SDL-1.2.14
[sdl_omap.git] / test / testalpha.c
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 }