Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_DisplayFormatAlpha.3 @ 1537:60620d71e324
Corrected dummy audio callback firing to be realistic, cleaned up tabs.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Tue, 14 Mar 2006 19:12:49 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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Sam Lantinga <slouken@libsdl.org>
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1 .TH "SDL_DisplayFormatAlpha" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_DisplayFormatAlpha\- Convert a surface to the display format | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_Surface *\fBSDL_DisplayFormatAlpha\fP\fR(\fBSDL_Surface *surface\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer plus an alpha channel, suitable for fast blitting onto the display surface\&. It calls \fISDL_ConvertSurface\fR | |
12 .PP | |
13 If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this function\&. | |
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Sam Lantinga <slouken@lokigames.com>
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14 .PP |
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
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15 This function can be used to convert a colourkey to an alpha channel, if the \fBSDL_SRCCOLORKEY\fP flag is set on the surface\&. The generated surface will then be transparent (alpha=0) where the pixels match the colourkey, and opaque (alpha=255) elsewhere\&. |
0 | 16 .SH "RETURN VALUE" |
17 .PP | |
18 If the conversion fails or runs out of memory, it returns \fBNULL\fR | |
19 .SH "SEE ALSO" | |
20 .PP | |
21 \fISDL_ConvertSurface\fR, \fISDL_SetAlpha\fR, \fISDL_SetColorKey\fR, \fISDL_DisplayFormat\fR, \fISDL_Surface\fR | |
181
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Sam Lantinga <slouken@libsdl.org>
parents:
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22 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01 |