annotate docs/html/sdlpixelformat.html @ 1294:1760ceb23bc6

Date: Fri, 18 Feb 2005 20:49:35 +0200 (EET) From: ville Subject: [SDL] Changing, at least some, anonymous enums to named enums. Howdy, Could, some if not all, enums be named rather than being anonymous enums? I ran into troubles with the enum describing event types in SDL_events.h. The problem is that an anonymous enum cannot be used in C++ templates like so: enum { C }; template< typename T > void f( T ) { } f( C );
author Sam Lantinga <slouken@libsdl.org>
date Sun, 29 Jan 2006 23:14:04 +0000
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1 <HTML
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2 ><HEAD
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3 ><TITLE
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4 >SDL_PixelFormat</TITLE
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5 ><META
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6 NAME="GENERATOR"
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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8 "><LINK
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9 REL="HOME"
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10 TITLE="SDL Library Documentation"
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11 HREF="index.html"><LINK
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12 REL="UP"
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13 TITLE="Video"
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14 HREF="video.html"><LINK
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15 REL="PREVIOUS"
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16 TITLE="SDL_Palette"
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17 HREF="sdlpalette.html"><LINK
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18 REL="NEXT"
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19 TITLE="SDL_Surface"
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20 HREF="sdlsurface.html"></HEAD
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21 ><BODY
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22 CLASS="REFENTRY"
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23 BGCOLOR="#FFF8DC"
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24 TEXT="#000000"
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25 LINK="#0000ee"
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26 VLINK="#551a8b"
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27 ALINK="#ff0000"
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28 ><DIV
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29 CLASS="NAVHEADER"
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30 ><TABLE
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31 SUMMARY="Header navigation table"
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32 WIDTH="100%"
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33 BORDER="0"
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34 CELLPADDING="0"
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35 CELLSPACING="0"
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36 ><TR
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37 ><TH
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38 COLSPAN="3"
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39 ALIGN="center"
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40 >SDL Library Documentation</TH
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41 ></TR
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42 ><TR
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43 ><TD
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44 WIDTH="10%"
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45 ALIGN="left"
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46 VALIGN="bottom"
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47 ><A
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48 HREF="sdlpalette.html"
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49 ACCESSKEY="P"
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50 >Prev</A
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51 ></TD
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52 ><TD
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53 WIDTH="80%"
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54 ALIGN="center"
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55 VALIGN="bottom"
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56 ></TD
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57 ><TD
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58 WIDTH="10%"
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59 ALIGN="right"
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60 VALIGN="bottom"
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61 ><A
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62 HREF="sdlsurface.html"
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63 ACCESSKEY="N"
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64 >Next</A
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65 ></TD
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66 ></TR
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67 ></TABLE
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68 ><HR
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69 ALIGN="LEFT"
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70 WIDTH="100%"></DIV
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71 ><H1
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72 ><A
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73 NAME="SDLPIXELFORMAT"
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74 ></A
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75 >SDL_PixelFormat</H1
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76 ><DIV
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77 CLASS="REFNAMEDIV"
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78 ><A
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79 NAME="AEN3178"
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80 ></A
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81 ><H2
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82 >Name</H2
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83 >SDL_PixelFormat&nbsp;--&nbsp;Stores surface format information</DIV
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84 ><DIV
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85 CLASS="REFSECT1"
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86 ><A
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87 NAME="AEN3181"
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88 ></A
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89 ><H2
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90 >Structure Definition</H2
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91 ><PRE
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92 CLASS="PROGRAMLISTING"
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93 >typedef struct SDL_PixelFormat {
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94 SDL_Palette *palette;
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95 Uint8 BitsPerPixel;
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96 Uint8 BytesPerPixel;
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97 Uint8 Rloss, Gloss, Bloss, Aloss;
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98 Uint8 Rshift, Gshift, Bshift, Ashift;
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99 Uint32 Rmask, Gmask, Bmask, Amask;
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100 Uint32 colorkey;
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101 Uint8 alpha;
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102 } SDL_PixelFormat;</PRE
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103 ></DIV
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104 ><DIV
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105 CLASS="REFSECT1"
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106 ><A
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107 NAME="AEN3184"
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108 ></A
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109 ><H2
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110 >Structure Data</H2
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111 ><DIV
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112 CLASS="INFORMALTABLE"
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113 ><A
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114 NAME="AEN3186"
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115 ></A
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116 ><P
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117 ></P
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118 ><TABLE
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119 BORDER="0"
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120 CLASS="CALSTABLE"
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121 ><TBODY
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122 ><TR
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123 ><TD
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124 ALIGN="LEFT"
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125 VALIGN="TOP"
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126 ><TT
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127 CLASS="STRUCTFIELD"
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128 ><I
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129 >palette</I
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130 ></TT
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131 ></TD
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132 ><TD
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133 ALIGN="LEFT"
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134 VALIGN="TOP"
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135 >Pointer to the <A
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136 HREF="sdlpalette.html"
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137 >palette</A
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138 >, or <TT
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139 CLASS="LITERAL"
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140 >NULL</TT
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141 > if the <TT
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142 CLASS="STRUCTFIELD"
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143 ><I
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144 >BitsPerPixel</I
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145 ></TT
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146 >&#62;8</TD
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147 ></TR
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148 ><TR
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149 ><TD
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150 ALIGN="LEFT"
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151 VALIGN="TOP"
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152 ><TT
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153 CLASS="STRUCTFIELD"
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154 ><I
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155 >BitsPerPixel</I
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156 ></TT
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157 ></TD
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158 ><TD
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159 ALIGN="LEFT"
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160 VALIGN="TOP"
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161 >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD
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162 ></TR
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163 ><TR
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164 ><TD
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165 ALIGN="LEFT"
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166 VALIGN="TOP"
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167 ><TT
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168 CLASS="STRUCTFIELD"
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169 ><I
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170 >BytesPerPixel</I
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171 ></TT
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172 ></TD
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173 ><TD
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174 ALIGN="LEFT"
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175 VALIGN="TOP"
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176 >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD
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177 ></TR
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178 ><TR
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179 ><TD
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180 ALIGN="LEFT"
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181 VALIGN="TOP"
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182 ><TT
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183 CLASS="STRUCTFIELD"
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184 ><I
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185 >[RGBA]mask</I
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186 ></TT
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187 ></TD
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188 ><TD
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189 ALIGN="LEFT"
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190 VALIGN="TOP"
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191 >Binary mask used to retrieve individual color values</TD
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192 ></TR
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193 ><TR
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194 ><TD
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195 ALIGN="LEFT"
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196 VALIGN="TOP"
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197 ><TT
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198 CLASS="STRUCTFIELD"
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199 ><I
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200 >[RGBA]loss</I
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201 ></TT
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202 ></TD
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203 ><TD
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204 ALIGN="LEFT"
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205 VALIGN="TOP"
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206 >Precision loss of each color component (2<SUP
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207 >[RGBA]loss</SUP
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208 >)</TD
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209 ></TR
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210 ><TR
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211 ><TD
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212 ALIGN="LEFT"
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213 VALIGN="TOP"
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214 ><TT
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215 CLASS="STRUCTFIELD"
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216 ><I
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217 >[RGBA]shift</I
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218 ></TT
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219 ></TD
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220 ><TD
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221 ALIGN="LEFT"
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222 VALIGN="TOP"
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223 >Binary left shift of each color component in the pixel value</TD
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224 ></TR
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225 ><TR
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226 ><TD
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227 ALIGN="LEFT"
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228 VALIGN="TOP"
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229 ><TT
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230 CLASS="STRUCTFIELD"
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231 ><I
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232 >colorkey</I
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233 ></TT
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234 ></TD
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235 ><TD
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236 ALIGN="LEFT"
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237 VALIGN="TOP"
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238 >Pixel value of transparent pixels</TD
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239 ></TR
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240 ><TR
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241 ><TD
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242 ALIGN="LEFT"
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243 VALIGN="TOP"
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244 ><TT
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245 CLASS="STRUCTFIELD"
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246 ><I
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247 >alpha</I
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248 ></TT
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249 ></TD
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250 ><TD
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251 ALIGN="LEFT"
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252 VALIGN="TOP"
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253 >Overall surface alpha value</TD
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254 ></TR
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255 ></TBODY
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256 ></TABLE
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257 ><P
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258 ></P
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259 ></DIV
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260 ></DIV
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261 ><DIV
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262 CLASS="REFSECT1"
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263 ><A
803
355632dca928 Updated SDL HTML documentation
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264 NAME="AEN3225"
0
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265 ></A
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266 ><H2
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267 >Description</H2
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268 ><P
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269 >A <SPAN
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270 CLASS="STRUCTNAME"
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271 >SDL_PixelFormat</SPAN
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272 > describes the format of the pixel data stored at the <TT
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273 CLASS="STRUCTFIELD"
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274 ><I
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275 >pixels</I
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276 ></TT
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277 > field of a <A
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278 HREF="sdlsurface.html"
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279 ><SPAN
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280 CLASS="STRUCTNAME"
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281 >SDL_Surface</SPAN
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282 ></A
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283 >. Every surface stores a <SPAN
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284 CLASS="STRUCTNAME"
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285 >SDL_PixelFormat</SPAN
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286 > in the <TT
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287 CLASS="STRUCTFIELD"
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288 ><I
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289 >format</I
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290 ></TT
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291 > field.</P
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292 ><P
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293 >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P
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294 ><P
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295 >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT
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296 CLASS="STRUCTFIELD"
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297 ><I
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298 >BitsPerPixel</I
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299 ></TT
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300 > and 1 <TT
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301 CLASS="STRUCTFIELD"
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302 ><I
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303 >BytesPerPixel</I
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304 ></TT
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305 >. Since <TT
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306 CLASS="STRUCTFIELD"
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307 ><I
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308 >BytesPerPixel</I
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309 ></TT
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310 > is 1, all pixels are represented by a Uint8 which contains an index into <TT
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311 CLASS="STRUCTFIELD"
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312 ><I
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313 >palette</I
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314 ></TT
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315 >-&#62;<TT
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316 CLASS="STRUCTFIELD"
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317 ><I
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318 >colors</I
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319 ></TT
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320 >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN
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321 CLASS="STRUCTNAME"
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322 >surface</SPAN
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323 >-&#62;<TT
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324 CLASS="STRUCTFIELD"
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325 ><I
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326 >pixels</I
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327 ></TT
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328 > and we use that index to read the <A
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329 HREF="sdlcolor.html"
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330 ><SPAN
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331 CLASS="STRUCTNAME"
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332 >SDL_Color</SPAN
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333 ></A
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334 > structure from <SPAN
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335 CLASS="STRUCTNAME"
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336 >surface</SPAN
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337 >-&#62;<TT
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338 CLASS="STRUCTFIELD"
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339 ><I
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340 >format</I
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341 ></TT
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342 >-&#62;<TT
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343 CLASS="STRUCTFIELD"
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344 ><I
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345 >palette</I
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346 ></TT
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347 >-&#62;<TT
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348 CLASS="STRUCTFIELD"
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349 ><I
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350 >colors</I
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351 ></TT
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352 >. Like so:
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353 <PRE
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354 CLASS="PROGRAMLISTING"
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355 >SDL_Surface *surface;
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356 SDL_PixelFormat *fmt;
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357 SDL_Color *color;
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358 Uint8 index;
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359
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360 .
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361 .
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362
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363 /* Create surface */
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364 .
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365 .
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366 fmt=surface-&#62;format;
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367
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368 /* Check the bitdepth of the surface */
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369 if(fmt-&#62;BitsPerPixel!=8){
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370 fprintf(stderr, "Not an 8-bit surface.\n");
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371 return(-1);
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372 }
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373
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374 /* Lock the surface */
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375 SDL_LockSurface(surface);
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376
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377 /* Get the topleft pixel */
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378 index=*(Uint8 *)surface-&#62;pixels;
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379 color=fmt-&#62;palette-&#62;colors[index];
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380
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381 /* Unlock the surface */
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382 SDL_UnlockSurface(surface);
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383 printf("Pixel Color-&#62; Red: %d, Green: %d, Blue: %d. Index: %d\n",
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384 color-&#62;r, color-&#62;g, color-&#62;b, index);
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385 .
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386 .</PRE
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387 ></P
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388 ><P
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389 >Pixel formats above 8-bit are an entirely different experience. They are
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390 considered to be "TrueColor" formats and the color information is stored in the
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391 pixels themselves, not in a palette. The mask, shift and loss fields tell us
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392 how the color information is encoded. The mask fields allow us to isolate each
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393 color component, the shift fields tell us the number of bits to the right of
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394 each component in the pixel value and the loss fields tell us the number of
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395 bits lost from each component when packing 8-bit color component in a pixel.
0
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396 <PRE
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397 CLASS="PROGRAMLISTING"
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398 >/* Extracting color components from a 32-bit color value */
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399 SDL_PixelFormat *fmt;
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400 SDL_Surface *surface;
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401 Uint32 temp, pixel;
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402 Uint8 red, green, blue, alpha;
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403 .
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404 .
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405 .
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406 fmt=surface-&#62;format;
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407 SDL_LockSurface(surface);
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408 pixel=*((Uint32*)surface-&#62;pixels);
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409 SDL_UnlockSurface(surface);
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410
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411 /* Get Red component */
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412 temp=pixel&#38;fmt-&#62;Rmask; /* Isolate red component */
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413 temp=temp&#62;&#62;fmt-&#62;Rshift;/* Shift it down to 8-bit */
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414 temp=temp&#60;&#60;fmt-&#62;Rloss; /* Expand to a full 8-bit number */
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415 red=(Uint8)temp;
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416
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417 /* Get Green component */
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418 temp=pixel&#38;fmt-&#62;Gmask; /* Isolate green component */
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419 temp=temp&#62;&#62;fmt-&#62;Gshift;/* Shift it down to 8-bit */
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420 temp=temp&#60;&#60;fmt-&#62;Gloss; /* Expand to a full 8-bit number */
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421 green=(Uint8)temp;
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422
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423 /* Get Blue component */
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424 temp=pixel&#38;fmt-&#62;Bmask; /* Isolate blue component */
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425 temp=temp&#62;&#62;fmt-&#62;Bshift;/* Shift it down to 8-bit */
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426 temp=temp&#60;&#60;fmt-&#62;Bloss; /* Expand to a full 8-bit number */
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427 blue=(Uint8)temp;
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428
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429 /* Get Alpha component */
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430 temp=pixel&#38;fmt-&#62;Amask; /* Isolate alpha component */
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431 temp=temp&#62;&#62;fmt-&#62;Ashift;/* Shift it down to 8-bit */
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432 temp=temp&#60;&#60;fmt-&#62;Aloss; /* Expand to a full 8-bit number */
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433 alpha=(Uint8)temp;
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434
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435 printf("Pixel Color -&#62; R: %d, G: %d, B: %d, A: %d\n", red, green, blue, alpha);
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436 .
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437 .
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438 .</PRE
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439 ></P
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440 ></DIV
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441 ><DIV
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442 CLASS="REFSECT1"
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443 ><A
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444 NAME="AEN3252"
0
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445 ></A
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446 ><H2
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447 >See Also</H2
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448 ><P
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449 ><A
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450 HREF="sdlsurface.html"
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451 ><SPAN
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diff changeset
452 CLASS="STRUCTNAME"
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453 >SDL_Surface</SPAN
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454 ></A
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455 >,
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diff changeset
456 <A
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457 HREF="sdlmaprgb.html"
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458 ><TT
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459 CLASS="FUNCTION"
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460 >SDL_MapRGB</TT
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461 ></A
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462 ></P
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463 ></DIV
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464 ><DIV
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465 CLASS="NAVFOOTER"
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466 ><HR
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diff changeset
467 ALIGN="LEFT"
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468 WIDTH="100%"><TABLE
803
355632dca928 Updated SDL HTML documentation
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diff changeset
469 SUMMARY="Footer navigation table"
0
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470 WIDTH="100%"
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471 BORDER="0"
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472 CELLPADDING="0"
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473 CELLSPACING="0"
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474 ><TR
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475 ><TD
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diff changeset
476 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
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477 ALIGN="left"
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Sam Lantinga <slouken@lokigames.com>
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diff changeset
478 VALIGN="top"
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479 ><A
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480 HREF="sdlpalette.html"
803
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diff changeset
481 ACCESSKEY="P"
0
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482 >Prev</A
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diff changeset
483 ></TD
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484 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
485 WIDTH="34%"
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parents:
diff changeset
486 ALIGN="center"
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diff changeset
487 VALIGN="top"
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488 ><A
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489 HREF="index.html"
803
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diff changeset
490 ACCESSKEY="H"
0
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491 >Home</A
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diff changeset
492 ></TD
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diff changeset
493 ><TD
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parents:
diff changeset
494 WIDTH="33%"
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diff changeset
495 ALIGN="right"
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496 VALIGN="top"
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497 ><A
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498 HREF="sdlsurface.html"
803
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diff changeset
499 ACCESSKEY="N"
0
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500 >Next</A
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501 ></TD
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diff changeset
502 ></TR
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parents:
diff changeset
503 ><TR
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parents:
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504 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
505 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
506 ALIGN="left"
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507 VALIGN="top"
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508 >SDL_Palette</TD
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parents:
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509 ><TD
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510 WIDTH="34%"
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diff changeset
511 ALIGN="center"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
512 VALIGN="top"
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513 ><A
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514 HREF="video.html"
803
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diff changeset
515 ACCESSKEY="U"
0
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516 >Up</A
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517 ></TD
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518 ><TD
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parents:
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519 WIDTH="33%"
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diff changeset
520 ALIGN="right"
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521 VALIGN="top"
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522 >SDL_Surface</TD
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523 ></TR
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524 ></TABLE
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525 ></DIV
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Sam Lantinga <slouken@lokigames.com>
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526 ></BODY
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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527 ></HTML
1279
e867f327aa54 *** empty log message ***
Sam Lantinga <slouken@libsdl.org>
parents: 803
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528 >