annotate docs/man3/SDL_SetColors.3 @ 2359:b70b96e615d2 gsoc2008_iphone

These files are the OpenGL ES render driver. You should be able to use them on any platform that supports OpenGL ES -- not just iPhone. The driver is based off the OpenGL render driver. There are a few differences between OpenGL and OpenGL ES that present difficulties for this driver: - OpenGL ES does NOT support many pixel formats (for example, no GL_BGR). Also, when using texture functions format and internalFormat must be the same -- this means 32 bit packed formats like SDL_PIXELFORMAT_BGR888 cannot be automatically converted to GL_RGB (which is 24bpp). - OpenGL ES doesn't have GL_PACK_ROW_LENGTH, which means data must be reformatted before uploading changes to dirty rects. This change has been added. - OpenGL ES doesn't support paletted textures, though there is an extension. I'm looking into this. Some other notable differences: - OpenGL ES has an extension called GL_OES_draw_texture which allows for quicker 2D sprite-type drawing. I use this in GL_RenderCopy when it is available. The iPhone supports the extension, but the iPhone Simulator does not (presently). - No glBegin() / glEnd() and no GL_QUADS! I'm using glDrawArrays with GL_TRIANGLE_STRIP instead!
author Holmes Futrell <hfutrell@umail.ucsb.edu>
date Thu, 17 Jul 2008 23:31:42 +0000
parents 546f7c1eb755
children 1238da4a7112
rev   line source
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1 .TH "SDL_SetColors" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
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2 .SH "NAME"
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3 SDL_SetColors \- Sets a portion of the colormap for the given 8-bit surface\&.
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4 .SH "SYNOPSIS"
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5 .PP
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6 \fB#include "SDL\&.h"
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7 .sp
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8 \fBint \fBSDL_SetColors\fP\fR(\fBSDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors\fR);
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9 .SH "DESCRIPTION"
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10 .PP
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11 Sets a portion of the colormap for the given 8-bit surface\&.
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12 .PP
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13 When \fBsurface\fR is the surface associated with the current display, the display colormap will be updated with the requested colors\&. If \fBSDL_HWPALETTE\fP was set in \fISDL_SetVideoMode\fR flags, \fBSDL_SetColors\fP will always return \fB1\fR, and the palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation\&.
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14 .PP
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15 The color components of a \fI\fBSDL_Color\fR\fR structure are 8-bits in size, giving you a total of 256^3 =16777216 colors\&.
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16 .PP
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17 Palettized (8-bit) screen surfaces with the \fBSDL_HWPALETTE\fP flag have two palettes, a logical palette that is used for mapping blits to/from the surface and a physical palette (that determines how the hardware will map the colors to the display)\&. \fBSDL_SetColors\fP modifies both palettes (if present), and is equivalent to calling \fISDL_SetPalette\fR with the \fBflags\fR set to \fB(SDL_LOGPAL | SDL_PHYSPAL)\fP\&.
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18 .SH "RETURN VALUE"
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19 .PP
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20 If \fBsurface\fR is not a palettized surface, this function does nothing, returning \fB0\fR\&. If all of the colors were set as passed to \fBSDL_SetColors\fP, it will return \fB1\fR\&. If not all the color entries were set exactly as given, it will return \fB0\fR, and you should look at the surface palette to determine the actual color palette\&.
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21 .SH "EXAMPLE"
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22 .PP
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23 .nf
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24 \f(CW/* Create a display surface with a grayscale palette */
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25 SDL_Surface *screen;
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26 SDL_Color colors[256];
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27 int i;
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28 \&.
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29 \&.
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30 \&.
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31 /* Fill colors with color information */
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32 for(i=0;i<256;i++){
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33 colors[i]\&.r=i;
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34 colors[i]\&.g=i;
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35 colors[i]\&.b=i;
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36 }
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37
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38 /* Create display */
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39 screen=SDL_SetVideoMode(640, 480, 8, SDL_HWPALETTE);
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40 if(!screen){
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41 printf("Couldn\&'t set video mode: %s
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42 ", SDL_GetError());
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43 exit(-1);
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44 }
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45
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46 /* Set palette */
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47 SDL_SetColors(screen, colors, 0, 256);
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48 \&.
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49 \&.
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50 \&.
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51 \&.\fR
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52 .fi
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53 .PP
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54 .SH "SEE ALSO"
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55 .PP
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56 \fI\fBSDL_Color\fR\fR \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_SetPalette\fP\fR, \fI\fBSDL_SetVideoMode\fP\fR
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57 ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01