Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_CreateRGBSurface.3 @ 563:04dcaf3da918
Massive Quartz input enhancements from Darrell Walisser. His email:
Enclosed is a patch that addresses the following:
--Various minor cleanups.
Removed dead/obsolete code, made some style cleanups
--Mouse Events
Now keep track of what button(s) were pressed so we know when to send
the mouse up event. This fixes the case where the mouse is dragged
outside of the game window and released (in which case we want to send
the mouse up event even though the mouse is outside the game window).
--Input Grabbing
Here is my take on the grabbing situation, which is the basis for the
new implementation.
There are 3 grab states, ungrabbed (UG), visible (VG), and invisible
(IG). Both VG and IG keep the mouse constrained to the window and
produce relative motion events. In VG the cursor is visible (duh), in
IG it is not. In VG, absolute motion events also work.
There are 6 actions that can affect grabbing:
1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do
nothing. However, a fullscreen visible grab can be treated just like a
windowed visible grab, which is what I have done to help simplify
things.
2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the
grab is an invisible grab. If the cursor is visible, the grab should
just constrain the mouse to the window.
3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to
the window as should the keyboard input. On Mac OS X, the keyboard
input is implicitly grabbed by confining the cursor, except for
command-tab which can switch away from the application. Should the
window come to the foreground if the application is deactivated and
grab input is called? This isn't necessary in this implementation
because the grab state will be asserted upon activation.
Using my notation, these are all the cases that need to be handled
(state + action = new state).
UG+U = UG
UG+G = VG or IG, if cursor is visible or not
UG+H = UG
UG+S = UG
VG+U = UG
VG+G = VG
VG+H = IG
VG+S = VG
IG+U = UG
IG+G = IG
IG+H = IG
IG+S = VG
The cases that result in the same state can be ignored in the code,
which cuts it down to just 5 cases.
Another issue is what happens when the app loses/gains input focus from
deactivate/activate or iconify/deiconify. I think that if input focus
is ever lost (outside of SDL's control), the grab state should be
suspended and the cursor should become visible and active again. When
regained, the cursor should reappear in its original location and/or
grab state. This way, when reactivating the cursor is still in the same
position as before so apps shouldn't get confused when the next motion
event comes in. This is what I've done in this patch.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Fri, 27 Dec 2002 20:52:41 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
rev | line source |
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1 .TH "SDL_CreateRGBSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_CreateRGBSurface\- Create an empty SDL_Surface | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_Surface *\fBSDL_CreateRGBSurface\fP\fR(\fBUint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 Allocate an empty surface (must be called after \fISDL_SetVideoMode\fR) | |
12 .PP | |
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\&. | |
14 .TP 20 | |
15 \fBSDL_SWSURFACE\fP | |
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\&. | |
17 .TP 20 | |
18 \fBSDL_HWSURFACE\fP | |
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)\&. | |
20 .TP 20 | |
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\&. |
0 | 23 .TP 20 |
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 |
0 | 66 .SH "SEE ALSO" |
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 |