annotate docs/html/guidevideo.html @ 75:b0ae59d0f3ee

Added patches from FreeBSD ports
author Sam Lantinga <slouken@lokigames.com>
date Tue, 19 Jun 2001 13:33:54 +0000
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children 355632dca928
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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 1.64
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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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23 BGCOLOR="#FFF8DC"
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24 TEXT="#000000"
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25 LINK="#0000ee"
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26 VLINK="#551a8b"
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27 ALINK="#ff0000"
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28 ><DIV
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29 CLASS="NAVHEADER"
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30 ><TABLE
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31 WIDTH="100%"
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32 BORDER="0"
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33 CELLPADDING="0"
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34 CELLSPACING="0"
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35 ><TR
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36 ><TH
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37 COLSPAN="3"
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38 ALIGN="center"
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39 >SDL Library Documentation</TH
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40 ></TR
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41 ><TR
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42 ><TD
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43 WIDTH="10%"
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44 ALIGN="left"
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45 VALIGN="bottom"
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46 ><A
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47 HREF="guidebasicsinit.html"
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48 >Prev</A
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49 ></TD
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50 ><TD
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51 WIDTH="80%"
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52 ALIGN="center"
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53 VALIGN="bottom"
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54 ></TD
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55 ><TD
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56 WIDTH="10%"
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57 ALIGN="right"
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58 VALIGN="bottom"
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59 ><A
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60 HREF="guidevideoopengl.html"
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61 >Next</A
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62 ></TD
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63 ></TR
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64 ></TABLE
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65 ><HR
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66 ALIGN="LEFT"
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67 WIDTH="100%"></DIV
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68 ><DIV
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69 CLASS="CHAPTER"
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70 ><H1
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71 ><A
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72 NAME="GUIDEVIDEO"
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73 >Chapter 2. Graphics and Video</A
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74 ></H1
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75 ><DIV
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76 CLASS="TOC"
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77 ><DL
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78 ><DT
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79 ><B
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80 >Table of Contents</B
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81 ></DT
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82 ><DT
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83 ><A
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84 HREF="guidevideo.html#GUIDEVIDEOINTRO"
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85 >Introduction to SDL Video</A
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86 ></DT
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87 ><DT
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88 ><A
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89 HREF="guidevideoopengl.html"
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90 >Using OpenGL With SDL</A
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91 ></DT
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92 ></DL
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93 ></DIV
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94 ><DIV
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95 CLASS="SECT1"
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96 ><H1
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97 CLASS="SECT1"
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98 ><A
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99 NAME="GUIDEVIDEOINTRO"
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100 >Introduction to SDL Video</A
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101 ></H1
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102 ><P
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103 >Video is probably the most common thing that SDL is used for, and
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104 so it has the most complete subsystem. Here are a few
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105 examples to demonstrate the basics.</P
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106 ><DIV
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107 CLASS="SECT2"
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108 ><H2
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109 CLASS="SECT2"
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110 ><A
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111 NAME="AEN68"
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112 >Initializing the Video Display</A
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113 ></H2
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114 ><P
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115 >This is what almost all SDL programs have to do in one way or
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116 another.</P
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117 ><DIV
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118 CLASS="EXAMPLE"
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119 ><A
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120 NAME="AEN71"
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121 ></A
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122 ><P
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123 ><B
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124 >Example 2-1. Initializing the Video Display</B
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125 ></P
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126 ><PRE
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127 CLASS="PROGRAMLISTING"
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128 > SDL_Surface *screen;
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129
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130 /* Initialize the SDL library */
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131 if( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
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132 fprintf(stderr,
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133 "Couldn't initialize SDL: %s\n", SDL_GetError());
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134 exit(1);
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135 }
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136
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137 /* Clean up on exit */
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138 atexit(SDL_Quit);
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139
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140 /*
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141 * Initialize the display in a 640x480 8-bit palettized mode,
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142 * requesting a software surface
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143 */
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144 screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
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145 if ( screen == NULL ) {
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146 fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
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147 SDL_GetError());
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148 exit(1);
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149 }</PRE
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150 ></DIV
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151 ></DIV
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152 ><DIV
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153 CLASS="SECT2"
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154 ><H2
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155 CLASS="SECT2"
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156 ><A
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157 NAME="AEN74"
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158 >Initializing the Best Video Mode</A
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159 ></H2
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160 ><P
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161 >If you have a preference for a certain pixel depth but will accept any
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162 other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
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163 use SDL_VideoModeOK() to find the native video mode that is closest to
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164 the mode you request.</P
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165 ><DIV
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166 CLASS="EXAMPLE"
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167 ><A
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168 NAME="AEN77"
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169 ></A
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170 ><P
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171 ><B
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172 >Example 2-2. Initializing the Best Video Mode</B
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173 ></P
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174 ><PRE
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175 CLASS="PROGRAMLISTING"
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176 > /* Have a preference for 8-bit, but accept any depth */
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177 screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
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178 if ( screen == NULL ) {
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179 fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
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180 SDL_GetError());
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181 exit(1);
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182 }
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183 printf("Set 640x480 at %d bits-per-pixel mode\n",
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184 screen-&#62;format-&#62;BitsPerPixel);</PRE
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185 ></DIV
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186 ></DIV
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187 ><DIV
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188 CLASS="SECT2"
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189 ><H2
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190 CLASS="SECT2"
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191 ><A
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192 NAME="AEN80"
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193 >Loading and Displaying a BMP File</A
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194 ></H2
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195 ><P
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196 >The following function loads and displays a BMP file given as
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197 argument, once SDL is initialised and a video mode has been set.</P
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198 ><DIV
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199 CLASS="EXAMPLE"
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200 ><A
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201 NAME="AEN83"
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202 ></A
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203 ><P
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204 ><B
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205 >Example 2-3. Loading and Displaying a BMP File</B
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206 ></P
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207 ><PRE
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208 CLASS="PROGRAMLISTING"
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209 >void display_bmp(char *file_name)
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210 {
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211 SDL_Surface *image;
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212
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213 /* Load the BMP file into a surface */
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214 image = SDL_LoadBMP(file_name);
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215 if (image == NULL) {
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216 fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
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217 return;
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218 }
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219
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220 /*
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221 * Palettized screen modes will have a default palette (a standard
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222 * 8*8*4 colour cube), but if the image is palettized as well we can
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223 * use that palette for a nicer colour matching
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224 */
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225 if (image-&#62;format-&#62;palette &#38;&#38; screen-&#62;format-&#62;palette) {
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226 SDL_SetColors(screen, image-&#62;format-&#62;palette-&#62;colors, 0,
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227 image-&#62;format-&#62;palette-&#62;ncolors);
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228 }
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229
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230 /* Blit onto the screen surface */
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231 if(SDL_BlitSurface(image, NULL, screen, NULL) &#60; 0)
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232 fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());
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233
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234 SDL_UpdateRect(screen, 0, 0, image-&#62;w, image-&#62;h);
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235
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236 /* Free the allocated BMP surface */
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237 SDL_FreeSurface(image);
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238 }</PRE
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239 ></DIV
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240 ></DIV
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241 ><DIV
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242 CLASS="SECT2"
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243 ><H2
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244 CLASS="SECT2"
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245 ><A
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246 NAME="AEN86"
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247 >Drawing Directly to the Display</A
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248 ></H2
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249 ><P
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250 >The following two functions can be used to get and set single
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251 pixels of a surface. They are carefully written to work with any depth
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252 currently supported by SDL. Remember to lock the surface before
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253 calling them, and to unlock it before calling any other SDL
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254 functions.</P
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255 ><P
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256 >To convert between pixel values and their red, green, blue
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257 components, use SDL_GetRGB() and SDL_MapRGB().</P
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258 ><DIV
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259 CLASS="EXAMPLE"
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260 ><A
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261 NAME="AEN90"
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262 ></A
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263 ><P
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264 ><B
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265 >Example 2-4. getpixel()</B
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266 ></P
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267 ><PRE
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268 CLASS="PROGRAMLISTING"
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269 >/*
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270 * Return the pixel value at (x, y)
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271 * NOTE: The surface must be locked before calling this!
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272 */
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273 Uint32 getpixel(SDL_Surface *surface, int x, int y)
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274 {
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275 int bpp = surface-&#62;format-&#62;BytesPerPixel;
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276 /* Here p is the address to the pixel we want to retrieve */
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277 Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
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278
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279 switch(bpp) {
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280 case 1:
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281 return *p;
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282
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283 case 2:
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284 return *(Uint16 *)p;
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285
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286 case 3:
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287 if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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288 return p[0] &#60;&#60; 16 | p[1] &#60;&#60; 8 | p[2];
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289 else
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290 return p[0] | p[1] &#60;&#60; 8 | p[2] &#60;&#60; 16;
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291
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292 case 4:
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293 return *(Uint32 *)p;
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294
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295 default:
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296 return 0; /* shouldn't happen, but avoids warnings */
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297 }
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298 }</PRE
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299 ></DIV
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300 ><DIV
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301 CLASS="EXAMPLE"
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302 ><A
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303 NAME="AEN93"
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304 ></A
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305 ><P
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306 ><B
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307 >Example 2-5. putpixel()</B
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308 ></P
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309 ><PRE
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310 CLASS="PROGRAMLISTING"
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311 >/*
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312 * Set the pixel at (x, y) to the given value
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313 * NOTE: The surface must be locked before calling this!
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314 */
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315 void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
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316 {
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317 int bpp = surface-&#62;format-&#62;BytesPerPixel;
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318 /* Here p is the address to the pixel we want to set */
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319 Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
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320
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321 switch(bpp) {
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322 case 1:
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323 *p = pixel;
0
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324 break;
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325
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326 case 2:
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327 *(Uint16 *)p = pixel;
0
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328 break;
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329
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330 case 3:
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331 if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
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332 p[0] = (pixel &#62;&#62; 16) &#38; 0xff;
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333 p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
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334 p[2] = pixel &#38; 0xff;
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335 } else {
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336 p[0] = pixel &#38; 0xff;
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337 p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
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338 p[2] = (pixel &#62;&#62; 16) &#38; 0xff;
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339 }
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340 break;
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341
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342 case 4:
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343 *(Uint32 *)p = pixel;
0
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344 break;
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345 }
55
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346 }</PRE
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347 ></DIV
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348 ><P
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349 >The following code uses the putpixel() function above to set a
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350 yellow pixel in the middle of the screen.</P
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351 ><DIV
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352 CLASS="EXAMPLE"
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353 ><A
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354 NAME="AEN97"
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355 ></A
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356 ><P
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357 ><B
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358 >Example 2-6. Using putpixel()</B
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359 ></P
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360 ><PRE
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361 CLASS="PROGRAMLISTING"
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362 >&#13; /* Code to set a yellow pixel at the center of the screen */
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363
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364 int x, y;
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365 Uint32 yellow;
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366
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367 /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
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368 Note: If the display is palettized, you must set the palette first.
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369 */
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370 yellow = SDL_MapRGB(screen-&#62;format, 0xff, 0xff, 0x00);
0
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371
55
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372 x = screen-&#62;w / 2;
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373 y = screen-&#62;h / 2;
0
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374
55
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375 /* Lock the screen for direct access to the pixels */
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376 if ( SDL_MUSTLOCK(screen) ) {
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377 if ( SDL_LockSurface(screen) &#60; 0 ) {
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378 fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
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379 return;
0
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380 }
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381 }
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382
55
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383 putpixel(screen, x, y, yellow);
0
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384
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385 if ( SDL_MUSTLOCK(screen) ) {
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386 SDL_UnlockSurface(screen);
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387 }
55
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388 /* Update just the part of the display that we've changed */
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389 SDL_UpdateRect(screen, x, y, 1, 1);
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390
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391 return;&#13;</PRE
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392 ></DIV
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393 ></DIV
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394 ></DIV
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395 ></DIV
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396 ><DIV
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397 CLASS="NAVFOOTER"
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398 ><HR
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399 ALIGN="LEFT"
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400 WIDTH="100%"><TABLE
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401 WIDTH="100%"
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402 BORDER="0"
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403 CELLPADDING="0"
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404 CELLSPACING="0"
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405 ><TR
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406 ><TD
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407 WIDTH="33%"
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408 ALIGN="left"
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409 VALIGN="top"
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410 ><A
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411 HREF="guidebasicsinit.html"
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412 >Prev</A
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413 ></TD
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414 ><TD
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415 WIDTH="34%"
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416 ALIGN="center"
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417 VALIGN="top"
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418 ><A
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419 HREF="index.html"
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420 >Home</A
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421 ></TD
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422 ><TD
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423 WIDTH="33%"
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424 ALIGN="right"
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425 VALIGN="top"
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426 ><A
55
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427 HREF="guidevideoopengl.html"
0
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428 >Next</A
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429 ></TD
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430 ></TR
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431 ><TR
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432 ><TD
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433 WIDTH="33%"
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434 ALIGN="left"
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435 VALIGN="top"
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436 >Initializing SDL</TD
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437 ><TD
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438 WIDTH="34%"
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439 ALIGN="center"
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440 VALIGN="top"
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441 ><A
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442 HREF="guide.html"
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443 >Up</A
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444 ></TD
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445 ><TD
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446 WIDTH="33%"
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447 ALIGN="right"
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448 VALIGN="top"
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449 >Using OpenGL With SDL</TD
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450 ></TR
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451 ></TABLE
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452 ></DIV
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453 ></BODY
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454 ></HTML
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455 >