Mercurial > sdl-ios-xcode
annotate docs/man3/SDL_SetVideoMode.3 @ 129:db0bee1c5845
Applied Maxim's patch for VGL detection on FreeBSD
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 31 Jul 2001 04:06:56 +0000 |
parents | 55f1f1b3e27d |
children | e5bc29de3f0a |
rev | line source |
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55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
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1 .TH "SDL_SetVideoMode" "3" "Sun 10 Jun 2001, 19:42" "SDL" "SDL API Reference" |
0 | 2 .SH "NAME" |
3 SDL_SetVideoMode\- Set up a video mode with the specified width, height and bits-per-pixel\&. | |
4 .SH "SYNOPSIS" | |
5 .PP | |
6 \fB#include "SDL\&.h" | |
7 .sp | |
8 \fBSDL_Surface *\fBSDL_SetVideoMode\fP\fR(\fBint width, int height, int bpp, Uint32 flags\fR); | |
9 .SH "DESCRIPTION" | |
10 .PP | |
11 Set up a video mode with the specified width, height and bits-per-pixel\&. | |
12 .PP | |
13 If \fBbpp\fR is 0, it is treated as the current display bits per pixel\&. | |
14 .PP | |
15 The \fBflags\fR parameter is the same as the \fBflags\fR field of the \fI\fBSDL_Surface\fR\fR structure\&. OR\&'d combinations of the following values are valid\&. | |
16 .TP 20 | |
17 \fBSDL_SWSURFACE\fP | |
18 Create the video surface in system memory | |
19 .TP 20 | |
20 \fBSDL_HWSURFACE\fP | |
21 Create the video surface in video memory | |
22 .TP 20 | |
23 \fBSDL_ASYNCBLIT\fP | |
24 Enables the use of asynchronous to the display surface\&. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems\&. | |
25 .TP 20 | |
26 \fBSDL_ANYFORMAT\fP | |
27 Normally, if a video surface of the requested depth (\fBbpp\fR) is not available, SDL will emulate one with a shadow surface\&. Passing \fBSDL_ANYFORMAT\fP prevents this and causes SDL to use the video surface, regardless of its depth\&. | |
28 .TP 20 | |
29 \fBSDL_HWPALETTE\fP | |
30 Give SDL exclusive palette access\&. Without this flag you may not always get the the colors you request with \fI\fBSDL_SetColors\fP\fR\&. | |
31 .TP 20 | |
32 \fBSDL_DOUBLEBUF\fP | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
33 Enable double buffering; only valid with SDL_HWSURFACE\&. Calling \fI\fBSDL_Flip\fP\fR will flip the buffers and update the screen\&. If double buffering could not be enabled then \fBSDL_Flip\fP will just perform a \fI\fBSDL_UpdateRect\fP\fR on the entire screen\&. |
0 | 34 .TP 20 |
35 \fBSDL_FULLSCREEN\fP | |
36 SDL will attempt to use a fullscreen mode | |
37 .TP 20 | |
38 \fBSDL_OPENGL\fP | |
39 Create an OpenGL rendering context\&. You should have previously set OpenGL video attributes with \fI\fBSDL_GL_SetAttribute\fP\fR\&. | |
40 .TP 20 | |
41 \fBSDL_OPENGLBLIT\fP | |
42 Create an OpenGL rendering context, like above, but allow normal blitting operations\&. | |
43 .TP 20 | |
44 \fBSDL_RESIZABLE\fP | |
45 Create a resizable window\&. When the window is resized by the user a \fI\fBSDL_VIDEORESIZE\fP\fR event is generated and \fBSDL_SetVideoMode\fP can be called again with the new size\&. | |
46 .TP 20 | |
47 \fBSDL_NOFRAME\fP | |
48 If possible, \fBSDL_NOFRAME\fP causes SDL to create a window with no title bar or frame decoration\&. Fullscreen modes automatically have this flag set\&. | |
49 .PP | |
50 .RS | |
51 \fBNote: | |
52 .PP | |
53 Whatever \fBflags\fR \fBSDL_SetVideoMode\fP could satisfy are set in the \fBflags\fR member of the returned surface\&. | |
54 .RE | |
55 .SH "RETURN VALUE" | |
56 .PP | |
57 The framebuffer surface, or \fBNULL\fR if it fails\&. | |
58 .SH "SEE ALSO" | |
59 .PP | |
60 \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_SetColors\fP\fR, \fI\fBSDL_Flip\fP\fR, \fI\fBSDL_Surface\fR\fR | |
55
55f1f1b3e27d
Added new docs for SDL 1.2.1
Sam Lantinga <slouken@lokigames.com>
parents:
0
diff
changeset
|
61 ...\" created by instant / docbook-to-man, Sun 10 Jun 2001, 19:42 |