Mercurial > sdl-ios-xcode
annotate docs/html/sdlpixelformat.html @ 4139:568c9b3c0167 SDL-1.2
* Added configure option --enable-screensaver, to allow enabling the screensaver by default.
* Use XResetScreenSaver() instead of disabling screensaver entirely.
Full discussion summary from Erik on the SDL mailing list:
Current behaviour
=================
SDL changes the user's display power management settings without
permission from the user and without telling the user.
The interface that it uses to do so is DPMSDisable/DPMSEnable, which
should only ever be used by configuration utilities like KControl, never
by normal application programs, let alone by the libraries that they
use. Using an interface that is not at all intended for what SDL tries
to achieve means that it will not work as it should. Firstly, the power
management is completely disabled during the whole lifetime of the SDL
program, not only when it should be. Secondly, it makes SDL
non-reentrant, meaning that things will break when multiple SDL programs
are clients of the same X server simultaneously. Thirdly, no cleanup
mechanism ensures that the setting is restored if the client does not do
that (for example if it crashes).
In addition to that, this interface is broken on xorg,
[http://bugs.freedesktop.org/show_bug.cgi?id=13962], so what SDL tries
to do does not work at all on that implementation of the X Window
System. (The reason that the DPMSEnable works in KControl is that it
calls DPMSSetTimeout immediately after,
[http://websvn.kde.org/tags/KDE/3.5.9/kdebase/kcontrol/energy/energy.cpp?annotate=774532#l343]).
The problems that the current behaviour causes
==============================================
1. Information leak. When the user is away, someone might see what the
user has on the display when the user counts on the screensaver
preventing this. This does not even require physical access to the
workstation, it is enough to see it from a distance.
2. Draining battery. An SDL program that runs on a laptop will quickly
drain the battery while the user is away. The system will soon shut down
and require recharging before being usable again, while it should in
fact have consumed very little energy if the user's settings would have
been obeyed.
3. Wasting energy. Even if battery issues are not considered, energy as
such is wasted.
4. Display wear. The display may be worn out.
The problems that the current behaviour tries to solve
======================================================
1. Preventing screensaver while playing movies.
Many SDL applications are media players. They have reasons to prevent
screensavers from being activated while a movie is being played. When a
user clicks on the play button it can be interpreted as saying "play
this movie, but do not turn off the display while playing it, because I
will watch it even though I do not interact with the system".
2. Preventing screensaver when some input bypasses X.
Sometimes SDL uses input from another source than the X server, so
that the X server is bypassed. This obviously breaks the screensaver
handling. SDL tries to work around that.
3. Preventing screensaver when all input bypasses X.
There is something called Direct Graphics Access mode, where a
program takes control of both the display and the input devices from the
X server. This obviously means that the X server can not handle the
screensaver alone, since screensaver handling depends on input handling.
SDL does not do what it should to help the X server to handle the
screensaver. Nor does SDL take care of screeensaver handling itself. SDL
simply disables the screensaver completely.
How the problems should be solved
=================================
The correct way for an application program to prevent the screensaver
under X is to call XResetScreenSaver. This was recently discovered and
implemented by the mplayer developers,
[http://svn.mplayerhq.hu/mplayer?view=rev&revision=25637]. SDL needs to
wrap this in an API call (SDL_ResetScreenSaver) and implement it for the
other video targets (if they do not have a corresponding call, SDL
should do what it takes on that particular target, for example sending
fake key events).
1. When a movie is played, the player should reset the screensaver when
the animation is advanced to a new frame. The same applies to anything
similar, like slideshows.
2. When the X server is handling input, it must handle all input
(keyboards, mice, gamepads, ...). This is necessary, not only to be able
to handle the screensaver, but also so that it can send the events to
the correct (the currently active) client. If there is an input device
that the X server can not handle for some reason (such as lack of Plug
and Play capability), the program that handles the device as a
workaround must simulate what would happen if the X server would have
handled the device, by calling XResetScreenSaver when input is received
from the device.
3. When the X server is not handling the input, it depends on the
program that does to call XResetScreenSaver whenever an input event
occurs. Alternatively the program must handle the screensaver countdown
internally and call XActivateScreenSaver.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 29 Feb 2008 13:55:44 +0000 |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >SDL_PixelFormat</TITLE | |
5 ><META | |
6 NAME="GENERATOR" | |
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ |
0 | 8 "><LINK |
9 REL="HOME" | |
10 TITLE="SDL Library Documentation" | |
11 HREF="index.html"><LINK | |
12 REL="UP" | |
13 TITLE="Video" | |
14 HREF="video.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="SDL_Palette" | |
17 HREF="sdlpalette.html"><LINK | |
18 REL="NEXT" | |
19 TITLE="SDL_Surface" | |
20 HREF="sdlsurface.html"></HEAD | |
21 ><BODY | |
22 CLASS="REFENTRY" | |
23 BGCOLOR="#FFF8DC" | |
24 TEXT="#000000" | |
25 LINK="#0000ee" | |
26 VLINK="#551a8b" | |
27 ALINK="#ff0000" | |
28 ><DIV | |
29 CLASS="NAVHEADER" | |
30 ><TABLE | |
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31 SUMMARY="Header navigation table" |
0 | 32 WIDTH="100%" |
33 BORDER="0" | |
34 CELLPADDING="0" | |
35 CELLSPACING="0" | |
36 ><TR | |
37 ><TH | |
38 COLSPAN="3" | |
39 ALIGN="center" | |
40 >SDL Library Documentation</TH | |
41 ></TR | |
42 ><TR | |
43 ><TD | |
44 WIDTH="10%" | |
45 ALIGN="left" | |
46 VALIGN="bottom" | |
47 ><A | |
48 HREF="sdlpalette.html" | |
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49 ACCESSKEY="P" |
0 | 50 >Prev</A |
51 ></TD | |
52 ><TD | |
53 WIDTH="80%" | |
54 ALIGN="center" | |
55 VALIGN="bottom" | |
56 ></TD | |
57 ><TD | |
58 WIDTH="10%" | |
59 ALIGN="right" | |
60 VALIGN="bottom" | |
61 ><A | |
62 HREF="sdlsurface.html" | |
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63 ACCESSKEY="N" |
0 | 64 >Next</A |
65 ></TD | |
66 ></TR | |
67 ></TABLE | |
68 ><HR | |
69 ALIGN="LEFT" | |
70 WIDTH="100%"></DIV | |
71 ><H1 | |
72 ><A | |
73 NAME="SDLPIXELFORMAT" | |
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74 ></A |
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75 >SDL_PixelFormat</H1 |
0 | 76 ><DIV |
77 CLASS="REFNAMEDIV" | |
78 ><A | |
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79 NAME="AEN3178" |
0 | 80 ></A |
81 ><H2 | |
82 >Name</H2 | |
83 >SDL_PixelFormat -- Stores surface format information</DIV | |
84 ><DIV | |
85 CLASS="REFSECT1" | |
86 ><A | |
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87 NAME="AEN3181" |
0 | 88 ></A |
89 ><H2 | |
90 >Structure Definition</H2 | |
91 ><PRE | |
92 CLASS="PROGRAMLISTING" | |
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93 >typedef struct SDL_PixelFormat { |
0 | 94 SDL_Palette *palette; |
95 Uint8 BitsPerPixel; | |
96 Uint8 BytesPerPixel; | |
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97 Uint8 Rloss, Gloss, Bloss, Aloss; |
0 | 98 Uint8 Rshift, Gshift, Bshift, Ashift; |
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99 Uint32 Rmask, Gmask, Bmask, Amask; |
0 | 100 Uint32 colorkey; |
101 Uint8 alpha; | |
102 } SDL_PixelFormat;</PRE | |
103 ></DIV | |
104 ><DIV | |
105 CLASS="REFSECT1" | |
106 ><A | |
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107 NAME="AEN3184" |
0 | 108 ></A |
109 ><H2 | |
110 >Structure Data</H2 | |
111 ><DIV | |
112 CLASS="INFORMALTABLE" | |
113 ><A | |
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114 NAME="AEN3186" |
0 | 115 ></A |
116 ><P | |
117 ></P | |
118 ><TABLE | |
119 BORDER="0" | |
120 CLASS="CALSTABLE" | |
121 ><TBODY | |
122 ><TR | |
123 ><TD | |
124 ALIGN="LEFT" | |
125 VALIGN="TOP" | |
126 ><TT | |
127 CLASS="STRUCTFIELD" | |
128 ><I | |
129 >palette</I | |
130 ></TT | |
131 ></TD | |
132 ><TD | |
133 ALIGN="LEFT" | |
134 VALIGN="TOP" | |
135 >Pointer to the <A | |
136 HREF="sdlpalette.html" | |
137 >palette</A | |
138 >, or <TT | |
139 CLASS="LITERAL" | |
140 >NULL</TT | |
141 > if the <TT | |
142 CLASS="STRUCTFIELD" | |
143 ><I | |
144 >BitsPerPixel</I | |
145 ></TT | |
146 >>8</TD | |
147 ></TR | |
148 ><TR | |
149 ><TD | |
150 ALIGN="LEFT" | |
151 VALIGN="TOP" | |
152 ><TT | |
153 CLASS="STRUCTFIELD" | |
154 ><I | |
155 >BitsPerPixel</I | |
156 ></TT | |
157 ></TD | |
158 ><TD | |
159 ALIGN="LEFT" | |
160 VALIGN="TOP" | |
161 >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD | |
162 ></TR | |
163 ><TR | |
164 ><TD | |
165 ALIGN="LEFT" | |
166 VALIGN="TOP" | |
167 ><TT | |
168 CLASS="STRUCTFIELD" | |
169 ><I | |
170 >BytesPerPixel</I | |
171 ></TT | |
172 ></TD | |
173 ><TD | |
174 ALIGN="LEFT" | |
175 VALIGN="TOP" | |
176 >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD | |
177 ></TR | |
178 ><TR | |
179 ><TD | |
180 ALIGN="LEFT" | |
181 VALIGN="TOP" | |
182 ><TT | |
183 CLASS="STRUCTFIELD" | |
184 ><I | |
185 >[RGBA]mask</I | |
186 ></TT | |
187 ></TD | |
188 ><TD | |
189 ALIGN="LEFT" | |
190 VALIGN="TOP" | |
191 >Binary mask used to retrieve individual color values</TD | |
192 ></TR | |
193 ><TR | |
194 ><TD | |
195 ALIGN="LEFT" | |
196 VALIGN="TOP" | |
197 ><TT | |
198 CLASS="STRUCTFIELD" | |
199 ><I | |
200 >[RGBA]loss</I | |
201 ></TT | |
202 ></TD | |
203 ><TD | |
204 ALIGN="LEFT" | |
205 VALIGN="TOP" | |
206 >Precision loss of each color component (2<SUP | |
207 >[RGBA]loss</SUP | |
208 >)</TD | |
209 ></TR | |
210 ><TR | |
211 ><TD | |
212 ALIGN="LEFT" | |
213 VALIGN="TOP" | |
214 ><TT | |
215 CLASS="STRUCTFIELD" | |
216 ><I | |
217 >[RGBA]shift</I | |
218 ></TT | |
219 ></TD | |
220 ><TD | |
221 ALIGN="LEFT" | |
222 VALIGN="TOP" | |
223 >Binary left shift of each color component in the pixel value</TD | |
224 ></TR | |
225 ><TR | |
226 ><TD | |
227 ALIGN="LEFT" | |
228 VALIGN="TOP" | |
229 ><TT | |
230 CLASS="STRUCTFIELD" | |
231 ><I | |
232 >colorkey</I | |
233 ></TT | |
234 ></TD | |
235 ><TD | |
236 ALIGN="LEFT" | |
237 VALIGN="TOP" | |
238 >Pixel value of transparent pixels</TD | |
239 ></TR | |
240 ><TR | |
241 ><TD | |
242 ALIGN="LEFT" | |
243 VALIGN="TOP" | |
244 ><TT | |
245 CLASS="STRUCTFIELD" | |
246 ><I | |
247 >alpha</I | |
248 ></TT | |
249 ></TD | |
250 ><TD | |
251 ALIGN="LEFT" | |
252 VALIGN="TOP" | |
253 >Overall surface alpha value</TD | |
254 ></TR | |
255 ></TBODY | |
256 ></TABLE | |
257 ><P | |
258 ></P | |
259 ></DIV | |
260 ></DIV | |
261 ><DIV | |
262 CLASS="REFSECT1" | |
263 ><A | |
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264 NAME="AEN3225" |
0 | 265 ></A |
266 ><H2 | |
267 >Description</H2 | |
268 ><P | |
269 >A <SPAN | |
270 CLASS="STRUCTNAME" | |
271 >SDL_PixelFormat</SPAN | |
272 > describes the format of the pixel data stored at the <TT | |
273 CLASS="STRUCTFIELD" | |
274 ><I | |
275 >pixels</I | |
276 ></TT | |
277 > field of a <A | |
278 HREF="sdlsurface.html" | |
279 ><SPAN | |
280 CLASS="STRUCTNAME" | |
281 >SDL_Surface</SPAN | |
282 ></A | |
283 >. Every surface stores a <SPAN | |
284 CLASS="STRUCTNAME" | |
285 >SDL_PixelFormat</SPAN | |
286 > in the <TT | |
287 CLASS="STRUCTFIELD" | |
288 ><I | |
289 >format</I | |
290 ></TT | |
291 > field.</P | |
292 ><P | |
293 >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P | |
294 ><P | |
295 >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT | |
296 CLASS="STRUCTFIELD" | |
297 ><I | |
298 >BitsPerPixel</I | |
299 ></TT | |
300 > and 1 <TT | |
301 CLASS="STRUCTFIELD" | |
302 ><I | |
303 >BytesPerPixel</I | |
304 ></TT | |
305 >. Since <TT | |
306 CLASS="STRUCTFIELD" | |
307 ><I | |
308 >BytesPerPixel</I | |
309 ></TT | |
310 > is 1, all pixels are represented by a Uint8 which contains an index into <TT | |
311 CLASS="STRUCTFIELD" | |
312 ><I | |
313 >palette</I | |
314 ></TT | |
315 >-><TT | |
316 CLASS="STRUCTFIELD" | |
317 ><I | |
318 >colors</I | |
319 ></TT | |
320 >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN | |
321 CLASS="STRUCTNAME" | |
322 >surface</SPAN | |
323 >-><TT | |
324 CLASS="STRUCTFIELD" | |
325 ><I | |
326 >pixels</I | |
327 ></TT | |
328 > and we use that index to read the <A | |
329 HREF="sdlcolor.html" | |
330 ><SPAN | |
331 CLASS="STRUCTNAME" | |
332 >SDL_Color</SPAN | |
333 ></A | |
334 > structure from <SPAN | |
335 CLASS="STRUCTNAME" | |
336 >surface</SPAN | |
337 >-><TT | |
338 CLASS="STRUCTFIELD" | |
339 ><I | |
340 >format</I | |
341 ></TT | |
342 >-><TT | |
343 CLASS="STRUCTFIELD" | |
344 ><I | |
345 >palette</I | |
346 ></TT | |
347 >-><TT | |
348 CLASS="STRUCTFIELD" | |
349 ><I | |
350 >colors</I | |
351 ></TT | |
352 >. Like so: | |
353 <PRE | |
354 CLASS="PROGRAMLISTING" | |
355 >SDL_Surface *surface; | |
356 SDL_PixelFormat *fmt; | |
357 SDL_Color *color; | |
358 Uint8 index; | |
359 | |
360 . | |
361 . | |
362 | |
363 /* Create surface */ | |
364 . | |
365 . | |
366 fmt=surface->format; | |
367 | |
368 /* Check the bitdepth of the surface */ | |
369 if(fmt->BitsPerPixel!=8){ | |
370 fprintf(stderr, "Not an 8-bit surface.\n"); | |
371 return(-1); | |
372 } | |
373 | |
374 /* Lock the surface */ | |
375 SDL_LockSurface(surface); | |
376 | |
377 /* Get the topleft pixel */ | |
378 index=*(Uint8 *)surface->pixels; | |
379 color=fmt->palette->colors[index]; | |
380 | |
381 /* Unlock the surface */ | |
382 SDL_UnlockSurface(surface); | |
383 printf("Pixel Color-> Red: %d, Green: %d, Blue: %d. Index: %d\n", | |
384 color->r, color->g, color->b, index); | |
385 . | |
386 .</PRE | |
387 ></P | |
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 | 396 <PRE |
397 CLASS="PROGRAMLISTING" | |
398 >/* Extracting color components from a 32-bit color value */ | |
399 SDL_PixelFormat *fmt; | |
400 SDL_Surface *surface; | |
401 Uint32 temp, pixel; | |
402 Uint8 red, green, blue, alpha; | |
403 . | |
404 . | |
405 . | |
406 fmt=surface->format; | |
407 SDL_LockSurface(surface); | |
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408 pixel=*((Uint32*)surface->pixels); |
0 | 409 SDL_UnlockSurface(surface); |
410 | |
411 /* Get Red component */ | |
412 temp=pixel&fmt->Rmask; /* Isolate red component */ | |
413 temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */ | |
414 temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */ | |
415 red=(Uint8)temp; | |
416 | |
417 /* Get Green component */ | |
418 temp=pixel&fmt->Gmask; /* Isolate green component */ | |
419 temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */ | |
420 temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */ | |
421 green=(Uint8)temp; | |
422 | |
423 /* Get Blue component */ | |
424 temp=pixel&fmt->Bmask; /* Isolate blue component */ | |
425 temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */ | |
426 temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */ | |
427 blue=(Uint8)temp; | |
428 | |
429 /* Get Alpha component */ | |
430 temp=pixel&fmt->Amask; /* Isolate alpha component */ | |
431 temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */ | |
432 temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */ | |
433 alpha=(Uint8)temp; | |
434 | |
435 printf("Pixel Color -> R: %d, G: %d, B: %d, A: %d\n", red, green, blue, alpha); | |
436 . | |
437 . | |
438 .</PRE | |
439 ></P | |
440 ></DIV | |
441 ><DIV | |
442 CLASS="REFSECT1" | |
443 ><A | |
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444 NAME="AEN3252" |
0 | 445 ></A |
446 ><H2 | |
447 >See Also</H2 | |
448 ><P | |
449 ><A | |
450 HREF="sdlsurface.html" | |
451 ><SPAN | |
452 CLASS="STRUCTNAME" | |
453 >SDL_Surface</SPAN | |
454 ></A | |
455 >, | |
456 <A | |
457 HREF="sdlmaprgb.html" | |
458 ><TT | |
459 CLASS="FUNCTION" | |
460 >SDL_MapRGB</TT | |
461 ></A | |
462 ></P | |
463 ></DIV | |
464 ><DIV | |
465 CLASS="NAVFOOTER" | |
466 ><HR | |
467 ALIGN="LEFT" | |
468 WIDTH="100%"><TABLE | |
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469 SUMMARY="Footer navigation table" |
0 | 470 WIDTH="100%" |
471 BORDER="0" | |
472 CELLPADDING="0" | |
473 CELLSPACING="0" | |
474 ><TR | |
475 ><TD | |
476 WIDTH="33%" | |
477 ALIGN="left" | |
478 VALIGN="top" | |
479 ><A | |
480 HREF="sdlpalette.html" | |
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481 ACCESSKEY="P" |
0 | 482 >Prev</A |
483 ></TD | |
484 ><TD | |
485 WIDTH="34%" | |
486 ALIGN="center" | |
487 VALIGN="top" | |
488 ><A | |
489 HREF="index.html" | |
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490 ACCESSKEY="H" |
0 | 491 >Home</A |
492 ></TD | |
493 ><TD | |
494 WIDTH="33%" | |
495 ALIGN="right" | |
496 VALIGN="top" | |
497 ><A | |
498 HREF="sdlsurface.html" | |
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499 ACCESSKEY="N" |
0 | 500 >Next</A |
501 ></TD | |
502 ></TR | |
503 ><TR | |
504 ><TD | |
505 WIDTH="33%" | |
506 ALIGN="left" | |
507 VALIGN="top" | |
508 >SDL_Palette</TD | |
509 ><TD | |
510 WIDTH="34%" | |
511 ALIGN="center" | |
512 VALIGN="top" | |
513 ><A | |
514 HREF="video.html" | |
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515 ACCESSKEY="U" |
0 | 516 >Up</A |
517 ></TD | |
518 ><TD | |
519 WIDTH="33%" | |
520 ALIGN="right" | |
521 VALIGN="top" | |
522 >SDL_Surface</TD | |
523 ></TR | |
524 ></TABLE | |
525 ></DIV | |
526 ></BODY | |
527 ></HTML | |
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528 > |