/usr/share/perl5/Games/PangZero/Graphics.pm is in pangzero 1.4-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 | package Games::PangZero::Graphics;
use strict;
use warnings;
use SDL;
use SDL::Surface;
use SDL::Palette;
use SDL::PixelFormat;
use SDL::Video;
use SDL::Event;
use SDL::Events;
use SDL::Color;
use SDL::Config;
use SDL::Cursor;
use SDL::GFX::Rotozoom;
use SDL::Mixer;
use SDL::Mixer::Samples;
use SDL::Mixer::Channels;
use SDL::Mixer::Music;
use SDL::Mixer::MixChunk;
use SDL::Mixer::MixMusic;
use SDL::Joystick;
use SDL::Mouse;
use SDL::Image;
use SDLx::App;
use SDLx::SFont;
sub LoadSurfaces {
my ($i, $transparentColor);
my %balls = qw (
ball0 Balls-Red128.png ball1 Balls-Red96.png ball2 Balls-Red64.png ball3 Balls-Red32.png ball4 Balls-Red16.png
xmas Balls-XMAS128.png
ball4 Balls-Red16.png ball3 Balls-Red32.png
bouncy2 Balls-Bouncy64.png bouncy3 Balls-Bouncy32.png bouncy4 Balls-Bouncy16.png
hexa0 Hexa-64.png hexa1 Hexa-32.png hexa2 Hexa-16.png
blue1 Balls-Water96.png blue2 Balls-Water64.png blue3 Balls-Water32.png blue4 Balls-Water16.png
frag0 Balls-Fragile128.png frag1 Balls-Fragile96.png frag2 Balls-Fragile64.png frag3 Balls-Fragile32.png frag4 Balls-Fragile16.png
green1 Balls-SuperClock96.png green2 Balls-SuperClock64.png gold1 Balls-SuperStar96.png gold2 Balls-SuperStar64.png
death2 Balls-Death64.png
white2 Balls-Seeker64.png white3 Balls-Seeker32.png
quake2 Balls-EarthQ64.png quake3 Balls-EarthQ32.png quake4 Balls-EarthQ16.png
upside0 Balls-Upside128.png upside1 Balls-Upside96.png upside2 Balls-Upside64.png upside3 Balls-Upside32.png upside4 Balls-Upside16.png
);
foreach (sort keys %balls) {
$Games::PangZero::BallSurfaces{$_} = SDL::Image::load("$Games::PangZero::DataDir/$balls{$_}");
$Games::PangZero::BallSurfaces{$_} = SDL::Video::display_format($Games::PangZero::BallSurfaces{$_});
$transparentColor = $Games::PangZero::BallSurfaces{$_}->get_pixel(0);
SDL::Video::set_color_key($Games::PangZero::BallSurfaces{$_}, SDL_SRCCOLORKEY, $transparentColor );
$Games::PangZero::BallSurfaces{"dark$_"} = SDL::Image::load( "$Games::PangZero::DataDir/$balls{$_}");
$Games::PangZero::BallSurfaces{"dark$_"} = SDL::Video::display_format($Games::PangZero::BallSurfaces{"dark$_"});
SDL::Video::set_color_key($Games::PangZero::BallSurfaces{"dark$_"}, SDL_SRCCOLORKEY, $Games::PangZero::BallSurfaces{"dark$_"}->get_pixel(0) );
SDL::Video::set_alpha($Games::PangZero::BallSurfaces{"dark$_"}, SDL_SRCALPHA, 128);
}
$Games::PangZero::BorderSurface = SDL::Image::load("$Games::PangZero::DataDir/border.png");
$Games::PangZero::RedBorderSurface = SDL::Image::load("$Games::PangZero::DataDir/border.png");
$Games::PangZero::WhiteBorderSurface = SDL::Image::load("$Games::PangZero::DataDir/border.png");
$Games::PangZero::BonusSurface = SDL::Image::load("$Games::PangZero::DataDir/bonus.png");
$Games::PangZero::LevelIndicatorSurface = SDL::Image::load("$Games::PangZero::DataDir/level.png");
$Games::PangZero::LevelIndicatorSurface2 = SDL::Image::load("$Games::PangZero::DataDir/level_empty.png");
AlterPalette( $Games::PangZero::RedBorderSurface, sub { 1; },
sub { shift @_; my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_);
return Games::PangZero::Palette::HsiToRgb( $h - 30, $s, $i * 0.75 + 63); } );
AlterPalette( $Games::PangZero::WhiteBorderSurface, sub { 1; },
sub { shift @_; my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_);
return Games::PangZero::Palette::HsiToRgb( 0, 0, $i*0.25 + 191 ); } );
MakeGuySurfaces();
}
sub MakeGuySurface {
my ($player) = @_;
my ($guySurfaceFile, $guySurface, $whiteGuySurface, $harpoonSurface);
$guySurfaceFile = $Games::PangZero::DataDir . '/' . $Games::PangZero::GuyImageFiles[ $player->{imagefileindex} % scalar(@Games::PangZero::GuyImageFiles) ];
$guySurface = SDL::Image::load($guySurfaceFile);
$whiteGuySurface = SDL::Image::load($guySurfaceFile);
$harpoonSurface = SDL::Image::load("$Games::PangZero::DataDir/harpoon.png");
$player->{hue} = $Games::PangZero::GuyColors[$player->{colorindex}]->[0];
$player->{saturation} = $Games::PangZero::GuyColors[$player->{colorindex}]->[1];
AlterPalette($whiteGuySurface, sub {1;}, sub { return (255, 255, 255); } );
AlterPalette( $guySurface, sub { $_[3] > $_[2] and $_[3] > $_[1]; },
sub {
shift @_;
my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_);
return Games::PangZero::Palette::HsiToRgb($player->{hue}, $player->{saturation}, $i); }
);
AlterPalette( $harpoonSurface, sub { 1; },
sub {
shift @_;
my ($h, $s, $i) = Games::PangZero::Palette::RgbToHsi(@_);
return Games::PangZero::Palette::HsiToRgb($player->{hue}, $player->{saturation} * $s / 256, $i); }
);
$player->{guySurface} = $guySurface;
$player->{whiteGuySurface} = $whiteGuySurface;
$player->{harpoonSurface} = $harpoonSurface;
}
sub MakeGuySurfaces {
foreach my $player (@Games::PangZero::Players) {
MakeGuySurface($player);
}
$Games::PangZero::WhiteHarpoonSurface = SDL::Image::load("$Games::PangZero::DataDir/harpoon.png");
AlterPalette($Games::PangZero::WhiteHarpoonSurface, sub {1;}, sub { return (255, 255, 255); } );
}
sub AlterPalette {
my ($surface, $filterSub, $alterSub) = @_;
my ($r, $g, $b);
my ($palette, $numColors, $n, $color);
$palette = $surface->format->palette();
$numColors = ($surface->format->BytesPerPixel == 1) ? $palette->ncolors() : -1;
for ($n = 0; $n < $numColors; $n++) {
$color = $palette->color_index($n);
($r, $g, $b) = ( $color->r, $color->g, $color->b );
next unless $filterSub->($n, $r, $g, $b);
($r, $g, $b) = $alterSub->($n, $r, $g, $b);
$r = $g = $b = 4 if ($r == 0 and $g == 0 and $b == 0);
$color->r($r);
$color->g($g);
$color->b($b);
SDL::Video::set_colors($surface, $n, $color);
}
$surface = SDL::Video::display_format($surface);
}
sub RenderBorder {
my ($borderSurface, $targetSurface) = @_;
my ($dstrect, $srcrect1, $srcrect2, $xpos, $ypos, $width, $height);
$width = $Games::PangZero::ScreenWidth + 2 * $Games::PangZero::ScreenMargin;
$height = $Games::PangZero::ScreenHeight + 2 * $Games::PangZero::ScreenMargin;
# Draw the corners
$dstrect = SDL::Rect->new(0, 0, 16, 16);
$srcrect1 = SDL::Rect->new(0, 0, 16, 16);
SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect);
$dstrect->x($width - 16); $srcrect1->x(144);
SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect);
$dstrect->y($height - 16); $srcrect1->y(144);
SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect);
$dstrect->x(0); $srcrect1->x(0);
SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect);
if(SDL::Config->has('SDL_gfx_rotozoom')) {
# Top border
my $zoom = SDL::Surface->new(SDL_SWSURFACE(), 128, 16, 32);
$srcrect1->x(16); $srcrect1->y(0); $srcrect1->w(128); $srcrect1->h(16);
SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) );
$zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, $Games::PangZero::ScreenWidth / 128, 1, SDL::GFX::Rotozoom::SMOOTHING_OFF());
$dstrect->x(16); $dstrect->y(0);
SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect );
# Left border
$zoom = SDL::Surface->new(SDL_SWSURFACE(), 16, 128, 32);
$srcrect1->x(0); $srcrect1->y(16); $srcrect1->h(128); $srcrect1->w(16);
SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) );
$zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, 1, $Games::PangZero::ScreenHeight / 128, SDL::GFX::Rotozoom::SMOOTHING_OFF());
$dstrect->x(0); $dstrect->y(16);
SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect );
}
# Draw top and bottom border
$srcrect1->w(128); $srcrect1->x(16); $srcrect1->y(0);
$srcrect2 = SDL::Rect->new( 16, 144, 128, 16 );
for ($xpos = 16; $xpos < $width-16; ) {
$dstrect->x($xpos);
$dstrect->y(0);
SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect);
$dstrect->y($height - 16);
SDL::Video::blit_surface($borderSurface, $srcrect2, $targetSurface, $dstrect);
$xpos += $srcrect1->w();
$srcrect1->w(16); $srcrect1->x(128);
$srcrect2->w(16); $srcrect2->x(128);
}
# Draw left and right border
$srcrect1->h(128); $srcrect1->y(16); $srcrect1->x(0);
$srcrect2->h(128); $srcrect2->y(16); $srcrect2->x(144);
for ($ypos = 16; $ypos < $height-16; ) {
$dstrect->x(0);
$dstrect->y($ypos);
SDL::Video::blit_surface($borderSurface, $srcrect1, $targetSurface, $dstrect);
$dstrect->x($width - 16);
SDL::Video::blit_surface($borderSurface, $srcrect2, $targetSurface, $dstrect);
$ypos += $srcrect1->h();
$srcrect1->h(16); $srcrect1->y(128);
$srcrect2->h(16); $srcrect2->y(128);
}
if(SDL::Config->has('SDL_gfx_rotozoom')) {
# Top border
my $zoom = SDL::Surface->new(SDL::Video::SDL_SWSURFACE(), 128, 16, 32);
$srcrect1->x(16); $srcrect1->y(0); $srcrect1->w(128); $srcrect1->h(16);
SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) );
$zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, $Games::PangZero::ScreenWidth / 128, 1, SDL::GFX::Rotozoom::SMOOTHING_OFF());
$dstrect->x(16); $dstrect->y(0);
SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect );
# Left border
$zoom = SDL::Surface->new( SDL_SWSURFACE(), 16, 128, 32);
$srcrect1->x(0); $srcrect1->y(16); $srcrect1->h(128); $srcrect1->w(16);
SDL::Video::blit_surface($borderSurface, $srcrect1, $zoom, SDL::Rect->new(0, 0, $srcrect1->w, $srcrect1->h) );
$zoom = SDL::GFX::Rotozoom::zoom_surface($zoom, 1, $Games::PangZero::ScreenHeight / 128, SDL::GFX::Rotozoom::SMOOTHING_OFF());
$dstrect->x(0); $dstrect->y(16);
SDL::Video::blit_surface($zoom, SDL::Rect->new(0, 0, $zoom->w, $zoom->h), $targetSurface, $dstrect );
}
}
sub LoadBackground {
my $filename = shift;
SDL::Video::fill_rect($Games::PangZero::Background, SDL::Rect->new(0, 0, $Games::PangZero::PhysicalScreenWidth, $Games::PangZero::PhysicalScreenHeight), SDL::Color->new(0, 0, 0) );
my $backgroundImage = SDL::Image::load("$Games::PangZero::DataDir/$filename");
my $dstrect = SDL::Rect->new($Games::PangZero::ScreenMargin, $Games::PangZero::ScreenMargin, 0, 0);
my $srcrect = SDL::Rect->new(0, 0, $Games::PangZero::ScreenWidth, $Games::PangZero::ScreenHeight);
if ($Games::PangZero::ScreenWidth != $backgroundImage->w() or $Games::PangZero::ScreenHeight != $backgroundImage->h()) {
if (SDL::Config->has('SDL_gfx_rotozoom')) {
my $zoomX = $Games::PangZero::ScreenWidth / $backgroundImage->w(); # $zoomX = 1.0 if $zoomX < 1.0;
my $zoomY = $Games::PangZero::ScreenHeight / $backgroundImage->h(); # $zoomY = 1.0 if $zoomY < 1.0;
$backgroundImage = SDL::GFX::Rotozoom::zoom_surface($backgroundImage, $zoomX, $zoomY, SDL::GFX::Rotozoom::SMOOTHING_OFF());
}
}
SDL::Video::blit_surface($backgroundImage, $srcrect, $Games::PangZero::Background, $dstrect);
RenderBorder($Games::PangZero::BorderSurface, $Games::PangZero::Background);
}
sub TextWidth {
SDLx::SFont::SDL_TEXTWIDTH(@_); # perl-sdl-2.x
}
sub FindVideoMode {
if ($Games::PangZero::FullScreen < 2) {
return (800, 600);
}
# Find a suitable widescreen mode
# One native resolution: 1680 x 1050 => 1.6 : 1
# Which could translate to: 840 x 525 => 1.6 : 1
# Some adapters have: 848 x 480 => 1.76 : 1
# 720 x 480 => 1.5 : 1
# 800 x 512 => 1.56 : 1
# Conclusion: Any resolution where w in [800,900], h > 480 and r in [1.5, 1.8] is good
my ($modes, $mode, @goodModes, $w, $h, $ratio);
$modes = SDL::ListModes( 0, SDL_HWSURFACE ); #add back fullscreen
foreach $mode (@{$modes}) {
$w = $mode->w;
$h = $mode->h;
$ratio = $w / $h;
warn sprintf( "%4d x %4d => %0.3f\n", $w, $h, $ratio );
next if $w < 800 or $w > 900;
next if $h < 480;
next if $ratio < 1.5 or $ratio > 1.8;
push @goodModes, ( { -w => $w, -h => $h, -score => abs($ratio - 1.6) * 1000 + abs($w - 800) } );
}
@goodModes = sort { $a->{-score} <=> $b->{-score} } @goodModes;
return (800, 600) unless @goodModes;
foreach $mode (@goodModes) {
print sprintf( '%d x %d => %0.3f (score %d)', $mode->{-w}, $mode->{-h}, $mode->{-w} / $mode->{-h}, $mode->{-score} ), "\n";
}
return ($goodModes[0]->{-w}, $goodModes[0]->{-h});
}
1;
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