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sdl_displayformatalpha(3) [redhat man page]

SDL_DisplayFormatAlpha(3)					 SDL API Reference					 SDL_DisplayFormatAlpha(3)

NAME
SDL_DisplayFormatAlpha- Convert a surface to the display format SYNOPSIS
#include "SDL.h" SDL_Surface *SDL_DisplayFormatAlpha(SDL_Surface *surface); DESCRIPTION
This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer plus an alpha channel, suitable for fast blitting onto the display surface. It calls SDL_ConvertSurface If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this function. This function can be used to convert a colourkey to an alpha channel, if the SDL_SRCCOLORKEY flag is set on the surface. The generated sur- face will then be transparent (alpha=0) where the pixels match the colourkey, and opaque (alpha=255) elsewhere. RETURN VALUE
If the conversion fails or runs out of memory, it returns NULL SEE ALSO
SDL_ConvertSurface, SDL_SetAlpha, SDL_SetColorKey, SDL_DisplayFormat, SDL_Surface SDL
Tue 11 Sep 2001, 23:01 SDL_DisplayFormatAlpha(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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