backing
= SDL_CreateRGBSurface(SDL_SWSURFACE
, sprite
->w
, sprite
->h
, 8,
211 if ( backing
== NULL
) {
212 fprintf(stderr
, "Couldn't create background: %s\n",
214 SDL_FreeSurface(sprite
);
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",
224 SDL_FreeSurface(sprite
);
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;
237 /* We're ready to roll. :) */
241 void AttractSprite(Uint16 x
, Uint16 y
)
243 x_vel
= ((int)x
-position
.x
)/10;
244 y_vel
= ((int)y
-position
.y
)/10;
247 void MoveSprite(SDL_Surface
*screen
, SDL_Surface
*light
)
252 /* Erase the sprite if it was visible */
253 if ( sprite_visible
) {
254 updates
[0] = position
;
255 SDL_BlitSurface(backing
, NULL
, screen
, &updates
[0]);
257 updates
[0].x
= 0; updates
[0].y
= 0;
258 updates
[0].w
= 0; updates
[0].h
= 0;
262 /* Since the sprite is off the screen, we can do other drawing
263 without being overwritten by the saved area behind the sprite.
265 if ( light
!= NULL
) {
268 SDL_GetMouseState(&x
, &y
);
269 FlashLight(screen
, light
, x
, y
);
272 /* Move the sprite, bounce at the wall */
274 if ( (position
.x
< 0) || (position
.x
>= screen
->w
) ) {
279 if ( (position
.y
< 0) || (position
.y
>= screen
->h
) ) {
284 /* Update transparency (fade in and out) */
285 alpha
= sprite
->format
->alpha
;
286 if ( (alpha
+alpha_vel
) < 0 ) {
287 alpha_vel
= -alpha_vel
;
289 if ( (alpha
+alpha_vel
) > 255 ) {
290 alpha_vel
= -alpha_vel
;
292 SDL_SetAlpha(sprite
, SDL_SRCALPHA
, (Uint8
)(alpha
+alpha_vel
));
294 /* Save the area behind the sprite */
295 updates
[1] = position
;
296 SDL_BlitSurface(screen
, &updates
[1], backing
, NULL
);
298 /* Blit the sprite onto the screen */
299 updates
[1] = position
;
300 SDL_BlitSurface(sprite
, NULL
, screen
, &updates
[1]);
303 SDL_UpdateRects(screen
, 2, updates
);
306 void WarpSprite(SDL_Surface
*screen
, int x
, int y
)
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
);
322 int main(int argc
, char *argv
[])
324 const SDL_VideoInfo
*info
;
333 Uint32 ticks
, lastticks
;
337 if ( SDL_Init(SDL_INIT_VIDEO
) < 0 ) {
338 fprintf(stderr
, "Couldn't initialize SDL: %s\n",SDL_GetError());
342 /* Alpha blending doesn't work well at 8-bit color */
351 info
= SDL_GetVideoInfo();
352 if ( info
->vfmt
->BitsPerPixel
> 8 ) {
353 video_bpp
= info
->vfmt
->BitsPerPixel
;
356 fprintf(stderr
, "forced 16 bpp mode\n");
358 videoflags
= SDL_SWSURFACE
;
359 for ( i
= 1; argv
[i
]; ++i
) {
360 if ( strcmp(argv
[i
], "-bpp") == 0 ) {
361 video_bpp
= atoi(argv
[++i
]);
364 fprintf(stderr
, "forced 16 bpp mode\n");
367 if ( strcmp(argv
[i
], "-hw") == 0 ) {
368 videoflags
|= SDL_HWSURFACE
;
370 if ( strcmp(argv
[i
], "-warp") == 0 ) {
371 videoflags
|= SDL_HWPALETTE
;
373 if ( strcmp(argv
[i
], "-width") == 0 && argv
[i
+1] ) {
376 if ( strcmp(argv
[i
], "-height") == 0 && argv
[i
+1] ) {
379 if ( strcmp(argv
[i
], "-resize") == 0 ) {
380 videoflags
|= SDL_RESIZABLE
;
382 if ( strcmp(argv
[i
], "-noframe") == 0 ) {
383 videoflags
|= SDL_NOFRAME
;
385 if ( strcmp(argv
[i
], "-fullscreen") == 0 ) {
386 videoflags
|= SDL_FULLSCREEN
;
389 "Usage: %s [-width N] [-height N] [-bpp N] [-warp] [-hw] [-fullscreen]\n",
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());
401 FillBackground(screen
);
403 /* Create the light */
404 light
= CreateLight(82);
405 if ( light
== NULL
) {
409 /* Load the sprite */
410 if ( LoadSprite(screen
, "icon.bmp") < 0 ) {
411 SDL_FreeSurface(light
);
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");
420 printf("Screen is in system memory\n");
422 if ( (screen
->flags
& SDL_DOUBLEBUF
) == SDL_DOUBLEBUF
) {
423 printf("Screen has double-buffering enabled\n");
425 if ( (sprite
->flags
& SDL_HWSURFACE
) == SDL_HWSURFACE
) {
426 printf("Sprite is in video memory\n");
428 printf("Sprite is in system memory\n");
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");
436 printf("Sprite blit dosn't uses hardware alpha acceleration\n");
439 /* Set a clipping rectangle to clip the outside edge of the screen */
443 clip
.w
= screen
->w
-(2*32);
444 clip
.h
= screen
->h
-(2*32);
445 SDL_SetClipRect(screen
, &clip
);
448 /* Wait for a keystroke */
449 lastticks
= SDL_GetTicks();
453 /* Update the frame -- move the sprite */
454 if ( mouse_pressed
) {
455 MoveSprite(screen
, light
);
458 MoveSprite(screen
, NULL
);
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
));
467 SDL_Delay(FRAME_TICKS
-(ticks
-lastticks
));
468 #ifdef CHECK_SLEEP_GRANULARITY
469 fprintf(stderr
, "Slept %d ticks\n", (SDL_GetTicks()-ticks
));
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
);
480 FillBackground(screen
);
483 /* Attract sprite while mouse is held down */
484 case SDL_MOUSEMOTION
:
485 if (event
.motion
.state
!= 0) {
486 AttractSprite(event
.motion
.x
,
491 case SDL_MOUSEBUTTONDOWN
:
492 if ( event
.button
.button
== 1 ) {
493 AttractSprite(event
.button
.x
,
499 area
.x
= event
.button
.x
-16;
500 area
.y
= event
.button
.y
-16;
503 SDL_FillRect(screen
, &area
, 0);
504 SDL_UpdateRects(screen
,1,&area
);
509 if ( event
.key
.keysym
.sym
== SDLK_ESCAPE
) {
513 // there is no ESC key at all
525 SDL_FreeSurface(light
);
526 SDL_FreeSurface(sprite
);
527 SDL_FreeSurface(backing
);
529 /* Print out some timing information */
531 printf("%d alpha blits, ~%4.4f ms per blit\n",
532 flashes
, (float)flashtime
/flashes
);