annotate docs/html/video.html @ 55:55f1f1b3e27d

Added new docs for SDL 1.2.1
author Sam Lantinga <slouken@lokigames.com>
date Sun, 10 Jun 2001 19:31:57 +0000
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1 <HTML
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2 ><HEAD
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3 ><TITLE
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4 >Video</TITLE
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5 ><META
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6 NAME="GENERATOR"
55
55f1f1b3e27d Added new docs for SDL 1.2.1
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.64
0
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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="SDL Reference"
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14 HREF="reference.html"><LINK
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15 REL="PREVIOUS"
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16 TITLE="SDL_WasInit"
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17 HREF="sdlwasinit.html"><LINK
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18 REL="NEXT"
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19 TITLE="SDL_GetVideoSurface"
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20 HREF="sdlgetvideosurface.html"><META
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21 NAME="KEYWORD"
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22 CONTENT="video"><META
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23 NAME="KEYWORD"
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24 CONTENT="function"></HEAD
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25 ><BODY
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26 CLASS="CHAPTER"
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27 BGCOLOR="#FFF8DC"
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28 TEXT="#000000"
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29 LINK="#0000ee"
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30 VLINK="#551a8b"
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31 ALINK="#ff0000"
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32 ><DIV
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33 CLASS="NAVHEADER"
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34 ><TABLE
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35 WIDTH="100%"
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36 BORDER="0"
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37 CELLPADDING="0"
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38 CELLSPACING="0"
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39 ><TR
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40 ><TH
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41 COLSPAN="3"
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42 ALIGN="center"
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43 >SDL Library Documentation</TH
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44 ></TR
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45 ><TR
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46 ><TD
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47 WIDTH="10%"
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48 ALIGN="left"
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49 VALIGN="bottom"
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50 ><A
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51 HREF="sdlwasinit.html"
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52 >Prev</A
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53 ></TD
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54 ><TD
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55 WIDTH="80%"
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56 ALIGN="center"
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57 VALIGN="bottom"
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58 ></TD
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59 ><TD
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60 WIDTH="10%"
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61 ALIGN="right"
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62 VALIGN="bottom"
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63 ><A
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64 HREF="sdlgetvideosurface.html"
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65 >Next</A
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66 ></TD
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67 ></TR
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68 ></TABLE
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69 ><HR
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70 ALIGN="LEFT"
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71 WIDTH="100%"></DIV
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72 ><DIV
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73 CLASS="CHAPTER"
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74 ><H1
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75 ><A
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76 NAME="VIDEO"
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77 >Chapter 6. Video</A
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78 ></H1
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79 ><DIV
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80 CLASS="TOC"
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81 ><DL
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82 ><DT
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83 ><B
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84 >Table of Contents</B
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85 ></DT
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86 ><DT
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87 ><A
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88 HREF="sdlgetvideosurface.html"
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89 >SDL_GetVideoSurface</A
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90 > &#8212; returns a pointer to the current display surface</DT
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91 ><DT
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92 ><A
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93 HREF="sdlgetvideoinfo.html"
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94 >SDL_GetVideoInfo</A
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95 > &#8212; returns a pointer to information about the video hardware</DT
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96 ><DT
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97 ><A
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98 HREF="sdlvideodrivername.html"
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99 >SDL_VideoDriverName</A
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100 > &#8212; Obtain the name of the video driver</DT
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101 ><DT
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102 ><A
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103 HREF="sdllistmodes.html"
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104 >SDL_ListModes</A
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105 > &#8212; Returns a pointer to an array of available screen dimensions for
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106 the given format and video flags</DT
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107 ><DT
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108 ><A
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109 HREF="sdlvideomodeok.html"
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110 >SDL_VideoModeOK</A
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111 > &#8212; Check to see if a particular video mode is supported.</DT
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112 ><DT
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113 ><A
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114 HREF="sdlsetvideomode.html"
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115 >SDL_SetVideoMode</A
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116 > &#8212; Set up a video mode with the specified width, height and bits-per-pixel.</DT
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117 ><DT
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118 ><A
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119 HREF="sdlupdaterect.html"
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120 >SDL_UpdateRect</A
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121 > &#8212; Makes sure the given area is updated on the given screen.</DT
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122 ><DT
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123 ><A
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124 HREF="sdlupdaterects.html"
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125 >SDL_UpdateRects</A
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126 > &#8212; Makes sure the given list of rectangles is updated on the given screen.</DT
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127 ><DT
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128 ><A
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129 HREF="sdlflip.html"
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130 >SDL_Flip</A
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131 > &#8212; Swaps screen buffers</DT
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132 ><DT
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133 ><A
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134 HREF="sdlsetcolors.html"
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135 >SDL_SetColors</A
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136 > &#8212; Sets a portion of the colormap for the given 8-bit surface.</DT
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137 ><DT
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138 ><A
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139 HREF="sdlsetpalette.html"
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140 >SDL_SetPalette</A
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141 > &#8212; Sets the colors in the palette of an 8-bit surface.</DT
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142 ><DT
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143 ><A
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144 HREF="sdlsetgamma.html"
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145 >SDL_SetGamma</A
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146 > &#8212; Sets the color gamma function for the display</DT
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147 ><DT
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148 ><A
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149 HREF="sdlgetgammaramp.html"
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150 >SDL_GetGammaRamp</A
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151 > &#8212; Gets the color gamma lookup tables for the display</DT
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152 ><DT
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153 ><A
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154 HREF="sdlsetgammaramp.html"
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155 >SDL_SetGammaRamp</A
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156 > &#8212; Sets the color gamma lookup tables for the display</DT
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157 ><DT
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158 ><A
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159 HREF="sdlmaprgb.html"
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160 >SDL_MapRGB</A
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161 > &#8212; Map a RGB color value to a pixel format.</DT
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162 ><DT
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163 ><A
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164 HREF="sdlmaprgba.html"
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165 >SDL_MapRGBA</A
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166 > &#8212; Map a RGBA color value to a pixel format.</DT
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167 ><DT
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168 ><A
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169 HREF="sdlgetrgb.html"
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170 >SDL_GetRGB</A
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171 > &#8212; Get RGB values from a pixel in the specified pixel format.</DT
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172 ><DT
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173 ><A
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174 HREF="sdlgetrgba.html"
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175 >SDL_GetRGBA</A
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176 > &#8212; Get RGBA values from a pixel in the specified pixel format.</DT
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177 ><DT
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178 ><A
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179 HREF="sdlcreatergbsurface.html"
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180 >SDL_CreateRGBSurface</A
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181 > &#8212; Create an empty SDL_Surface</DT
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182 ><DT
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183 ><A
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184 HREF="sdlcreatergbsurfacefrom.html"
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185 >SDL_CreateRGBSurfaceFrom</A
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186 > &#8212; Create an SDL_Surface from pixel data</DT
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187 ><DT
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188 ><A
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189 HREF="sdlfreesurface.html"
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190 >SDL_FreeSurface</A
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191 > &#8212; Frees (deletes) a SDL_Surface</DT
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192 ><DT
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193 ><A
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194 HREF="sdllocksurface.html"
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195 >SDL_LockSurface</A
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196 > &#8212; Lock a surface for directly access.</DT
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197 ><DT
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198 ><A
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199 HREF="sdlunlocksurface.html"
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200 >SDL_UnlockSurface</A
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201 > &#8212; Unlocks a previously locked surface.</DT
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202 ><DT
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203 ><A
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204 HREF="sdlloadbmp.html"
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205 >SDL_LoadBMP</A
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206 > &#8212; Load a Windows BMP file into an SDL_Surface.</DT
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207 ><DT
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208 ><A
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209 HREF="sdlsavebmp.html"
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210 >SDL_SaveBMP</A
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211 > &#8212; Save an SDL_Surface as a Windows BMP file.</DT
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212 ><DT
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213 ><A
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214 HREF="sdlsetcolorkey.html"
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215 >SDL_SetColorKey</A
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216 > &#8212; Sets the color key (transparent pixel) in a blittable surface and
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217 RLE acceleration.</DT
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218 ><DT
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219 ><A
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220 HREF="sdlsetalpha.html"
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221 >SDL_SetAlpha</A
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222 > &#8212; Adjust the alpha properties of a surface</DT
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223 ><DT
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224 ><A
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225 HREF="sdlsetcliprect.html"
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226 >SDL_SetClipRect</A
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227 > &#8212; Sets the clipping rectangle for a surface.</DT
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228 ><DT
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229 ><A
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230 HREF="sdlgetcliprect.html"
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231 >SDL_GetClipRect</A
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232 > &#8212; Gets the clipping rectangle for a surface.</DT
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233 ><DT
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234 ><A
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235 HREF="sdlconvertsurface.html"
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236 >SDL_ConvertSurface</A
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237 > &#8212; Converts a surface to the same format as another surface.</DT
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238 ><DT
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239 ><A
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240 HREF="sdlblitsurface.html"
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241 >SDL_BlitSurface</A
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242 > &#8212; This performs a fast blit from the source surface to the destination surface.</DT
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243 ><DT
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244 ><A
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245 HREF="sdlfillrect.html"
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246 >SDL_FillRect</A
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247 > &#8212; This function performs a fast fill of the given rectangle with some color</DT
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248 ><DT
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249 ><A
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250 HREF="sdldisplayformat.html"
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251 >SDL_DisplayFormat</A
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252 > &#8212; Convert a surface to the display format</DT
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253 ><DT
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254 ><A
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255 HREF="sdldisplayformatalpha.html"
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256 >SDL_DisplayFormatAlpha</A
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257 > &#8212; Convert a surface to the display format</DT
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258 ><DT
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259 ><A
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260 HREF="sdlwarpmouse.html"
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261 >SDL_WarpMouse</A
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262 > &#8212; Set the position of the mouse cursor.</DT
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263 ><DT
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264 ><A
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265 HREF="sdlcreatecursor.html"
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266 >SDL_CreateCursor</A
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267 > &#8212; Creates a new mouse cursor.</DT
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268 ><DT
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269 ><A
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270 HREF="sdlfreecursor.html"
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271 >SDL_FreeCursor</A
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272 > &#8212; Frees a cursor created with SDL_CreateCursor.</DT
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273 ><DT
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274 ><A
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275 HREF="sdlsetcursor.html"
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276 >SDL_SetCursor</A
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277 > &#8212; Set the currently active mouse cursor.</DT
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278 ><DT
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279 ><A
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280 HREF="sdlgetcursor.html"
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281 >SDL_GetCursor</A
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282 > &#8212; Get the currently active mouse cursor.</DT
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283 ><DT
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284 ><A
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285 HREF="sdlshowcursor.html"
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286 >SDL_ShowCursor</A
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287 > &#8212; Toggle whether or not the cursor is shown on the screen.</DT
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288 ><DT
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289 ><A
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290 HREF="sdlglloadlibrary.html"
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291 >SDL_GL_LoadLibrary</A
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292 > &#8212; Specify an OpenGL library</DT
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293 ><DT
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294 ><A
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295 HREF="sdlglgetprocaddress.html"
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296 >SDL_GL_GetProcAddress</A
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297 > &#8212; Get the address of a GL function</DT
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298 ><DT
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299 ><A
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300 HREF="sdlglgetattribute.html"
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301 >SDL_GL_GetAttribute</A
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302 > &#8212; Get the value of a special SDL/OpenGL attribute</DT
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303 ><DT
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304 ><A
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305 HREF="sdlglsetattribute.html"
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306 >SDL_GL_SetAttribute</A
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307 > &#8212; Set a special SDL/OpenGL attribute</DT
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308 ><DT
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309 ><A
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310 HREF="sdlglswapbuffers.html"
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311 >SDL_GL_SwapBuffers</A
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312 > &#8212; Swap OpenGL framebuffers/Update Display</DT
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313 ><DT
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314 ><A
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315 HREF="sdlcreateyuvoverlay.html"
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316 >SDL_CreateYUVOverlay</A
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317 > &#8212; Create a YUV video overlay</DT
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318 ><DT
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319 ><A
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320 HREF="sdllockyuvoverlay.html"
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321 >SDL_LockYUVOverlay</A
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322 > &#8212; Lock an overlay</DT
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323 ><DT
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324 ><A
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325 HREF="sdlunlockyuvoverlay.html"
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326 >SDL_UnlockYUVOverlay</A
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327 > &#8212; Unlock an overlay</DT
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328 ><DT
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329 ><A
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330 HREF="sdldisplayyuvoverlay.html"
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331 >SDL_DisplayYUVOverlay</A
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332 > &#8212; Blit the overlay to the display</DT
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333 ><DT
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334 ><A
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335 HREF="sdlfreeyuvoverlay.html"
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336 >SDL_FreeYUVOverlay</A
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337 > &#8212; Free a YUV video overlay</DT
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338 ><DT
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339 ><A
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340 HREF="sdlglattr.html"
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341 >SDL_GLattr</A
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342 > &#8212; SDL GL Attributes</DT
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343 ><DT
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344 ><A
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345 HREF="sdlrect.html"
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346 >SDL_Rect</A
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347 > &#8212; Defines a rectangular area</DT
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348 ><DT
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349 ><A
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350 HREF="sdlcolor.html"
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351 >SDL_Color</A
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352 > &#8212; Format independent color description</DT
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353 ><DT
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354 ><A
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355 HREF="sdlpalette.html"
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356 >SDL_Palette</A
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357 > &#8212; Color palette for 8-bit pixel formats</DT
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358 ><DT
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359 ><A
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360 HREF="sdlpixelformat.html"
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361 >SDL_PixelFormat</A
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362 > &#8212; Stores surface format information</DT
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363 ><DT
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364 ><A
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365 HREF="sdlsurface.html"
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366 >SDL_Surface</A
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367 > &#8212; Graphical Surface Structure</DT
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368 ><DT
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369 ><A
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370 HREF="sdlvideoinfo.html"
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371 >SDL_VideoInfo</A
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372 > &#8212; Video Target information</DT
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373 ><DT
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374 ><A
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375 HREF="sdloverlay.html"
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376 >SDL_Overlay</A
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377 > &#8212; YUV video overlay</DT
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378 ></DL
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379 ></DIV
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380 ><P
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381 >SDL presents a very simple interface to the display framebuffer. The
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382 framebuffer is represented as an offscreen surface to which you can write
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383 directly. If you want the screen to show what you have written, call the <A
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384 HREF="sdlupdaterects.html"
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385 >update</A
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386 > function which will
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387 guarantee that the desired portion of the screen is updated.</P
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388 ><P
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389 >Before you call any of the SDL video functions, you must first call
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390 <SPAN
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391 CLASS="TOKEN"
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392 >SDL_Init(SDL_INIT_VIDEO)</SPAN
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393 >, which initializes the video
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394 and events in the SDL library. Check the return code, which should be
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395 <SPAN
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396 CLASS="RETURNVALUE"
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397 >0</SPAN
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398 >, to see if there were any errors in starting up.</P
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399 ><P
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400 >If you use both sound and video in your application, you need to call
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401 <SPAN
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402 CLASS="TOKEN"
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403 >SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN
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404 > before opening the
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405 sound device, otherwise under Win32 DirectX, you won't be able to set
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406 full-screen display modes.</P
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407 ><P
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408 >After you have initialized the library, you can start up the video display in a
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409 number of ways. The easiest way is to pick a common screen resolution and
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410 depth and just initialize the video, checking for errors. You will probably
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411 get what you want, but SDL may be emulating your requested mode and converting
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412 the display on update. The best way is to
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413 <A
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414 HREF="sdlgetvideoinfo.html"
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415 >query</A
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416 >, for the best
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417 video mode closest to the desired one, and then
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418 <A
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419 HREF="sdldisplayformat.html"
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420 >convert</A
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421 >
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422 your images to that pixel format.</P
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423 ><P
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424 >SDL currently supports any bit depth &gt;= 8 bits per pixel. 8 bpp formats are
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425 considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
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426 are considered "packed pixel" modes, meaning each pixel contains the RGB color
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427 components packed in the bits of the pixel.</P
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428 ><P
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429 >After you have initialized your video mode, you can take the surface that was
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430 returned, and write to it like any other framebuffer, calling the update
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431 routine as you go.</P
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432 ><P
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433 >When you have finished your video access and are ready to quit your
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434 application, you should call "<SPAN
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435 CLASS="TOKEN"
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436 >SDL_Quit()</SPAN
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437 >" to shutdown the
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438 video and events.</P
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439 ></DIV
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440 ><DIV
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441 CLASS="NAVFOOTER"
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442 ><HR
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443 ALIGN="LEFT"
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444 WIDTH="100%"><TABLE
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445 WIDTH="100%"
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Sam Lantinga <slouken@lokigames.com>
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446 BORDER="0"
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447 CELLPADDING="0"
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448 CELLSPACING="0"
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449 ><TR
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450 ><TD
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451 WIDTH="33%"
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452 ALIGN="left"
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453 VALIGN="top"
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454 ><A
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455 HREF="sdlwasinit.html"
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456 >Prev</A
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457 ></TD
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458 ><TD
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459 WIDTH="34%"
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460 ALIGN="center"
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461 VALIGN="top"
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462 ><A
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463 HREF="index.html"
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464 >Home</A
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465 ></TD
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466 ><TD
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467 WIDTH="33%"
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468 ALIGN="right"
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469 VALIGN="top"
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470 ><A
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471 HREF="sdlgetvideosurface.html"
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472 >Next</A
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473 ></TD
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474 ></TR
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475 ><TR
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476 ><TD
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477 WIDTH="33%"
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478 ALIGN="left"
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479 VALIGN="top"
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480 >SDL_WasInit</TD
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481 ><TD
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482 WIDTH="34%"
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483 ALIGN="center"
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484 VALIGN="top"
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485 ><A
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486 HREF="reference.html"
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487 >Up</A
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488 ></TD
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489 ><TD
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Sam Lantinga <slouken@lokigames.com>
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490 WIDTH="33%"
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491 ALIGN="right"
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492 VALIGN="top"
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493 >SDL_GetVideoSurface</TD
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494 ></TR
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495 ></TABLE
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496 ></DIV
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497 ></BODY
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498 ></HTML
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499 >