SDL_SetColorKey(3) SDL API Reference SDL_SetColorKey(3)NAME
SDL_SetColorKey- Sets the color key (transparent pixel) in a blittable surface and RLE acceleration.
SYNOPSIS
#include "SDL.h"
int SDL_SetColorKey(SDL_Surface *surface, Uint32 flag, Uint32 key);
DESCRIPTION
Sets the color key (transparent pixel) in a blittable surface and enables or disables RLE blit acceleration.
RLE acceleration can substantially speed up blitting of images with large horizontal runs of transparent pixels (i.e., pixels that match
the key value). The key must be of the same pixel format as the surface, SDL_MapRGB is often useful for obtaining an acceptable value.
If flag is SDL_SRCCOLORKEY then key is the transparent pixel value in the source image of a blit.
If flag is OR'd with SDL_RLEACCEL then the surface will be draw using RLE acceleration when drawn with SDL_BlitSurface. The surface will
actually be encoded for RLE acceleration the first time SDL_BlitSurface or SDL_DisplayFormat is called on the surface.
If flag is 0, this function clears any current color key.
RETURN VALUE
This function returns 0, or -1 if there was an error.
SEE ALSO
SDL_BlitSurface, SDL_DisplayFormat, SDL_MapRGB, SDL_SetAlpha
SDL Tue 11 Sep 2001, 23:01 SDL_SetColorKey(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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