annotate docs/html/guidevideo.html @ 4215:d83830711a5b SDL-1.2

Fixed bug #615 Scott McCreary 2008-08-21 10:48:14 PDT This patch adds support for Haiku. http://ports.haiku-files.org/browser/haikuports/trunk/media-libs/libsdl/SDL-1.2.13-haiku.diff Haiku is an open-source recreation of BeOS. It has better POSIX compliance than beOS did, and other improved features, which in some cases causes us to have to "undo" previous BeOS workarounds. Here's our port log entry for it, showing the steps to force the changes into configure and Makefile: http://ports.haiku-files.org/wiki/media-libs/libsdl/1.2.13/1 Note that this was only tried on 1.2.13 stable so far. Haiku is using a newer config.guess / config.sub that doesn't yet seem to be in the released libtool, so we are having to copy it in for now. http://haiku-files.org/files/optional-packages/
author Sam Lantinga <slouken@libsdl.org>
date Mon, 21 Sep 2009 09:18:42 +0000
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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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23 BGCOLOR="#FFF8DC"
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24 TEXT="#000000"
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25 LINK="#0000ee"
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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 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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54 ALIGN="center"
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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
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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;
0
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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;
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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);
0
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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
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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"
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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 >