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sdl_surface(3) [opensolaris man page]

SDL_Surface(3)							 SDL API Reference						    SDL_Surface(3)

NAME
SDL_Surface - Graphical Surface Structure STRUCTURE DEFINITION
typedef struct SDL_Surface { Uint32 flags; /* Read-only */ SDL_PixelFormat *format; /* Read-only */ int w, h; /* Read-only */ Uint16 pitch; /* Read-only */ void *pixels; /* Read-write */ /* clipping information */ SDL_Rect clip_rect; /* Read-only */ /* Reference count -- used when freeing surface */ int refcount; /* Read-mostly */ /* This structure also contains private fields not shown here */ } SDL_Surface; STRUCTURE DATA
flags Surface flags format Pixel format w, h Width and height of the surface pitch Length of a surface scanline in bytes pixels Pointer to the actual pixel data clip_rect surface clip rectangle DESCRIPTION
SDL_Surface's represent areas of "graphical" memory, memory that can be drawn to. The video framebuffer is returned as a SDL_Surface by SDL_SetVideoMode and SDL_GetVideoSurface. Most of the fields should be pretty obvious. w and h are the width and height of the surface in pixels. pixels is a pointer to the actual pixel data, the surface should be locked before accessing this field. The clip_rect field is the clipping rectangle as set by SDL_SetClipRect. The following are supported in the flags field. SDL_SWSURFACE Surface is stored in system memory SDL_HWSURFACE Surface is stored in video memory SDL_ASYNCBLIT Surface uses asynchronous blits if possible SDL_ANYFORMAT Allows any pixel-format (Display surface) SDL_HWPALETTE Surface has exclusive palette SDL_DOUBLEBUF Surface is double buffered (Display surface) SDL_FULLSCREEN Surface is full screen (Display Surface) SDL_OPENGL Surface has an OpenGL context (Display Surface) SDL_OPENGLBLIT Surface supports OpenGL blitting (Display Surface) SDL_RESIZABLE Surface is resizable (Display Surface) SDL_HWACCEL Surface blit uses hardware acceleration SDL_SRCCOLORKEY Surface use colorkey blitting SDL_RLEACCEL Colorkey blitting is accelerated with RLE SDL_SRCALPHA Surface blit uses alpha blending SDL_PREALLOC Surface uses preallocated memory SEE ALSO
SDL_PixelFormat SDL
Tue 11 Sep 2001, 23:01 SDL_Surface(3)

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SDL_BlitSurface(3)						 SDL API Reference						SDL_BlitSurface(3)

NAME
SDL_BlitSurface- This performs a fast blit from the source surface to the destination surface. SYNOPSIS
#include "SDL.h" int SDL_BlitSurface(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect); DESCRIPTION
This performs a fast blit from the source surface to the destination surface. Only the position is used in the dstrect (the width and height are ignored). If either srcrect or dstrect are NULL, the entire surface (src or dst) is copied. The final blit rectangle is saved in dstrect after all clipping is performed (srcrect is not modified). The blit function should not be called on a locked surface. The results of blitting operations vary greatly depending on whether SDL_SRCAPLHA is set or not. See SDL_SetAlpha for an explaination of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting, as the following pseudo-code should hopefully explain. if (source surface has SDL_SRCALPHA set) { if (source surface has alpha channel (that is, format->Amask != 0)) blit using per-pixel alpha, ignoring any colour key else { if (source surface has SDL_SRCCOLORKEY set) blit using the colour key AND the per-surface alpha value else blit using the per-surface alpha value } } else { if (source surface has SDL_SRCCOLORKEY set) blit using the colour key else ordinary opaque rectangular blit } RETURN VALUE
If the blit is successful, it returns 0, otherwise it returns -1. If either of the surfaces were in video memory, and the blit returns -2, the video memory was lost, so it should be reloaded with artwork and re-blitted: while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { while ( SDL_LockSurface(image)) < 0 ) Sleep(10); -- Write image pixels to image->pixels -- SDL_UnlockSurface(image); } This happens under DirectX 5.0 when the system switches away from your fullscreen application. Locking the surface will also fail until you have access to the video memory again. SEE ALSO
SDL_LockSurface, SDL_FillRect, SDL_Surface, SDL_Rect SDL
Tue 11 Sep 2001, 23:01 SDL_BlitSurface(3)
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