annotate docs/man3/SDL_CreateRGBSurface.3 @ 2001:02108bfd6550

Actually, my silly logic bug was actually correct. :/
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 31 Aug 2006 23:16:48 +0000
parents e5bc29de3f0a
children 546f7c1eb755
rev   line source
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e5bc29de3f0a Updated from the SDL Documentation Project
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1 .TH "SDL_CreateRGBSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_CreateRGBSurface\- Create an empty SDL_Surface
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBSDL_Surface *\fBSDL_CreateRGBSurface\fP\fR(\fBUint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 Allocate an empty surface (must be called after \fISDL_SetVideoMode\fR)
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12 .PP
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13 If \fBdepth\fR is 8 bits an empty palette is allocated for the surface, otherwise a \&'packed-pixel\&' \fI\fBSDL_PixelFormat\fR\fR is created using the \fB[RGBA]mask\fR\&'s provided (see \fI\fBSDL_PixelFormat\fR\fR)\&. The \fBflags\fR specifies the type of surface that should be created, it is an OR\&'d combination of the following possible values\&.
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14 .TP 20
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15 \fBSDL_SWSURFACE\fP
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16 SDL will create the surface in system memory\&. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting\&.
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17 .TP 20
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18 \fBSDL_HWSURFACE\fP
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19 SDL will attempt to create the surface in video memory\&. This will allow SDL to take advantage of Video->Video blits (which are often accelerated)\&.
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20 .TP 20
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21 \fBSDL_SRCCOLORKEY\fP
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22 This flag turns on colourkeying for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory\&. Use \fI\fBSDL_SetColorKey\fP\fR to set or clear this flag after surface creation\&.
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23 .TP 20
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24 \fBSDL_SRCALPHA\fP
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25 This flag turns on alpha-blending for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible\&. Use \fI\fBSDL_SetAlpha\fP\fR to set or clear this flag after surface creation\&.
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26 .PP
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27 .RS
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28 \fBNote:
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29 .PP
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30 If an alpha-channel is specified (that is, if \fBAmask\fR is nonzero), then the \fBSDL_SRCALPHA\fP flag is automatically set\&. You may remove this flag by calling \fI\fBSDL_SetAlpha\fP\fR after surface creation\&.
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31 .RE
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32 .SH "RETURN VALUE"
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33 .PP
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34 Returns the created surface, or \fBNULL\fR upon error\&.
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35 .SH "EXAMPLE"
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36 .PP
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37 .nf
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38 \f(CW /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order,
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39 as expected by OpenGL for textures */
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40 SDL_Surface *surface;
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41 Uint32 rmask, gmask, bmask, amask;
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42
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43 /* SDL interprets each pixel as a 32-bit number, so our masks must depend
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44 on the endianness (byte order) of the machine */
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45 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
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46 rmask = 0xff000000;
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47 gmask = 0x00ff0000;
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48 bmask = 0x0000ff00;
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49 amask = 0x000000ff;
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50 #else
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51 rmask = 0x000000ff;
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52 gmask = 0x0000ff00;
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53 bmask = 0x00ff0000;
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54 amask = 0xff000000;
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55 #endif
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56
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57 surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
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58 rmask, gmask, bmask, amask);
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59 if(surface == NULL) {
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60 fprintf(stderr, "CreateRGBSurface failed: %s
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61 ", SDL_GetError());
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62 exit(1);
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63 }\fR
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64 .fi
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65 .PP
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66 .SH "SEE ALSO"
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67 .PP
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68 \fI\fBSDL_CreateRGBSurfaceFrom\fP\fR, \fI\fBSDL_FreeSurface\fP\fR, \fI\fBSDL_SetVideoMode\fP\fR, \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_PixelFormat\fR\fR, \fI\fBSDL_Surface\fR\fR \fI\fBSDL_SetAlpha\fP\fR \fI\fBSDL_SetColorKey\fP\fR
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69 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01