kolibrios/contrib/sdk/sources/SDL-1.2.2/SDL_anim-0.2.1/showanim.c
CleverMouse 3cf7852e03 autobuild sdlquake
git-svn-id: svn://kolibrios.org@5131 a494cfbc-eb01-0410-851d-a64ba20cac60
2014-09-18 11:46:53 +00:00

150 lines
3.9 KiB
C

/*
SDL_anim: an animation library for SDL
Copyright (C) 2001, 2002 Michael Leonhard
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Michael Leonhard
mike@tamale.net
*/
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <SDL/SDL.h>
#include "SDL_anim.h"
/* Draw a Gimpish background pattern to show transparency in the anim */
void draw_background( SDL_Surface *screen ) {
Uint8 *dst = screen->pixels;
int x, y;
int bpp = screen->format->BytesPerPixel;
Uint32 col[2];
col[0] = SDL_MapRGB(screen->format, 0x66, 0x66, 0x66);
col[1] = SDL_MapRGB(screen->format, 0x99, 0x99, 0x99);
for(y = 0; y < screen->h; y++) {
for(x = 0; x < screen->w; x++) {
/* use an 8x8 checkerboard pattern */
Uint32 c = col[((x ^ y) >> 3) & 1];
switch(bpp) {
case 1:
dst[x] = c;
break;
case 2:
((Uint16 *)dst)[x] = c;
break;
case 3:
if(SDL_BYTEORDER == SDL_LIL_ENDIAN) {
dst[x * 3] = c;
dst[x * 3 + 1] = c >> 8;
dst[x * 3 + 2] = c >> 16;
}
else {
dst[x * 3] = c >> 16;
dst[x * 3 + 1] = c >> 8;
dst[x * 3 + 2] = c;
}
break;
case 4:
((Uint32 *)dst)[x] = c;
break;
}
}
dst += screen->pitch;
}
}
int app_main(int argc, char *argv[]) {
SDL_Surface *screen;
SDL_Animation *anim;
SDL_Rect rect;
SDL_Event event;
SDL_KeyboardEvent *key;
int depth, done;
Uint32 start;
argv[1]="ship.ani";
/* Initialize the SDL library */
if( SDL_Init( SDL_INIT_VIDEO ) < 0 ) {
fprintf( stderr, "Couldn't initialize SDL: %s\n", SDL_GetError() );
return 2;
}
/* Open the anim file */
anim = Anim_Load(argv[1]);
if( anim == NULL ) {
fprintf( stderr, "Couldn't load %s: %s\n", argv[1], SDL_GetError() );
SDL_Quit();
return 3;
}
SDL_WM_SetCaption( argv[1], "showanim" );
/* Create a display for the anim */
depth = SDL_VideoModeOK( anim->w + 1, anim->h, 32, SDL_HWPALETTE );
/* Use the deepest native mode, except that we emulate 32bpp for */
/* viewing non-indexed anims on 8bpp screens */
if( (anim->surface->format->BytesPerPixel > 1) && (depth == 8) ) {
depth = 32;
}
screen = SDL_SetVideoMode( anim->w + 10, anim->h, 16, SDL_HWPALETTE );
if( screen == NULL ) {
fprintf( stderr, "Couldn't set %dx%dx%d video mode: %s\n",
anim->w, anim->h, depth, SDL_GetError() );
SDL_Quit();
return 4;
}
/* Set the palette, if one exists */
if( anim->surface->format->palette ) {
SDL_SetColors( screen, anim->surface->format->palette->colors,
0, anim->surface->format->palette->ncolors );
}
if( !Anim_DisplayFormat( anim ) ) {
fprintf( stderr, "Anim_DisplayFormat() failed\n" );
return 5;
}
done = 0;
start = SDL_GetTicks();
while( !done ) {
while( SDL_PollEvent( &event ) ) {
switch( event.type ) {
case SDL_QUIT:
done = 1;
break;
case SDL_KEYDOWN:
key = (SDL_KeyboardEvent *)&event;
if( key->keysym.sym == SDLK_ESCAPE ) done = 1;
start = SDL_GetTicks();
break;
}
}
draw_background( screen );
rect.x = 0;
rect.y = 0;
Anim_BlitFrame( anim, start, SDL_GetTicks(), screen, &rect );
SDL_UpdateRect( screen, 0, 0, 0, 0 );
SDL_Delay( 100 );
}
Anim_Free( anim );
SDL_Quit();
return 0;
}