test/testpalette.c
changeset 1895 c121d94672cb
parent 1815 871090feb7ad
child 2669 e27bdcc80744
equal deleted inserted replaced
1894:c69cee13dd76 1895:c121d94672cb
    34 /*
    34 /*
    35  * wave colours: Made by taking a narrow cross-section of a wave picture
    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.
    36  * in Gimp, saving in PPM ascii format and formatting with Emacs macros.
    37  */
    37  */
    38 static SDL_Color wavemap[] = {
    38 static SDL_Color wavemap[] = {
    39     {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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},
    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}
    54     {0, 39, 172}, {0, 28, 152}, {0, 17, 132}, {0, 7, 114}
    55 };
    55 };
    56 
    56 
    57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    57 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    58 static void quit(int rc)
    58 static void
    59 {
    59 quit(int rc)
    60 	SDL_Quit();
    60 {
    61 	exit(rc);
    61     SDL_Quit();
    62 }
    62     exit(rc);
    63 
    63 }
    64 static void sdlerr(char *when)
    64 
       
    65 static void
       
    66 sdlerr(char *when)
    65 {
    67 {
    66     fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
    68     fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());
    67     quit(1);
    69     quit(1);
    68 }
    70 }
    69 
    71 
    70 /* create a background surface */
    72 /* create a background surface */
    71 static SDL_Surface *make_bg(SDL_Surface *screen, int startcol)
    73 static SDL_Surface *
       
    74 make_bg(SDL_Surface * screen, int startcol)
    72 {
    75 {
    73     int i;
    76     int i;
    74     SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
    77     SDL_Surface *bg =
    75 					   8, 0, 0, 0, 0);
    78         SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,
    76     if(!bg)
    79                              8, 0, 0, 0, 0);
    77 	sdlerr("creating background surface");
    80     if (!bg)
       
    81         sdlerr("creating background surface");
    78 
    82 
    79     /* set the palette to the logical screen palette so that blits
    83     /* set the palette to the logical screen palette so that blits
    80        won't be translated */
    84        won't be translated */
    81     SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
    85     SDL_SetColors(bg, screen->format->palette->colors, 0, 256);
    82 
    86 
    83     /* Make a wavy background pattern using colours 0-63 */
    87     /* Make a wavy background pattern using colours 0-63 */
    84     if(SDL_LockSurface(bg) < 0)
    88     if (SDL_LockSurface(bg) < 0)
    85 	sdlerr("locking background");
    89         sdlerr("locking background");
    86     for(i = 0; i < SCRH; i++) {
    90     for (i = 0; i < SCRH; i++) {
    87 	Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch;
    91         Uint8 *p = (Uint8 *) bg->pixels + i * bg->pitch;
    88 	int j, d;
    92         int j, d;
    89 	d = 0;
    93         d = 0;
    90 	for(j = 0; j < SCRW; j++) {
    94         for (j = 0; j < SCRW; j++) {
    91 	    int v = MAX(d, -2);
    95             int v = MAX(d, -2);
    92 	    v = MIN(v, 2);
    96             v = MIN(v, 2);
    93 	    if(i > 0)
    97             if (i > 0)
    94 		v += p[-bg->pitch] + 65 - startcol;
    98                 v += p[-bg->pitch] + 65 - startcol;
    95 	    p[j] = startcol + (v & 63);
    99             p[j] = startcol + (v & 63);
    96 	    d += ((rand() >> 3) % 3) - 1;
   100             d += ((rand() >> 3) % 3) - 1;
    97 	}
   101         }
    98     }
   102     }
    99     SDL_UnlockSurface(bg);
   103     SDL_UnlockSurface(bg);
   100     return(bg);
   104     return (bg);
   101 }
   105 }
   102 
   106 
   103 /*
   107 /*
   104  * Return a surface flipped horisontally. Only works for 8bpp;
   108  * Return a surface flipped horisontally. Only works for 8bpp;
   105  * extension to arbitrary bitness is left as an exercise for the reader.
   109  * extension to arbitrary bitness is left as an exercise for the reader.
   106  */
   110  */
   107 static SDL_Surface *hflip(SDL_Surface *s)
   111 static SDL_Surface *
       
   112 hflip(SDL_Surface * s)
   108 {
   113 {
   109     int i;
   114     int i;
   110     SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
   115     SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,
   111 					  0, 0, 0, 0);
   116                                           0, 0, 0, 0);
   112     /* copy palette */
   117     /* copy palette */
   113     SDL_SetColors(z, s->format->palette->colors,
   118     SDL_SetColors(z, s->format->palette->colors,
   114 		  0, s->format->palette->ncolors);
   119                   0, s->format->palette->ncolors);
   115     if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)
   120     if (SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)
   116 	sdlerr("locking flip images");
   121         sdlerr("locking flip images");
   117 
   122 
   118     for(i = 0; i < s->h; i++) {
   123     for (i = 0; i < s->h; i++) {
   119 	int j;
   124         int j;
   120 	Uint8 *from = (Uint8 *)s->pixels + i * s->pitch;
   125         Uint8 *from = (Uint8 *) s->pixels + i * s->pitch;
   121 	Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1;
   126         Uint8 *to = (Uint8 *) z->pixels + i * z->pitch + s->w - 1;
   122 	for(j = 0; j < s->w; j++)
   127         for (j = 0; j < s->w; j++)
   123 	    to[-j] = from[j];
   128             to[-j] = from[j];
   124     }
   129     }
   125 
   130 
   126     SDL_UnlockSurface(z);
   131     SDL_UnlockSurface(z);
   127     SDL_UnlockSurface(s);
   132     SDL_UnlockSurface(s);
   128     return z;
   133     return z;
   129 }
   134 }
   130 
   135 
   131 int main(int argc, char **argv)
   136 int
       
   137 main(int argc, char **argv)
   132 {
   138 {
   133     SDL_Color cmap[256];
   139     SDL_Color cmap[256];
   134     SDL_Surface *screen;
   140     SDL_Surface *screen;
   135     SDL_Surface *bg;
   141     SDL_Surface *bg;
   136     SDL_Surface *boat[2];
   142     SDL_Surface *boat[2];
   141     int boatcols, frames, i, red;
   147     int boatcols, frames, i, red;
   142     int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
   148     int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];
   143     int gamma_fade = 0;
   149     int gamma_fade = 0;
   144     int gamma_ramp = 0;
   150     int gamma_ramp = 0;
   145 
   151 
   146     if(SDL_Init(SDL_INIT_VIDEO) < 0)
   152     if (SDL_Init(SDL_INIT_VIDEO) < 0)
   147 	sdlerr("initialising SDL");
   153         sdlerr("initialising SDL");
   148 
   154 
   149     while(--argc) {
   155     while (--argc) {
   150 	++argv;
   156         ++argv;
   151 	if(strcmp(*argv, "-hw") == 0)
   157         if (strcmp(*argv, "-hw") == 0)
   152 	    vidflags |= SDL_HWSURFACE;
   158             vidflags |= SDL_HWSURFACE;
   153 	else if(strcmp(*argv, "-fullscreen") == 0)
   159         else if (strcmp(*argv, "-fullscreen") == 0)
   154 	    vidflags |= SDL_FULLSCREEN;
   160             vidflags |= SDL_FULLSCREEN;
   155 	else if(strcmp(*argv, "-nofade") == 0)
   161         else if (strcmp(*argv, "-nofade") == 0)
   156 	    fade_max = 1;
   162             fade_max = 1;
   157 	else if(strcmp(*argv, "-gamma") == 0)
   163         else if (strcmp(*argv, "-gamma") == 0)
   158 	    gamma_fade = 1;
   164             gamma_fade = 1;
   159 	else if(strcmp(*argv, "-gammaramp") == 0)
   165         else if (strcmp(*argv, "-gammaramp") == 0)
   160 	    gamma_ramp = 1;
   166             gamma_ramp = 1;
   161 	else {
   167         else {
   162 	    fprintf(stderr,
   168             fprintf(stderr,
   163 		    "usage: testpalette "
   169                     "usage: testpalette "
   164 		    " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
   170                     " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");
   165 	    quit(1);
   171             quit(1);
   166 	}
   172         }
   167     }
   173     }
   168 
   174 
   169     /* Ask explicitly for 8bpp and a hardware palette */
   175     /* Ask explicitly for 8bpp and a hardware palette */
   170     if((screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) {
   176     if ((screen =
   171 	fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
   177          SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE)) == NULL) {
   172 		SCRW, SCRH, SDL_GetError());
   178         fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",
   173 	quit(1);
   179                 SCRW, SCRH, SDL_GetError());
   174     }
   180         quit(1);
   175 
   181     }
   176     if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_FALSE);
   182 
   177 
   183     if (vidflags & SDL_FULLSCREEN)
   178     if((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL)
   184         SDL_ShowCursor(SDL_FALSE);
   179 	sdlerr("loading sail.bmp");
   185 
       
   186     if ((boat[0] = SDL_LoadBMP("sail.bmp")) == NULL)
       
   187         sdlerr("loading sail.bmp");
   180     /* We've chosen magenta (#ff00ff) as colour key for the boat */
   188     /* We've chosen magenta (#ff00ff) as colour key for the boat */
   181     SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
   189     SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,
   182 		    SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
   190                     SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));
   183     boatcols = boat[0]->format->palette->ncolors;
   191     boatcols = boat[0]->format->palette->ncolors;
   184     boat[1] = hflip(boat[0]);
   192     boat[1] = hflip(boat[0]);
   185     SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
   193     SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,
   186 		    SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
   194                     SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));
   187 
   195 
   188     /*
   196     /*
   189      * First set the physical screen palette to black, so the user won't
   197      * First set the physical screen palette to black, so the user won't
   190      * see our initial drawing on the screen.
   198      * see our initial drawing on the screen.
   191      */
   199      */
   194 
   202 
   195     /*
   203     /*
   196      * Proper palette management is important when playing games with the
   204      * Proper palette management is important when playing games with the
   197      * colormap. We have divided the palette as follows:
   205      * colormap. We have divided the palette as follows:
   198      *
   206      *
   199      * index 0..(boatcols-1):		used for the boat
   207      * index 0..(boatcols-1):           used for the boat
   200      * index boatcols..(boatcols+63):	used for the waves
   208      * index boatcols..(boatcols+63):   used for the waves
   201      */
   209      */
   202     SDL_SetPalette(screen, SDL_LOGPAL,
   210     SDL_SetPalette(screen, SDL_LOGPAL,
   203 		   boat[0]->format->palette->colors, 0, boatcols);
   211                    boat[0]->format->palette->colors, 0, boatcols);
   204     SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
   212     SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);
   205 
   213 
   206     /*
   214     /*
   207      * Now the logical screen palette is set, and will remain unchanged.
   215      * 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.
   216      * The boats already have the same palette so fast blits can be used.
   210     memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
   218     memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));
   211 
   219 
   212     /* save the index of the red colour for later */
   220     /* save the index of the red colour for later */
   213     red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
   221     red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);
   214 
   222 
   215     bg = make_bg(screen, boatcols); /* make a nice wavy background surface */
   223     bg = make_bg(screen, boatcols);     /* make a nice wavy background surface */
   216 
   224 
   217     /* initial screen contents */
   225     /* initial screen contents */
   218     if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
   226     if (SDL_BlitSurface(bg, NULL, screen, NULL) < 0)
   219 	sdlerr("blitting background to screen");
   227         sdlerr("blitting background to screen");
   220     SDL_Flip(screen);		/* actually put the background on screen */
   228     SDL_Flip(screen);           /* actually put the background on screen */
   221 
   229 
   222     /* determine initial boat placements */
   230     /* determine initial boat placements */
   223     for(i = 0; i < NBOATS; i++) {
   231     for (i = 0; i < NBOATS; i++) {
   224 	boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
   232         boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;
   225 	boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
   233         boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);
   226 	boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
   234         boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;
   227     }
   235     }
   228 
   236 
   229     start = SDL_GetTicks();
   237     start = SDL_GetTicks();
   230     frames = 0;
   238     frames = 0;
   231     fade_dir = 1;
   239     fade_dir = 1;
   232     fade_level = 0;
   240     fade_level = 0;
   233     do {
   241     do {
   234 	SDL_Event e;
   242         SDL_Event e;
   235 	SDL_Rect updates[NBOATS];
   243         SDL_Rect updates[NBOATS];
   236 	SDL_Rect r;
   244         SDL_Rect r;
   237 	int redphase;
   245         int redphase;
   238 
   246 
   239 	/* A small event loop: just exit on any key or mouse button event */
   247         /* A small event loop: just exit on any key or mouse button event */
   240 	while(SDL_PollEvent(&e)) {
   248         while (SDL_PollEvent(&e)) {
   241 	    if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT
   249             if (e.type == SDL_KEYDOWN || e.type == SDL_QUIT
   242 	       || e.type == SDL_MOUSEBUTTONDOWN) {
   250                 || e.type == SDL_MOUSEBUTTONDOWN) {
   243 		if(fade_dir < 0)
   251                 if (fade_dir < 0)
   244 		    fade_level = 0;
   252                     fade_level = 0;
   245 		fade_dir = -1;
   253                 fade_dir = -1;
   246 	    }
   254             }
   247 	}
   255         }
   248 
   256 
   249 	/* move boats */
   257         /* move boats */
   250 	for(i = 0; i < NBOATS; i++) {
   258         for (i = 0; i < NBOATS; i++) {
   251 	    int old_x = boatx[i];
   259             int old_x = boatx[i];
   252 	    /* update boat position */
   260             /* update boat position */
   253 	    boatx[i] += boatdir[i] * SPEED;
   261             boatx[i] += boatdir[i] * SPEED;
   254 	    if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
   262             if (boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)
   255 		boatdir[i] = -boatdir[i];
   263                 boatdir[i] = -boatdir[i];
   256 
   264 
   257 	    /* paint over the old boat position */
   265             /* paint over the old boat position */
   258 	    r.x = old_x;
   266             r.x = old_x;
   259 	    r.y = boaty[i];
   267             r.y = boaty[i];
   260 	    r.w = boat[0]->w;
   268             r.w = boat[0]->w;
   261 	    r.h = boat[0]->h;
   269             r.h = boat[0]->h;
   262 	    if(SDL_BlitSurface(bg, &r, screen, &r) < 0)
   270             if (SDL_BlitSurface(bg, &r, screen, &r) < 0)
   263 		sdlerr("blitting background");
   271                 sdlerr("blitting background");
   264 
   272 
   265 	    /* construct update rectangle (bounding box of old and new pos) */
   273             /* construct update rectangle (bounding box of old and new pos) */
   266 	    updates[i].x = MIN(old_x, boatx[i]);
   274             updates[i].x = MIN(old_x, boatx[i]);
   267 	    updates[i].y = boaty[i];
   275             updates[i].y = boaty[i];
   268 	    updates[i].w = boat[0]->w + SPEED;
   276             updates[i].w = boat[0]->w + SPEED;
   269 	    updates[i].h = boat[0]->h;
   277             updates[i].h = boat[0]->h;
   270 	    /* clip update rectangle to screen */
   278             /* clip update rectangle to screen */
   271 	    if(updates[i].x < 0) {
   279             if (updates[i].x < 0) {
   272 		updates[i].w += updates[i].x;
   280                 updates[i].w += updates[i].x;
   273 		updates[i].x = 0;
   281                 updates[i].x = 0;
   274 	    }
   282             }
   275 	    if(updates[i].x + updates[i].w > SCRW)
   283             if (updates[i].x + updates[i].w > SCRW)
   276 		updates[i].w = SCRW - updates[i].x;
   284                 updates[i].w = SCRW - updates[i].x;
   277 	}
   285         }
   278 
   286 
   279 	for(i = 0; i < NBOATS; i++) {
   287         for (i = 0; i < NBOATS; i++) {
   280 	    /* paint boat on new position */
   288             /* paint boat on new position */
   281 	    r.x = boatx[i];
   289             r.x = boatx[i];
   282 	    r.y = boaty[i];
   290             r.y = boaty[i];
   283 	    if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
   291             if (SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,
   284 			       screen, &r) < 0)
   292                                 screen, &r) < 0)
   285 		sdlerr("blitting boat");
   293                 sdlerr("blitting boat");
   286 	}
   294         }
   287 
   295 
   288 	/* cycle wave palette */
   296         /* cycle wave palette */
   289 	for(i = 0; i < 64; i++)
   297         for (i = 0; i < 64; i++)
   290 	    cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
   298             cmap[boatcols + ((i + frames) & 63)] = wavemap[i];
   291 
   299 
   292 	if(fade_dir) {
   300         if (fade_dir) {
   293 	    /* Fade the entire palette in/out */
   301             /* Fade the entire palette in/out */
   294 	    fade_level += fade_dir;
   302             fade_level += fade_dir;
   295 
   303 
   296 	    if(gamma_fade) {
   304             if (gamma_fade) {
   297 		/* Fade linearly in gamma level (lousy) */
   305                 /* Fade linearly in gamma level (lousy) */
   298 		float level = (float)fade_level / fade_max;
   306                 float level = (float) fade_level / fade_max;
   299 		if(SDL_SetGamma(level, level, level) < 0)
   307                 if (SDL_SetGamma(level, level, level) < 0)
   300 		    sdlerr("setting gamma");
   308                     sdlerr("setting gamma");
   301 
   309 
   302 	    } else if(gamma_ramp) {
   310             } else if (gamma_ramp) {
   303 		/* Fade using gamma ramp (better) */
   311                 /* Fade using gamma ramp (better) */
   304 		Uint16 ramp[256];
   312                 Uint16 ramp[256];
   305 		for(i = 0; i < 256; i++)
   313                 for (i = 0; i < 256; i++)
   306 		    ramp[i] = (i * fade_level / fade_max) << 8;
   314                     ramp[i] = (i * fade_level / fade_max) << 8;
   307 		if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
   315                 if (SDL_SetGammaRamp(ramp, ramp, ramp) < 0)
   308 		    sdlerr("setting gamma ramp");
   316                     sdlerr("setting gamma ramp");
   309 
   317 
   310 	    } else {
   318             } else {
   311 		/* Fade using direct palette manipulation (best) */
   319                 /* Fade using direct palette manipulation (best) */
   312 		memcpy(cmap, screen->format->palette->colors,
   320                 memcpy(cmap, screen->format->palette->colors,
   313 		       boatcols * sizeof(SDL_Color));
   321                        boatcols * sizeof(SDL_Color));
   314 		for(i = 0; i < boatcols + 64; i++) {
   322                 for (i = 0; i < boatcols + 64; i++) {
   315 		    cmap[i].r = cmap[i].r * fade_level / fade_max;
   323                     cmap[i].r = cmap[i].r * fade_level / fade_max;
   316 		    cmap[i].g = cmap[i].g * fade_level / fade_max;
   324                     cmap[i].g = cmap[i].g * fade_level / fade_max;
   317 		    cmap[i].b = cmap[i].b * fade_level / fade_max;
   325                     cmap[i].b = cmap[i].b * fade_level / fade_max;
   318 		}
   326                 }
   319 	    }
   327             }
   320 	    if(fade_level == fade_max)
   328             if (fade_level == fade_max)
   321 		fade_dir = 0;
   329                 fade_dir = 0;
   322 	}
   330         }
   323 
   331 
   324 	/* pulse the red colour (done after the fade, for a night effect) */
   332         /* pulse the red colour (done after the fade, for a night effect) */
   325 	redphase = frames % 64;
   333         redphase = frames % 64;
   326 	cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));
   334         cmap[red].r = (int) (255 * sin(redphase * M_PI / 63));
   327 
   335 
   328 	SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
   336         SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);
   329 
   337 
   330 	/* update changed areas of the screen */
   338         /* update changed areas of the screen */
   331 	SDL_UpdateRects(screen, NBOATS, updates);
   339         SDL_UpdateRects(screen, NBOATS, updates);
   332 	frames++;
   340         frames++;
   333     } while(fade_level > 0);
   341     }
       
   342     while (fade_level > 0);
   334 
   343 
   335     printf("%d frames, %.2f fps\n",
   344     printf("%d frames, %.2f fps\n",
   336 	   frames, 1000.0 * frames / (SDL_GetTicks() - start));
   345            frames, 1000.0 * frames / (SDL_GetTicks() - start));
   337 
   346 
   338     if (vidflags & SDL_FULLSCREEN) SDL_ShowCursor (SDL_TRUE);
   347     if (vidflags & SDL_FULLSCREEN)
       
   348         SDL_ShowCursor(SDL_TRUE);
   339     SDL_Quit();
   349     SDL_Quit();
   340     return 0;
   350     return 0;
   341 }
   351 }
   342