Mercurial > sdl-ios-xcode
annotate docs/html/guidevideo.html @ 211:0cc95f442f3a
If we're looking at the /dev/input event devices, and we found
at least one, then we don't want to look at the input joystick
devices, since they're built on top of devices that we've already
seen, so we're done.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 22 Oct 2001 21:34:50 +0000 |
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children | 355632dca928 |
rev | line source |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >Graphics and Video</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.64 |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="SDL Guide" | |
14 HREF="guide.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="Initializing SDL" | |
17 HREF="guidebasicsinit.html"><LINK | |
18 REL="NEXT" | |
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19 TITLE="Using OpenGL With SDL" |
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20 HREF="guidevideoopengl.html"></HEAD |
0 | 21 ><BODY |
22 CLASS="CHAPTER" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
31 WIDTH="100%" | |
32 BORDER="0" | |
33 CELLPADDING="0" | |
34 CELLSPACING="0" | |
35 ><TR | |
36 ><TH | |
37 COLSPAN="3" | |
38 ALIGN="center" | |
39 >SDL Library Documentation</TH | |
40 ></TR | |
41 ><TR | |
42 ><TD | |
43 WIDTH="10%" | |
44 ALIGN="left" | |
45 VALIGN="bottom" | |
46 ><A | |
47 HREF="guidebasicsinit.html" | |
48 >Prev</A | |
49 ></TD | |
50 ><TD | |
51 WIDTH="80%" | |
52 ALIGN="center" | |
53 VALIGN="bottom" | |
54 ></TD | |
55 ><TD | |
56 WIDTH="10%" | |
57 ALIGN="right" | |
58 VALIGN="bottom" | |
59 ><A | |
55
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60 HREF="guidevideoopengl.html" |
0 | 61 >Next</A |
62 ></TD | |
63 ></TR | |
64 ></TABLE | |
65 ><HR | |
66 ALIGN="LEFT" | |
67 WIDTH="100%"></DIV | |
68 ><DIV | |
69 CLASS="CHAPTER" | |
70 ><H1 | |
71 ><A | |
72 NAME="GUIDEVIDEO" | |
73 >Chapter 2. Graphics and Video</A | |
74 ></H1 | |
75 ><DIV | |
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76 CLASS="TOC" |
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77 ><DL |
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78 ><DT |
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79 ><B |
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80 >Table of Contents</B |
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81 ></DT |
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82 ><DT |
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83 ><A |
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84 HREF="guidevideo.html#GUIDEVIDEOINTRO" |
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85 >Introduction to SDL Video</A |
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86 ></DT |
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87 ><DT |
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88 ><A |
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89 HREF="guidevideoopengl.html" |
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90 >Using OpenGL With SDL</A |
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91 ></DT |
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92 ></DL |
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93 ></DIV |
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94 ><DIV |
0 | 95 CLASS="SECT1" |
96 ><H1 | |
97 CLASS="SECT1" | |
98 ><A | |
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99 NAME="GUIDEVIDEOINTRO" |
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100 >Introduction to SDL Video</A |
0 | 101 ></H1 |
102 ><P | |
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103 >Video is probably the most common thing that SDL is used for, and |
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104 so it has the most complete subsystem. Here are a few |
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105 examples to demonstrate the basics.</P |
0 | 106 ><DIV |
107 CLASS="SECT2" | |
108 ><H2 | |
109 CLASS="SECT2" | |
110 ><A | |
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111 NAME="AEN68" |
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112 >Initializing the Video Display</A |
0 | 113 ></H2 |
114 ><P | |
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115 >This is what almost all SDL programs have to do in one way or |
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116 another.</P |
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117 ><DIV |
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118 CLASS="EXAMPLE" |
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119 ><A |
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120 NAME="AEN71" |
0 | 121 ></A |
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122 ><P |
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123 ><B |
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124 >Example 2-1. Initializing the Video Display</B |
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125 ></P |
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126 ><PRE |
0 | 127 CLASS="PROGRAMLISTING" |
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128 > SDL_Surface *screen; |
0 | 129 |
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130 /* Initialize the SDL library */ |
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131 if( SDL_Init(SDL_INIT_VIDEO) < 0 ) { |
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132 fprintf(stderr, |
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133 "Couldn't initialize SDL: %s\n", SDL_GetError()); |
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134 exit(1); |
0 | 135 } |
136 | |
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137 /* Clean up on exit */ |
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138 atexit(SDL_Quit); |
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139 |
0 | 140 /* |
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141 * Initialize the display in a 640x480 8-bit palettized mode, |
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142 * requesting a software surface |
0 | 143 */ |
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144 screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); |
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145 if ( screen == NULL ) { |
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146 fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", |
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147 SDL_GetError()); |
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148 exit(1); |
0 | 149 }</PRE |
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150 ></DIV |
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151 ></DIV |
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152 ><DIV |
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153 CLASS="SECT2" |
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154 ><H2 |
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155 CLASS="SECT2" |
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156 ><A |
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157 NAME="AEN74" |
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158 >Initializing the Best Video Mode</A |
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159 ></H2 |
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160 ><P |
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161 >If you have a preference for a certain pixel depth but will accept any |
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162 other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also |
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163 use SDL_VideoModeOK() to find the native video mode that is closest to |
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164 the mode you request.</P |
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165 ><DIV |
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166 CLASS="EXAMPLE" |
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167 ><A |
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168 NAME="AEN77" |
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169 ></A |
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170 ><P |
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171 ><B |
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172 >Example 2-2. Initializing the Best Video Mode</B |
0 | 173 ></P |
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174 ><PRE |
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175 CLASS="PROGRAMLISTING" |
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176 > /* Have a preference for 8-bit, but accept any depth */ |
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177 screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT); |
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178 if ( screen == NULL ) { |
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179 fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", |
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180 SDL_GetError()); |
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181 exit(1); |
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182 } |
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183 printf("Set 640x480 at %d bits-per-pixel mode\n", |
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184 screen->format->BitsPerPixel);</PRE |
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185 ></DIV |
0 | 186 ></DIV |
187 ><DIV | |
188 CLASS="SECT2" | |
189 ><H2 | |
190 CLASS="SECT2" | |
191 ><A | |
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192 NAME="AEN80" |
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193 >Loading and Displaying a BMP File</A |
0 | 194 ></H2 |
195 ><P | |
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196 >The following function loads and displays a BMP file given as |
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197 argument, once SDL is initialised and a video mode has been set.</P |
0 | 198 ><DIV |
199 CLASS="EXAMPLE" | |
200 ><A | |
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201 NAME="AEN83" |
0 | 202 ></A |
203 ><P | |
204 ><B | |
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205 >Example 2-3. Loading and Displaying a BMP File</B |
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206 ></P |
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207 ><PRE |
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208 CLASS="PROGRAMLISTING" |
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209 >void display_bmp(char *file_name) |
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210 { |
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211 SDL_Surface *image; |
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212 |
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213 /* Load the BMP file into a surface */ |
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214 image = SDL_LoadBMP(file_name); |
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215 if (image == NULL) { |
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216 fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError()); |
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217 return; |
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218 } |
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219 |
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220 /* |
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221 * Palettized screen modes will have a default palette (a standard |
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222 * 8*8*4 colour cube), but if the image is palettized as well we can |
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223 * use that palette for a nicer colour matching |
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224 */ |
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225 if (image->format->palette && screen->format->palette) { |
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226 SDL_SetColors(screen, image->format->palette->colors, 0, |
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227 image->format->palette->ncolors); |
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228 } |
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229 |
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230 /* Blit onto the screen surface */ |
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231 if(SDL_BlitSurface(image, NULL, screen, NULL) < 0) |
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232 fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError()); |
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233 |
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234 SDL_UpdateRect(screen, 0, 0, image->w, image->h); |
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235 |
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236 /* Free the allocated BMP surface */ |
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237 SDL_FreeSurface(image); |
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238 }</PRE |
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239 ></DIV |
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240 ></DIV |
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241 ><DIV |
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242 CLASS="SECT2" |
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243 ><H2 |
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244 CLASS="SECT2" |
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245 ><A |
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246 NAME="AEN86" |
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247 >Drawing Directly to the Display</A |
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248 ></H2 |
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249 ><P |
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250 >The following two functions can be used to get and set single |
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251 pixels of a surface. They are carefully written to work with any depth |
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252 currently supported by SDL. Remember to lock the surface before |
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253 calling them, and to unlock it before calling any other SDL |
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254 functions.</P |
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255 ><P |
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256 >To convert between pixel values and their red, green, blue |
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257 components, use SDL_GetRGB() and SDL_MapRGB().</P |
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258 ><DIV |
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259 CLASS="EXAMPLE" |
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260 ><A |
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261 NAME="AEN90" |
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262 ></A |
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263 ><P |
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264 ><B |
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265 >Example 2-4. getpixel()</B |
0 | 266 ></P |
267 ><PRE | |
268 CLASS="PROGRAMLISTING" | |
269 >/* | |
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270 * Return the pixel value at (x, y) |
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271 * NOTE: The surface must be locked before calling this! |
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273 Uint32 getpixel(SDL_Surface *surface, int x, int y) |
0 | 274 { |
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275 int bpp = surface->format->BytesPerPixel; |
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276 /* Here p is the address to the pixel we want to retrieve */ |
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277 Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; |
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278 |
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279 switch(bpp) { |
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280 case 1: |
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281 return *p; |
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283 case 2: |
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284 return *(Uint16 *)p; |
0 | 285 |
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286 case 3: |
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287 if(SDL_BYTEORDER == SDL_BIG_ENDIAN) |
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288 return p[0] << 16 | p[1] << 8 | p[2]; |
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289 else |
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290 return p[0] | p[1] << 8 | p[2] << 16; |
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291 |
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292 case 4: |
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293 return *(Uint32 *)p; |
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295 default: |
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296 return 0; /* shouldn't happen, but avoids warnings */ |
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297 } |
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298 }</PRE |
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299 ></DIV |
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300 ><DIV |
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301 CLASS="EXAMPLE" |
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302 ><A |
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303 NAME="AEN93" |
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304 ></A |
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305 ><P |
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306 ><B |
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307 >Example 2-5. putpixel()</B |
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308 ></P |
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309 ><PRE |
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310 CLASS="PROGRAMLISTING" |
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311 >/* |
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312 * Set the pixel at (x, y) to the given value |
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313 * NOTE: The surface must be locked before calling this! |
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314 */ |
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315 void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel) |
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316 { |
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317 int bpp = surface->format->BytesPerPixel; |
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318 /* Here p is the address to the pixel we want to set */ |
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319 Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; |
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320 |
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321 switch(bpp) { |
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322 case 1: |
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323 *p = pixel; |
0 | 324 break; |
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325 |
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326 case 2: |
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327 *(Uint16 *)p = pixel; |
0 | 328 break; |
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329 |
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330 case 3: |
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331 if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { |
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332 p[0] = (pixel >> 16) & 0xff; |
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333 p[1] = (pixel >> 8) & 0xff; |
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334 p[2] = pixel & 0xff; |
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335 } else { |
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336 p[0] = pixel & 0xff; |
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337 p[1] = (pixel >> 8) & 0xff; |
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338 p[2] = (pixel >> 16) & 0xff; |
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339 } |
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340 break; |
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341 |
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342 case 4: |
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343 *(Uint32 *)p = pixel; |
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345 } | |
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346 }</PRE |
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347 ></DIV |
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348 ><P |
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349 >The following code uses the putpixel() function above to set a |
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350 yellow pixel in the middle of the screen.</P |
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351 ><DIV |
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352 CLASS="EXAMPLE" |
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353 ><A |
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354 NAME="AEN97" |
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355 ></A |
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356 ><P |
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357 ><B |
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358 >Example 2-6. Using putpixel()</B |
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359 ></P |
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360 ><PRE |
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361 CLASS="PROGRAMLISTING" |
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362 > /* Code to set a yellow pixel at the center of the screen */ |
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364 int x, y; |
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365 Uint32 yellow; |
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366 |
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367 /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00) |
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368 Note: If the display is palettized, you must set the palette first. |
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369 */ |
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370 yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00); |
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372 x = screen->w / 2; |
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373 y = screen->h / 2; |
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375 /* Lock the screen for direct access to the pixels */ |
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376 if ( SDL_MUSTLOCK(screen) ) { |
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377 if ( SDL_LockSurface(screen) < 0 ) { |
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378 fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError()); |
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379 return; |
0 | 380 } |
381 } | |
382 | |
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383 putpixel(screen, x, y, yellow); |
0 | 384 |
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385 if ( SDL_MUSTLOCK(screen) ) { |
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386 SDL_UnlockSurface(screen); |
0 | 387 } |
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388 /* Update just the part of the display that we've changed */ |
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389 SDL_UpdateRect(screen, x, y, 1, 1); |
0 | 390 |
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391 return; </PRE |
0 | 392 ></DIV |
393 ></DIV | |
394 ></DIV | |
395 ></DIV | |
396 ><DIV | |
397 CLASS="NAVFOOTER" | |
398 ><HR | |
399 ALIGN="LEFT" | |
400 WIDTH="100%"><TABLE | |
401 WIDTH="100%" | |
402 BORDER="0" | |
403 CELLPADDING="0" | |
404 CELLSPACING="0" | |
405 ><TR | |
406 ><TD | |
407 WIDTH="33%" | |
408 ALIGN="left" | |
409 VALIGN="top" | |
410 ><A | |
411 HREF="guidebasicsinit.html" | |
412 >Prev</A | |
413 ></TD | |
414 ><TD | |
415 WIDTH="34%" | |
416 ALIGN="center" | |
417 VALIGN="top" | |
418 ><A | |
419 HREF="index.html" | |
420 >Home</A | |
421 ></TD | |
422 ><TD | |
423 WIDTH="33%" | |
424 ALIGN="right" | |
425 VALIGN="top" | |
426 ><A | |
55
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427 HREF="guidevideoopengl.html" |
0 | 428 >Next</A |
429 ></TD | |
430 ></TR | |
431 ><TR | |
432 ><TD | |
433 WIDTH="33%" | |
434 ALIGN="left" | |
435 VALIGN="top" | |
436 >Initializing SDL</TD | |
437 ><TD | |
438 WIDTH="34%" | |
439 ALIGN="center" | |
440 VALIGN="top" | |
441 ><A | |
442 HREF="guide.html" | |
443 >Up</A | |
444 ></TD | |
445 ><TD | |
446 WIDTH="33%" | |
447 ALIGN="right" | |
448 VALIGN="top" | |
55
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449 >Using OpenGL With SDL</TD |
0 | 450 ></TR |
451 ></TABLE | |
452 ></DIV | |
453 ></BODY | |
454 ></HTML | |
455 > |