Mercurial > sdl-ios-xcode
annotate docs/html/guidevideo.html @ 82:2bddc38a9f5d
When the mouse is grabbed, send the application the motion associated with
the enter/leave notify events.
author | Sam Lantinga <slouken@lokigames.com> |
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date | Tue, 26 Jun 2001 17:40:59 +0000 |
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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); |
0 | 371 |
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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); |
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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 | |
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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" | |
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449 >Using OpenGL With SDL</TD |
0 | 450 ></TR |
451 ></TABLE | |
452 ></DIV | |
453 ></BODY | |
454 ></HTML | |
455 > |