annotate docs/html/guidevideo.html @ 2847:7d020441fa81

Don't hardcode RECT for fragment program texture targets. Now we can generate what a given system needs when compiling the shader.
author Ryan C. Gordon <icculus@icculus.org>
date Sun, 07 Dec 2008 07:06:34 +0000
parents 355632dca928
children
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1 <HTML
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2 ><HEAD
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3 ><TITLE
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4 >Graphics and 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 Guide"
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14 HREF="guide.html"><LINK
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15 REL="PREVIOUS"
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16 TITLE="Initializing SDL"
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17 HREF="guidebasicsinit.html"><LINK
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18 REL="NEXT"
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19 TITLE="Using OpenGL With SDL"
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20 HREF="guidevideoopengl.html"></HEAD
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21 ><BODY
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22 CLASS="CHAPTER"
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28 ><DIV
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29 CLASS="NAVHEADER"
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30 ><TABLE
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31 SUMMARY="Header navigation table"
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32 WIDTH="100%"
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33 BORDER="0"
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34 CELLPADDING="0"
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35 CELLSPACING="0"
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36 ><TR
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37 ><TH
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38 COLSPAN="3"
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39 ALIGN="center"
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40 >SDL Library Documentation</TH
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41 ></TR
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42 ><TR
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43 ><TD
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44 WIDTH="10%"
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45 ALIGN="left"
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46 VALIGN="bottom"
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47 ><A
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48 HREF="guidebasicsinit.html"
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49 ACCESSKEY="P"
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50 >Prev</A
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51 ></TD
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52 ><TD
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53 WIDTH="80%"
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55 VALIGN="bottom"
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56 ></TD
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57 ><TD
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58 WIDTH="10%"
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59 ALIGN="right"
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60 VALIGN="bottom"
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61 ><A
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62 HREF="guidevideoopengl.html"
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63 ACCESSKEY="N"
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64 >Next</A
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65 ></TD
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66 ></TR
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67 ></TABLE
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68 ><HR
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69 ALIGN="LEFT"
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70 WIDTH="100%"></DIV
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71 ><DIV
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72 CLASS="CHAPTER"
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73 ><H1
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74 ><A
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75 NAME="GUIDEVIDEO"
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76 ></A
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77 >Chapter 2. Graphics and Video</H1
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78 ><DIV
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79 CLASS="TOC"
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80 ><DL
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81 ><DT
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82 ><B
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83 >Table of Contents</B
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84 ></DT
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85 ><DT
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86 ><A
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87 HREF="guidevideo.html#GUIDEVIDEOINTRO"
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88 >Introduction to SDL Video</A
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89 ></DT
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90 ><DT
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91 ><A
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92 HREF="guidevideoopengl.html"
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93 >Using OpenGL With SDL</A
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94 ></DT
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95 ></DL
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96 ></DIV
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97 ><DIV
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98 CLASS="SECT1"
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99 ><H1
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100 CLASS="SECT1"
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101 ><A
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102 NAME="GUIDEVIDEOINTRO"
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103 ></A
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104 >Introduction to SDL Video</H1
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105 ><P
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106 >Video is probably the most common thing that SDL is used for, and
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107 so it has the most complete subsystem. Here are a few
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108 examples to demonstrate the basics.</P
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109 ><DIV
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110 CLASS="SECT2"
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111 ><H2
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112 CLASS="SECT2"
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113 ><A
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114 NAME="AEN68"
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115 ></A
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116 >Initializing the Video Display</H2
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117 ><P
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118 >This is what almost all SDL programs have to do in one way or
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119 another.</P
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120 ><DIV
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121 CLASS="EXAMPLE"
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122 ><A
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123 NAME="AEN71"
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124 ></A
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125 ><P
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126 ><B
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127 >Example 2-1. Initializing the Video Display</B
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128 ></P
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129 ><PRE
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130 CLASS="PROGRAMLISTING"
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131 > SDL_Surface *screen;
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132
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133 /* Initialize the SDL library */
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134 if( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
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135 fprintf(stderr,
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136 "Couldn't initialize SDL: %s\n", SDL_GetError());
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137 exit(1);
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138 }
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139
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140 /* Clean up on exit */
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141 atexit(SDL_Quit);
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142
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143 /*
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144 * Initialize the display in a 640x480 8-bit palettized mode,
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145 * requesting a software surface
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146 */
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147 screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
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148 if ( screen == NULL ) {
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149 fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
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150 SDL_GetError());
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151 exit(1);
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152 }</PRE
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153 ></DIV
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154 ></DIV
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155 ><DIV
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156 CLASS="SECT2"
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157 ><H2
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158 CLASS="SECT2"
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159 ><A
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160 NAME="AEN74"
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161 ></A
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162 >Initializing the Best Video Mode</H2
55
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163 ><P
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164 >If you have a preference for a certain pixel depth but will accept any
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165 other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
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166 use SDL_VideoModeOK() to find the native video mode that is closest to
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167 the mode you request.</P
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168 ><DIV
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169 CLASS="EXAMPLE"
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170 ><A
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171 NAME="AEN77"
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172 ></A
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173 ><P
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174 ><B
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175 >Example 2-2. Initializing the Best Video Mode</B
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176 ></P
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177 ><PRE
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178 CLASS="PROGRAMLISTING"
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179 > /* Have a preference for 8-bit, but accept any depth */
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180 screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
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181 if ( screen == NULL ) {
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182 fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
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183 SDL_GetError());
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184 exit(1);
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185 }
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186 printf("Set 640x480 at %d bits-per-pixel mode\n",
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187 screen-&#62;format-&#62;BitsPerPixel);</PRE
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188 ></DIV
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189 ></DIV
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190 ><DIV
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191 CLASS="SECT2"
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192 ><H2
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193 CLASS="SECT2"
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194 ><A
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195 NAME="AEN80"
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196 ></A
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197 >Loading and Displaying a BMP File</H2
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198 ><P
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199 >The following function loads and displays a BMP file given as
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200 argument, once SDL is initialised and a video mode has been set.</P
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201 ><DIV
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202 CLASS="EXAMPLE"
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203 ><A
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204 NAME="AEN83"
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205 ></A
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206 ><P
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207 ><B
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208 >Example 2-3. Loading and Displaying a BMP File</B
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209 ></P
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210 ><PRE
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211 CLASS="PROGRAMLISTING"
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212 >void display_bmp(char *file_name)
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213 {
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214 SDL_Surface *image;
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215
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216 /* Load the BMP file into a surface */
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217 image = SDL_LoadBMP(file_name);
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218 if (image == NULL) {
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219 fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
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220 return;
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221 }
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222
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223 /*
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224 * Palettized screen modes will have a default palette (a standard
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225 * 8*8*4 colour cube), but if the image is palettized as well we can
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226 * use that palette for a nicer colour matching
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227 */
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228 if (image-&#62;format-&#62;palette &#38;&#38; screen-&#62;format-&#62;palette) {
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229 SDL_SetColors(screen, image-&#62;format-&#62;palette-&#62;colors, 0,
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230 image-&#62;format-&#62;palette-&#62;ncolors);
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231 }
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232
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233 /* Blit onto the screen surface */
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234 if(SDL_BlitSurface(image, NULL, screen, NULL) &#60; 0)
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235 fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());
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236
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237 SDL_UpdateRect(screen, 0, 0, image-&#62;w, image-&#62;h);
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238
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239 /* Free the allocated BMP surface */
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240 SDL_FreeSurface(image);
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241 }</PRE
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242 ></DIV
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243 ></DIV
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244 ><DIV
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245 CLASS="SECT2"
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246 ><H2
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247 CLASS="SECT2"
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248 ><A
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249 NAME="AEN86"
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250 ></A
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251 >Drawing Directly to the Display</H2
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252 ><P
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253 >The following two functions can be used to get and set single
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254 pixels of a surface. They are carefully written to work with any depth
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255 currently supported by SDL. Remember to lock the surface before
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256 calling them, and to unlock it before calling any other SDL
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257 functions.</P
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258 ><P
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259 >To convert between pixel values and their red, green, blue
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260 components, use SDL_GetRGB() and SDL_MapRGB().</P
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261 ><DIV
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262 CLASS="EXAMPLE"
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263 ><A
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264 NAME="AEN90"
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265 ></A
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266 ><P
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267 ><B
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268 >Example 2-4. getpixel()</B
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269 ></P
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270 ><PRE
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271 CLASS="PROGRAMLISTING"
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272 >/*
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273 * Return the pixel value at (x, y)
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274 * NOTE: The surface must be locked before calling this!
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275 */
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276 Uint32 getpixel(SDL_Surface *surface, int x, int y)
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277 {
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278 int bpp = surface-&#62;format-&#62;BytesPerPixel;
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279 /* Here p is the address to the pixel we want to retrieve */
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280 Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
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281
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282 switch(bpp) {
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283 case 1:
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284 return *p;
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285
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286 case 2:
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287 return *(Uint16 *)p;
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288
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289 case 3:
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290 if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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291 return p[0] &#60;&#60; 16 | p[1] &#60;&#60; 8 | p[2];
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292 else
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293 return p[0] | p[1] &#60;&#60; 8 | p[2] &#60;&#60; 16;
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294
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295 case 4:
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296 return *(Uint32 *)p;
0
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297
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298 default:
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299 return 0; /* shouldn't happen, but avoids warnings */
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300 }
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301 }</PRE
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302 ></DIV
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303 ><DIV
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304 CLASS="EXAMPLE"
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305 ><A
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306 NAME="AEN93"
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307 ></A
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308 ><P
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309 ><B
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310 >Example 2-5. putpixel()</B
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311 ></P
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312 ><PRE
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313 CLASS="PROGRAMLISTING"
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314 >/*
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315 * Set the pixel at (x, y) to the given value
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316 * NOTE: The surface must be locked before calling this!
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317 */
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318 void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
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319 {
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320 int bpp = surface-&#62;format-&#62;BytesPerPixel;
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321 /* Here p is the address to the pixel we want to set */
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322 Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
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323
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324 switch(bpp) {
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325 case 1:
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326 *p = pixel;
0
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327 break;
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328
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329 case 2:
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330 *(Uint16 *)p = pixel;
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331 break;
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332
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333 case 3:
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334 if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
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335 p[0] = (pixel &#62;&#62; 16) &#38; 0xff;
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336 p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
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337 p[2] = pixel &#38; 0xff;
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338 } else {
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339 p[0] = pixel &#38; 0xff;
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340 p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
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341 p[2] = (pixel &#62;&#62; 16) &#38; 0xff;
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342 }
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343 break;
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344
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345 case 4:
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346 *(Uint32 *)p = pixel;
0
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347 break;
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348 }
55
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349 }</PRE
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350 ></DIV
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351 ><P
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352 >The following code uses the putpixel() function above to set a
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353 yellow pixel in the middle of the screen.</P
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354 ><DIV
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355 CLASS="EXAMPLE"
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356 ><A
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357 NAME="AEN97"
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358 ></A
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359 ><P
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360 ><B
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361 >Example 2-6. Using putpixel()</B
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362 ></P
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363 ><PRE
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364 CLASS="PROGRAMLISTING"
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365 >&#13; /* Code to set a yellow pixel at the center of the screen */
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366
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367 int x, y;
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368 Uint32 yellow;
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369
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370 /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
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371 Note: If the display is palettized, you must set the palette first.
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372 */
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373 yellow = SDL_MapRGB(screen-&#62;format, 0xff, 0xff, 0x00);
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374
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375 x = screen-&#62;w / 2;
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376 y = screen-&#62;h / 2;
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377
55
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378 /* Lock the screen for direct access to the pixels */
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379 if ( SDL_MUSTLOCK(screen) ) {
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380 if ( SDL_LockSurface(screen) &#60; 0 ) {
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381 fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
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382 return;
0
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383 }
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384 }
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385
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386 putpixel(screen, x, y, yellow);
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387
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388 if ( SDL_MUSTLOCK(screen) ) {
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389 SDL_UnlockSurface(screen);
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390 }
55
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391 /* Update just the part of the display that we've changed */
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392 SDL_UpdateRect(screen, x, y, 1, 1);
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393
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394 return;&#13;</PRE
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395 ></DIV
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396 ></DIV
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397 ></DIV
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398 ></DIV
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399 ><DIV
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400 CLASS="NAVFOOTER"
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401 ><HR
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402 ALIGN="LEFT"
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403 WIDTH="100%"><TABLE
803
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404 SUMMARY="Footer navigation table"
0
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405 WIDTH="100%"
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406 BORDER="0"
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407 CELLPADDING="0"
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408 CELLSPACING="0"
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409 ><TR
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410 ><TD
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411 WIDTH="33%"
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412 ALIGN="left"
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413 VALIGN="top"
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414 ><A
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415 HREF="guidebasicsinit.html"
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416 ACCESSKEY="P"
0
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417 >Prev</A
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418 ></TD
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419 ><TD
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420 WIDTH="34%"
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421 ALIGN="center"
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422 VALIGN="top"
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423 ><A
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424 HREF="index.html"
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425 ACCESSKEY="H"
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426 >Home</A
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427 ></TD
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428 ><TD
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429 WIDTH="33%"
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430 ALIGN="right"
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431 VALIGN="top"
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432 ><A
55
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433 HREF="guidevideoopengl.html"
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434 ACCESSKEY="N"
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435 >Next</A
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436 ></TD
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437 ></TR
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438 ><TR
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439 ><TD
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440 WIDTH="33%"
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441 ALIGN="left"
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442 VALIGN="top"
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443 >Initializing SDL</TD
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444 ><TD
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445 WIDTH="34%"
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446 ALIGN="center"
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447 VALIGN="top"
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448 ><A
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449 HREF="guide.html"
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355632dca928 Updated SDL HTML documentation
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450 ACCESSKEY="U"
0
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451 >Up</A
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452 ></TD
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453 ><TD
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454 WIDTH="33%"
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455 ALIGN="right"
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456 VALIGN="top"
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55f1f1b3e27d Added new docs for SDL 1.2.1
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457 >Using OpenGL With SDL</TD
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458 ></TR
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459 ></TABLE
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460 ></DIV
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461 ></BODY
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462 ></HTML
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463 >