Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_Surface.3 @ 172:37e3ca9254c7
Date: Sat, 8 Sep 2001 04:42:23 +0200
From: Max Horn <max@quendi.de>
Subject: SDL/OSX: Joystick; Better key handling
I just finished implementing improved keyhandling for OS X (in fact
the code should be easily ported to the "normal" MacOS part of SDL, I
just had no chance yet). Works like this:
First init the mapping table statically like before. Them, it queries
the OS for the "official" key table, then iterates over all 127
scancode and gets the associates ascii code. It ignores everythng
below 32 (has to, as it would lead to many problems if we did not...
e.g. both ESC and NUM LOCk produce an ascii code 27 on my keyboard),
and all stuff above 127 is mapped to SDLK_WORLD_* simply in the order
it is encountered.
In addition, caps lock is now working, too.
The code work flawless for me, but since I only have one keyboard, I
may have not encountered some serious problem... but I am pretty
confident that it is better than the old code in most cases.
The joystick driver works fine for me, too. I think it can be added
to CVS already. It would simply be helpful if more people would test
it. Hm, I wonder if Maelstrom or GLTron has Joystick support? That
would be a wonderful test application :)
I also took the liberty of modifying some text files like BUGS,
README.CVS, README.MacOSX (which now contains the OS X docs I long
promised)
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 11 Sep 2001 19:00:18 +0000 |
parents | 55f1f1b3e27d |
children | e5bc29de3f0a |
rev | line source |
---|---|
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
1 .TH "SDL_Surface" "3" "Sun 10 Jun 2001, 19:42" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_Surface\- Graphical Surface Structure | |
4 .SH "STRUCTURE DEFINITION" | |
5 .PP | |
6 .nf | |
7 \f(CWtypedef struct SDL_Surface { | |
8 Uint32 flags; /* Read-only */ | |
9 SDL_PixelFormat *format; /* Read-only */ | |
10 int w, h; /* Read-only */ | |
11 Uint16 pitch; /* Read-only */ | |
12 void *pixels; /* Read-write */ | |
13 | |
14 /* clipping information */ | |
15 SDL_Rect clip_rect; /* Read-only */ | |
16 | |
17 /* Reference count -- used when freeing surface */ | |
18 int refcount; /* Read-mostly */ | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
19 |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
20 /* This structure also contains private fields not shown here */ |
0 | 21 } SDL_Surface;\fR |
22 .fi | |
23 .PP | |
24 .SH "STRUCTURE DATA" | |
25 .TP 20 | |
26 \fBflags\fR | |
27 Surface flags | |
28 .TP 20 | |
29 \fBformat\fR | |
30 Pixel \fIformat\fR | |
31 .TP 20 | |
32 \fBw, h\fR | |
33 Width and height of the surface | |
34 .TP 20 | |
35 \fBpitch\fR | |
36 Length of a surface scanline in bytes | |
37 .TP 20 | |
38 \fBpixels\fR | |
39 Pointer to the actual pixel data | |
40 .TP 20 | |
41 \fBclip_rect\fR | |
42 surface clip \fIrectangle\fR | |
43 .SH "DESCRIPTION" | |
44 .PP | |
45 \fBSDL_Surface\fR\&'s represent areas of "graphical" memory, memory that can be drawn to\&. The video framebuffer is returned as a \fBSDL_Surface\fR by \fI\fBSDL_SetVideoMode\fP\fR and \fI\fBSDL_GetVideoSurface\fP\fR\&. Most of the fields should be pretty obvious\&. \fBw\fR and \fBh\fR are the width and height of the surface in pixels\&. \fBpixels\fR is a pointer to the actual pixel data, the surface should be \fIlocked\fR before accessing this field\&. The \fBclip_rect\fR field is the clipping rectangle as set by \fI\fBSDL_SetClipRect\fP\fR\&. | |
46 .PP | |
47 The following are supported in the \fBflags\fR field\&. | |
48 .TP 20 | |
49 \fBSDL_SWSURFACE\fP | |
50 Surface is stored in system memory | |
51 .TP 20 | |
52 \fBSDL_HWSURFACE\fP | |
53 Surface is stored in video memory | |
54 .TP 20 | |
55 \fBSDL_ASYNCBLIT\fP | |
56 Surface uses asynchronous blits if possible | |
57 .TP 20 | |
58 \fBSDL_ANYFORMAT\fP | |
59 Allows any pixel-format (Display surface) | |
60 .TP 20 | |
61 \fBSDL_HWPALETTE\fP | |
62 Surface has exclusive palette | |
63 .TP 20 | |
64 \fBSDL_DOUBLEBUF\fP | |
65 Surface is double buffered (Display surface) | |
66 .TP 20 | |
67 \fBSDL_FULLSCREEN\fP | |
68 Surface is full screen (Display Surface) | |
69 .TP 20 | |
70 \fBSDL_OPENGL\fP | |
71 Surface has an OpenGL context (Display Surface) | |
72 .TP 20 | |
73 \fBSDL_OPENGLBLIT\fP | |
74 Surface supports OpenGL blitting (Display Surface) | |
75 .TP 20 | |
76 \fBSDL_RESIZABLE\fP | |
77 Surface is resizable (Display Surface) | |
78 .TP 20 | |
79 \fBSDL_HWACCEL\fP | |
80 Surface blit uses hardware acceleration | |
81 .TP 20 | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
82 \fBSDL_SRCCOLORKEY\fP |
0 | 83 Surface use colorkey blitting |
84 .TP 20 | |
85 \fBSDL_RLEACCEL\fP | |
86 Colorkey blitting is accelerated with RLE | |
87 .TP 20 | |
88 \fBSDL_SRCALPHA\fP | |
89 Surface blit uses alpha blending | |
90 .TP 20 | |
91 \fBSDL_PREALLOC\fP | |
92 Surface uses preallocated memory | |
93 .SH "SEE ALSO" | |
94 .PP | |
95 \fI\fBSDL_PixelFormat\fR\fR | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
96 ...\" created by instant / docbook-to-man, Sun 10 Jun 2001, 19:42 |