Mercurial > sdl-ios-xcode
annotate docs/html/guidevideo.html @ 2204:9f64d06fa168
Added support for building version.rc in Windows build.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 16 Jul 2007 03:28:48 +0000 |
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0 | 1 <HTML |
2 ><HEAD | |
3 ><TITLE | |
4 >Graphics and Video</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="SDL Guide" | |
14 HREF="guide.html"><LINK | |
15 REL="PREVIOUS" | |
16 TITLE="Initializing SDL" | |
17 HREF="guidebasicsinit.html"><LINK | |
18 REL="NEXT" | |
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19 TITLE="Using OpenGL With SDL" |
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20 HREF="guidevideoopengl.html"></HEAD |
0 | 21 ><BODY |
22 CLASS="CHAPTER" | |
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="guidebasicsinit.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 | |
55
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62 HREF="guidevideoopengl.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 ><DIV | |
72 CLASS="CHAPTER" | |
73 ><H1 | |
74 ><A | |
75 NAME="GUIDEVIDEO" | |
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76 ></A |
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77 >Chapter 2. Graphics and Video</H1 |
0 | 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 |
0 | 98 CLASS="SECT1" |
99 ><H1 | |
100 CLASS="SECT1" | |
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 |
0 | 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 |
0 | 109 ><DIV |
110 CLASS="SECT2" | |
111 ><H2 | |
112 CLASS="SECT2" | |
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 |
0 | 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" |
0 | 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 |
0 | 130 CLASS="PROGRAMLISTING" |
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131 > SDL_Surface *screen; |
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133 /* Initialize the SDL library */ |
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134 if( SDL_Init(SDL_INIT_VIDEO) < 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); |
0 | 138 } |
139 | |
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140 /* Clean up on exit */ |
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141 atexit(SDL_Quit); |
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142 |
0 | 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 |
0 | 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); |
0 | 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 |
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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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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->format->BitsPerPixel);</PRE |
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188 ></DIV |
0 | 189 ></DIV |
190 ><DIV | |
191 CLASS="SECT2" | |
192 ><H2 | |
193 CLASS="SECT2" | |
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 |
0 | 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 |
0 | 201 ><DIV |
202 CLASS="EXAMPLE" | |
203 ><A | |
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204 NAME="AEN83" |
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206 ><P | |
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->format->palette && screen->format->palette) { |
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229 SDL_SetColors(screen, image->format->palette->colors, 0, |
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230 image->format->palette->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) < 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->w, image->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 |
0 | 269 ></P |
270 ><PRE | |
271 CLASS="PROGRAMLISTING" | |
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! |
0 | 275 */ |
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276 Uint32 getpixel(SDL_Surface *surface, int x, int y) |
0 | 277 { |
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278 int bpp = surface->format->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->pixels + y * surface->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; |
0 | 285 |
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286 case 2: |
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287 return *(Uint16 *)p; |
0 | 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] << 16 | p[1] << 8 | p[2]; |
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292 else |
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293 return p[0] | p[1] << 8 | p[2] << 16; |
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294 |
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295 case 4: |
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296 return *(Uint32 *)p; |
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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->format->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->pixels + y * surface->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 | 327 break; |
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328 |
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329 case 2: |
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330 *(Uint16 *)p = pixel; |
0 | 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 >> 16) & 0xff; |
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336 p[1] = (pixel >> 8) & 0xff; |
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337 p[2] = pixel & 0xff; |
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338 } else { |
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339 p[0] = pixel & 0xff; |
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340 p[1] = (pixel >> 8) & 0xff; |
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341 p[2] = (pixel >> 16) & 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 | 347 break; |
348 } | |
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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 > /* Code to set a yellow pixel at the center of the screen */ |
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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->format, 0xff, 0xff, 0x00); |
0 | 374 |
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375 x = screen->w / 2; |
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376 y = screen->h / 2; |
0 | 377 |
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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) < 0 ) { |
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381 fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError()); |
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382 return; |
0 | 383 } |
384 } | |
385 | |
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386 putpixel(screen, x, y, yellow); |
0 | 387 |
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388 if ( SDL_MUSTLOCK(screen) ) { |
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389 SDL_UnlockSurface(screen); |
0 | 390 } |
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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); |
0 | 393 |
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394 return; </PRE |
0 | 395 ></DIV |
396 ></DIV | |
397 ></DIV | |
398 ></DIV | |
399 ><DIV | |
400 CLASS="NAVFOOTER" | |
401 ><HR | |
402 ALIGN="LEFT" | |
403 WIDTH="100%"><TABLE | |
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404 SUMMARY="Footer navigation table" |
0 | 405 WIDTH="100%" |
406 BORDER="0" | |
407 CELLPADDING="0" | |
408 CELLSPACING="0" | |
409 ><TR | |
410 ><TD | |
411 WIDTH="33%" | |
412 ALIGN="left" | |
413 VALIGN="top" | |
414 ><A | |
415 HREF="guidebasicsinit.html" | |
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416 ACCESSKEY="P" |
0 | 417 >Prev</A |
418 ></TD | |
419 ><TD | |
420 WIDTH="34%" | |
421 ALIGN="center" | |
422 VALIGN="top" | |
423 ><A | |
424 HREF="index.html" | |
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425 ACCESSKEY="H" |
0 | 426 >Home</A |
427 ></TD | |
428 ><TD | |
429 WIDTH="33%" | |
430 ALIGN="right" | |
431 VALIGN="top" | |
432 ><A | |
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433 HREF="guidevideoopengl.html" |
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434 ACCESSKEY="N" |
0 | 435 >Next</A |
436 ></TD | |
437 ></TR | |
438 ><TR | |
439 ><TD | |
440 WIDTH="33%" | |
441 ALIGN="left" | |
442 VALIGN="top" | |
443 >Initializing SDL</TD | |
444 ><TD | |
445 WIDTH="34%" | |
446 ALIGN="center" | |
447 VALIGN="top" | |
448 ><A | |
449 HREF="guide.html" | |
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450 ACCESSKEY="U" |
0 | 451 >Up</A |
452 ></TD | |
453 ><TD | |
454 WIDTH="33%" | |
455 ALIGN="right" | |
456 VALIGN="top" | |
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457 >Using OpenGL With SDL</TD |
0 | 458 ></TR |
459 ></TABLE | |
460 ></DIV | |
461 ></BODY | |
462 ></HTML | |
463 > |