annotate docs/html/video.html @ 3908:6e41f5d80198 SDL-1.2

Actually, this is dumb, just simplify this for now. (But what if this finds the wrong symbol? We really should make this a ./configure test and only do one dlsym or the other depending on the platform...) Reference Bugzilla #354. --ryan.
author Ryan C. Gordon <icculus@icculus.org>
date Sat, 03 Feb 2007 08:17:12 +0000
parents 355632dca928
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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"
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7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
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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_envvars"
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17 HREF="sdlenvvars.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 SUMMARY="Header navigation table"
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36 WIDTH="100%"
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37 BORDER="0"
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38 CELLPADDING="0"
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39 CELLSPACING="0"
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40 ><TR
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41 ><TH
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42 COLSPAN="3"
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43 ALIGN="center"
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44 >SDL Library Documentation</TH
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45 ></TR
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46 ><TR
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47 ><TD
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48 WIDTH="10%"
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49 ALIGN="left"
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50 VALIGN="bottom"
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51 ><A
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52 HREF="sdlenvvars.html"
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53 ACCESSKEY="P"
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54 >Prev</A
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55 ></TD
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56 ><TD
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57 WIDTH="80%"
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58 ALIGN="center"
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59 VALIGN="bottom"
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60 ></TD
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61 ><TD
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62 WIDTH="10%"
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63 ALIGN="right"
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64 VALIGN="bottom"
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65 ><A
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66 HREF="sdlgetvideosurface.html"
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67 ACCESSKEY="N"
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68 >Next</A
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69 ></TD
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70 ></TR
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71 ></TABLE
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72 ><HR
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73 ALIGN="LEFT"
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74 WIDTH="100%"></DIV
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75 ><DIV
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76 CLASS="CHAPTER"
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77 ><H1
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78 ><A
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79 NAME="VIDEO"
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80 ></A
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81 >Chapter 6. Video</H1
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82 ><DIV
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83 CLASS="TOC"
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84 ><DL
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85 ><DT
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86 ><B
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87 >Table of Contents</B
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88 ></DT
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89 ><DT
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90 ><A
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91 HREF="sdlgetvideosurface.html"
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92 >SDL_GetVideoSurface</A
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93 >&nbsp;--&nbsp;returns a pointer to the current display surface</DT
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94 ><DT
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95 ><A
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96 HREF="sdlgetvideoinfo.html"
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97 >SDL_GetVideoInfo</A
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98 >&nbsp;--&nbsp;returns a pointer to information about the video hardware</DT
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99 ><DT
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100 ><A
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101 HREF="sdlvideodrivername.html"
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102 >SDL_VideoDriverName</A
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103 >&nbsp;--&nbsp;Obtain the name of the video driver</DT
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104 ><DT
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105 ><A
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106 HREF="sdllistmodes.html"
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107 >SDL_ListModes</A
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108 >&nbsp;--&nbsp;Returns a pointer to an array of available screen dimensions for
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109 the given format and video flags</DT
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110 ><DT
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111 ><A
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112 HREF="sdlvideomodeok.html"
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113 >SDL_VideoModeOK</A
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114 >&nbsp;--&nbsp;Check to see if a particular video mode is supported.</DT
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115 ><DT
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116 ><A
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117 HREF="sdlsetvideomode.html"
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118 >SDL_SetVideoMode</A
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119 >&nbsp;--&nbsp;Set up a video mode with the specified width, height and bits-per-pixel.</DT
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120 ><DT
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121 ><A
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122 HREF="sdlupdaterect.html"
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123 >SDL_UpdateRect</A
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124 >&nbsp;--&nbsp;Makes sure the given area is updated on the given screen.</DT
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125 ><DT
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126 ><A
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127 HREF="sdlupdaterects.html"
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128 >SDL_UpdateRects</A
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129 >&nbsp;--&nbsp;Makes sure the given list of rectangles is updated on the given screen.</DT
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130 ><DT
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131 ><A
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132 HREF="sdlflip.html"
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133 >SDL_Flip</A
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134 >&nbsp;--&nbsp;Swaps screen buffers</DT
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135 ><DT
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136 ><A
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137 HREF="sdlsetcolors.html"
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138 >SDL_SetColors</A
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139 >&nbsp;--&nbsp;Sets a portion of the colormap for the given 8-bit surface.</DT
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140 ><DT
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141 ><A
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142 HREF="sdlsetpalette.html"
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143 >SDL_SetPalette</A
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144 >&nbsp;--&nbsp;Sets the colors in the palette of an 8-bit surface.</DT
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145 ><DT
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146 ><A
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147 HREF="sdlsetgamma.html"
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148 >SDL_SetGamma</A
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149 >&nbsp;--&nbsp;Sets the color gamma function for the display</DT
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150 ><DT
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151 ><A
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152 HREF="sdlgetgammaramp.html"
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153 >SDL_GetGammaRamp</A
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154 >&nbsp;--&nbsp;Gets the color gamma lookup tables for the display</DT
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155 ><DT
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156 ><A
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157 HREF="sdlsetgammaramp.html"
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158 >SDL_SetGammaRamp</A
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159 >&nbsp;--&nbsp;Sets the color gamma lookup tables for the display</DT
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160 ><DT
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161 ><A
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162 HREF="sdlmaprgb.html"
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163 >SDL_MapRGB</A
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164 >&nbsp;--&nbsp;Map a RGB color value to a pixel format.</DT
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165 ><DT
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166 ><A
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167 HREF="sdlmaprgba.html"
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168 >SDL_MapRGBA</A
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169 >&nbsp;--&nbsp;Map a RGBA color value to a pixel format.</DT
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170 ><DT
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171 ><A
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172 HREF="sdlgetrgb.html"
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173 >SDL_GetRGB</A
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174 >&nbsp;--&nbsp;Get RGB values from a pixel in the specified pixel format.</DT
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175 ><DT
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176 ><A
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177 HREF="sdlgetrgba.html"
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178 >SDL_GetRGBA</A
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179 >&nbsp;--&nbsp;Get RGBA values from a pixel in the specified pixel format.</DT
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180 ><DT
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181 ><A
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182 HREF="sdlcreatergbsurface.html"
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183 >SDL_CreateRGBSurface</A
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184 >&nbsp;--&nbsp;Create an empty SDL_Surface</DT
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185 ><DT
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186 ><A
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187 HREF="sdlcreatergbsurfacefrom.html"
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188 >SDL_CreateRGBSurfaceFrom</A
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189 >&nbsp;--&nbsp;Create an SDL_Surface from pixel data</DT
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190 ><DT
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191 ><A
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192 HREF="sdlfreesurface.html"
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193 >SDL_FreeSurface</A
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194 >&nbsp;--&nbsp;Frees (deletes) a SDL_Surface</DT
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195 ><DT
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196 ><A
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197 HREF="sdllocksurface.html"
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198 >SDL_LockSurface</A
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199 >&nbsp;--&nbsp;Lock a surface for directly access.</DT
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200 ><DT
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201 ><A
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202 HREF="sdlunlocksurface.html"
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203 >SDL_UnlockSurface</A
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204 >&nbsp;--&nbsp;Unlocks a previously locked surface.</DT
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205 ><DT
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206 ><A
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207 HREF="sdlloadbmp.html"
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208 >SDL_LoadBMP</A
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209 >&nbsp;--&nbsp;Load a Windows BMP file into an SDL_Surface.</DT
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210 ><DT
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211 ><A
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212 HREF="sdlsavebmp.html"
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213 >SDL_SaveBMP</A
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214 >&nbsp;--&nbsp;Save an SDL_Surface as a Windows BMP file.</DT
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215 ><DT
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216 ><A
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217 HREF="sdlsetcolorkey.html"
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218 >SDL_SetColorKey</A
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219 >&nbsp;--&nbsp;Sets the color key (transparent pixel) in a blittable surface and
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220 RLE acceleration.</DT
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221 ><DT
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222 ><A
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223 HREF="sdlsetalpha.html"
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224 >SDL_SetAlpha</A
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225 >&nbsp;--&nbsp;Adjust the alpha properties of a surface</DT
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226 ><DT
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227 ><A
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228 HREF="sdlsetcliprect.html"
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229 >SDL_SetClipRect</A
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230 >&nbsp;--&nbsp;Sets the clipping rectangle for a surface.</DT
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231 ><DT
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232 ><A
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233 HREF="sdlgetcliprect.html"
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234 >SDL_GetClipRect</A
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235 >&nbsp;--&nbsp;Gets the clipping rectangle for a surface.</DT
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236 ><DT
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237 ><A
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238 HREF="sdlconvertsurface.html"
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239 >SDL_ConvertSurface</A
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240 >&nbsp;--&nbsp;Converts a surface to the same format as another surface.</DT
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241 ><DT
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242 ><A
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243 HREF="sdlblitsurface.html"
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244 >SDL_BlitSurface</A
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245 >&nbsp;--&nbsp;This performs a fast blit from the source surface to the destination surface.</DT
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246 ><DT
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247 ><A
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248 HREF="sdlfillrect.html"
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249 >SDL_FillRect</A
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250 >&nbsp;--&nbsp;This function performs a fast fill of the given rectangle with some color</DT
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251 ><DT
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252 ><A
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253 HREF="sdldisplayformat.html"
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254 >SDL_DisplayFormat</A
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255 >&nbsp;--&nbsp;Convert a surface to the display format</DT
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256 ><DT
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257 ><A
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258 HREF="sdldisplayformatalpha.html"
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259 >SDL_DisplayFormatAlpha</A
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260 >&nbsp;--&nbsp;Convert a surface to the display format</DT
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261 ><DT
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262 ><A
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263 HREF="sdlwarpmouse.html"
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264 >SDL_WarpMouse</A
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265 >&nbsp;--&nbsp;Set the position of the mouse cursor.</DT
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266 ><DT
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267 ><A
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268 HREF="sdlcreatecursor.html"
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269 >SDL_CreateCursor</A
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270 >&nbsp;--&nbsp;Creates a new mouse cursor.</DT
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271 ><DT
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272 ><A
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273 HREF="sdlfreecursor.html"
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274 >SDL_FreeCursor</A
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275 >&nbsp;--&nbsp;Frees a cursor created with SDL_CreateCursor.</DT
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276 ><DT
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277 ><A
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278 HREF="sdlsetcursor.html"
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279 >SDL_SetCursor</A
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280 >&nbsp;--&nbsp;Set the currently active mouse cursor.</DT
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281 ><DT
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282 ><A
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283 HREF="sdlgetcursor.html"
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284 >SDL_GetCursor</A
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285 >&nbsp;--&nbsp;Get the currently active mouse cursor.</DT
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286 ><DT
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287 ><A
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288 HREF="sdlshowcursor.html"
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289 >SDL_ShowCursor</A
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290 >&nbsp;--&nbsp;Toggle whether or not the cursor is shown on the screen.</DT
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291 ><DT
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292 ><A
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293 HREF="sdlglloadlibrary.html"
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294 >SDL_GL_LoadLibrary</A
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295 >&nbsp;--&nbsp;Specify an OpenGL library</DT
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296 ><DT
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297 ><A
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298 HREF="sdlglgetprocaddress.html"
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299 >SDL_GL_GetProcAddress</A
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300 >&nbsp;--&nbsp;Get the address of a GL function</DT
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301 ><DT
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302 ><A
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303 HREF="sdlglgetattribute.html"
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304 >SDL_GL_GetAttribute</A
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305 >&nbsp;--&nbsp;Get the value of a special SDL/OpenGL attribute</DT
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306 ><DT
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307 ><A
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308 HREF="sdlglsetattribute.html"
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309 >SDL_GL_SetAttribute</A
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310 >&nbsp;--&nbsp;Set a special SDL/OpenGL attribute</DT
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311 ><DT
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312 ><A
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313 HREF="sdlglswapbuffers.html"
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314 >SDL_GL_SwapBuffers</A
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315 >&nbsp;--&nbsp;Swap OpenGL framebuffers/Update Display</DT
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316 ><DT
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317 ><A
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318 HREF="sdlcreateyuvoverlay.html"
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319 >SDL_CreateYUVOverlay</A
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320 >&nbsp;--&nbsp;Create a YUV video overlay</DT
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321 ><DT
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322 ><A
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323 HREF="sdllockyuvoverlay.html"
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324 >SDL_LockYUVOverlay</A
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325 >&nbsp;--&nbsp;Lock an overlay</DT
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326 ><DT
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327 ><A
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328 HREF="sdlunlockyuvoverlay.html"
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329 >SDL_UnlockYUVOverlay</A
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330 >&nbsp;--&nbsp;Unlock an overlay</DT
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331 ><DT
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332 ><A
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333 HREF="sdldisplayyuvoverlay.html"
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334 >SDL_DisplayYUVOverlay</A
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335 >&nbsp;--&nbsp;Blit the overlay to the display</DT
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336 ><DT
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337 ><A
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338 HREF="sdlfreeyuvoverlay.html"
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339 >SDL_FreeYUVOverlay</A
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340 >&nbsp;--&nbsp;Free a YUV video overlay</DT
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341 ><DT
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342 ><A
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343 HREF="sdlglattr.html"
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344 >SDL_GLattr</A
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345 >&nbsp;--&nbsp;SDL GL Attributes</DT
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346 ><DT
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347 ><A
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348 HREF="sdlrect.html"
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349 >SDL_Rect</A
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350 >&nbsp;--&nbsp;Defines a rectangular area</DT
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351 ><DT
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352 ><A
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353 HREF="sdlcolor.html"
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354 >SDL_Color</A
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355 >&nbsp;--&nbsp;Format independent color description</DT
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356 ><DT
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357 ><A
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358 HREF="sdlpalette.html"
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359 >SDL_Palette</A
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360 >&nbsp;--&nbsp;Color palette for 8-bit pixel formats</DT
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361 ><DT
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362 ><A
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363 HREF="sdlpixelformat.html"
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364 >SDL_PixelFormat</A
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365 >&nbsp;--&nbsp;Stores surface format information</DT
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366 ><DT
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367 ><A
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368 HREF="sdlsurface.html"
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369 >SDL_Surface</A
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370 >&nbsp;--&nbsp;Graphical Surface Structure</DT
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371 ><DT
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372 ><A
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373 HREF="sdlvideoinfo.html"
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374 >SDL_VideoInfo</A
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375 >&nbsp;--&nbsp;Video Target information</DT
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376 ><DT
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377 ><A
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378 HREF="sdloverlay.html"
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379 >SDL_Overlay</A
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380 >&nbsp;--&nbsp;YUV video overlay</DT
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381 ></DL
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382 ></DIV
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383 ><P
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384 >SDL presents a very simple interface to the display framebuffer. The
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385 framebuffer is represented as an offscreen surface to which you can write
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386 directly. If you want the screen to show what you have written, call the <A
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387 HREF="sdlupdaterects.html"
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388 >update</A
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389 > function which will
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390 guarantee that the desired portion of the screen is updated.</P
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391 ><P
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392 >Before you call any of the SDL video functions, you must first call
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393 <SPAN
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394 CLASS="TOKEN"
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395 >SDL_Init(SDL_INIT_VIDEO)</SPAN
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396 >, which initializes the video
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397 and events in the SDL library. Check the return code, which should be
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398 <SPAN
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399 CLASS="RETURNVALUE"
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400 >0</SPAN
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401 >, to see if there were any errors in starting up.</P
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402 ><P
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403 >If you use both sound and video in your application, you need to call
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404 <SPAN
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405 CLASS="TOKEN"
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406 >SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN
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407 > before opening the
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408 sound device, otherwise under Win32 DirectX, you won't be able to set
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409 full-screen display modes.</P
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410 ><P
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411 >After you have initialized the library, you can start up the video display in a
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412 number of ways. The easiest way is to pick a common screen resolution and
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413 depth and just initialize the video, checking for errors. You will probably
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414 get what you want, but SDL may be emulating your requested mode and converting
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415 the display on update. The best way is to
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416 <A
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417 HREF="sdlgetvideoinfo.html"
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418 >query</A
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419 >, for the best
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420 video mode closest to the desired one, and then
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421 <A
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422 HREF="sdldisplayformat.html"
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423 >convert</A
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424 >
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425 your images to that pixel format.</P
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426 ><P
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427 >SDL currently supports any bit depth &gt;= 8 bits per pixel. 8 bpp formats are
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428 considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
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429 are considered "packed pixel" modes, meaning each pixel contains the RGB color
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430 components packed in the bits of the pixel.</P
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431 ><P
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432 >After you have initialized your video mode, you can take the surface that was
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433 returned, and write to it like any other framebuffer, calling the update
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434 routine as you go.</P
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435 ><P
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436 >When you have finished your video access and are ready to quit your
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437 application, you should call "<SPAN
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438 CLASS="TOKEN"
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439 >SDL_Quit()</SPAN
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440 >" to shutdown the
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441 video and events.</P
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442 ></DIV
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443 ><DIV
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444 CLASS="NAVFOOTER"
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445 ><HR
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446 ALIGN="LEFT"
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447 WIDTH="100%"><TABLE
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448 SUMMARY="Footer navigation table"
0
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449 WIDTH="100%"
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450 BORDER="0"
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451 CELLPADDING="0"
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452 CELLSPACING="0"
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453 ><TR
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454 ><TD
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455 WIDTH="33%"
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456 ALIGN="left"
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457 VALIGN="top"
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458 ><A
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459 HREF="sdlenvvars.html"
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460 ACCESSKEY="P"
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461 >Prev</A
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462 ></TD
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463 ><TD
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464 WIDTH="34%"
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465 ALIGN="center"
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466 VALIGN="top"
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467 ><A
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468 HREF="index.html"
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469 ACCESSKEY="H"
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470 >Home</A
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471 ></TD
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472 ><TD
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473 WIDTH="33%"
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474 ALIGN="right"
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475 VALIGN="top"
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476 ><A
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477 HREF="sdlgetvideosurface.html"
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478 ACCESSKEY="N"
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479 >Next</A
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480 ></TD
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481 ></TR
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482 ><TR
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483 ><TD
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484 WIDTH="33%"
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485 ALIGN="left"
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486 VALIGN="top"
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487 >SDL_envvars</TD
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488 ><TD
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489 WIDTH="34%"
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490 ALIGN="center"
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491 VALIGN="top"
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492 ><A
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493 HREF="reference.html"
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494 ACCESSKEY="U"
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495 >Up</A
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496 ></TD
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497 ><TD
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498 WIDTH="33%"
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499 ALIGN="right"
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500 VALIGN="top"
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501 >SDL_GetVideoSurface</TD
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502 ></TR
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503 ></TABLE
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Sam Lantinga <slouken@lokigames.com>
parents:
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504 ></DIV
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Sam Lantinga <slouken@lokigames.com>
parents:
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505 ></BODY
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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506 ></HTML
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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507 >