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sdl_blitsurface(3) [centos man page]

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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SDL_SetAlpha(3) 						 SDL API Reference						   SDL_SetAlpha(3)

NAME
SDL_SetAlpha - Adjust the alpha properties of a surface SYNOPSIS
#include "SDL.h" int SDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha); DESCRIPTION
Note: This function and the semantics of SDL alpha blending have changed since version 1.1.4. Up until version 1.1.5, an alpha value of 0 was considered opaque and a value of 255 was considered transparent. This has now been inverted: 0 (SDL_ALPHA_TRANSPARENT) is now considered transparent and 255 (SDL_ALPHA_OPAQUE) is now considered opaque. SDL_SetAlpha is used for setting the per-surface alpha value and/or enabling and disabling alpha blending. Thesurface parameter specifies which surface whose alpha attributes you wish to adjust. flags is used to specify whether alpha blending should be used (SDL_SRCALPHA) and whether the surface should use RLE acceleration for blitting (SDL_RLEACCEL). flags can be an OR'd combi- nation of these two options, one of these options or 0. If SDL_SRCALPHA is not passed as a flag then all alpha information is ignored when blitting the surface. The alpha parameter is the per-surface alpha value; a surface need not have an alpha channel to use per-surface alpha and blitting can still be accelerated with SDL_RLEACCEL. Note: The per-surface alpha value of 128 is considered a special case and is optimised, so it's much faster than other per-surface values. Alpha effects surface blitting in the following ways: RGBA->RGB with SDL_SRCALPHA The source is alpha-blended with the destination, using the alpha channel. SDL_SRCCOLORKEY and the per-surface alpha are ignored. RGBA->RGB without SDL_SRCALPHA The RGB data is copied from the source. The source alpha channel and the per-surface alpha value are ignored. RGB->RGBA with SDL_SRCALPHA The source is alpha-blended with the destination using the per-surface alpha value. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied. The alpha channel of the copied pixels is set to opaque. RGB->RGBA without SDL_SRCALPHA The RGB data is copied from the source and the alpha value of the copied pixels is set to opaque. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied. RGBA->RGBA with SDL_SRCALPHA The source is alpha-blended with the destination using the source alpha channel. The alpha channel in the destination surface is left untouched. SDL_SRCCOLORKEY is ignored. RGBA->RGBA without SDL_SRCALPHA The RGBA data is copied to the destination surface. If SDL_SRCCOLORKEY is set, only the pixels not matching the col- orkey value are copied. RGB->RGB with SDL_SRCALPHA The source is alpha-blended with the destination using the per-surface alpha value. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied. RGB->RGB without SDL_SRCALPHA The RGB data is copied from the source. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied. Note: Note that RGBA->RGBA blits (with SDL_SRCALPHA set) keep the alpha of the destination surface. This means that you cannot compose two arbitrary RGBA surfaces this way and get the result you would expect from "overlaying" them; the destination alpha will work as a mask. Also note that per-pixel and per-surface alpha cannot be combined; the per-pixel alpha is always used if available RETURN VALUE
This function returns 0, or -1 if there was an error. SEE ALSO
SDL_MapRGBA, SDL_GetRGBA, SDL_DisplayFormatAlpha, SDL_BlitSurface SDL
Tue 11 Sep 2001, 23:01 SDL_SetAlpha(3)
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