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. */
quit(int rc)16 static void quit(int rc)
17 {
18 	SDL_Quit();
19 	exit(rc);
20 }
21 
22 /* Fill the screen with a gradient */
FillBackground(SDL_Surface * screen)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 */
CreateLight(int radius)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 
FlashLight(SDL_Surface * screen,SDL_Surface * light,int x,int y)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 
LoadSprite(SDL_Surface * screen,const char * file)181 int LoadSprite(SDL_Surface *screen, const 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 
AttractSprite(Uint16 x,Uint16 y)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 
MoveSprite(SDL_Surface * screen,SDL_Surface * light)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 
WarpSprite(SDL_Surface * screen,int x,int y)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 
main(int argc,char * argv[])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 #ifdef _WIN32_WCE
509 					// there is no ESC key at all
510 					done = 1;
511 #else
512 					if ( event.key.keysym.sym == SDLK_ESCAPE ) {
513 						done = 1;
514 					} else if (event.key.keysym.sym == SDLK_t) {
515 						videoflags ^= SDL_FULLSCREEN;
516 						screen = SDL_SetVideoMode(w, h, video_bpp, videoflags);
517 						if ( screen == NULL ) {
518 							fprintf(stderr, "Couldn't toggle video mode: %s\n",
519 									SDL_GetError());
520 							quit(2);
521 						}
522 						FillBackground(screen);
523 					}
524 #endif
525 
526 					break;
527 				case SDL_QUIT:
528 					done = 1;
529 					break;
530 				default:
531 					break;
532 			}
533 		}
534 	}
535 	SDL_FreeSurface(light);
536 	SDL_FreeSurface(sprite);
537 	SDL_FreeSurface(backing);
538 
539 	/* Print out some timing information */
540 	if ( flashes > 0 ) {
541 		printf("%d alpha blits, ~%4.4f ms per blit\n",
542 			flashes, (float)flashtime/flashes);
543 	}
544 
545 	SDL_Quit();
546 	return(0);
547 }
548