annotate docs/html/sdlpixelformat.html @ 42:eb1459f3a3ae

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author Sam Lantinga <slouken@lokigames.com>
date Sun, 27 May 2001 00:38:26 +0000
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1 <HTML
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2 ><HEAD
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3 ><TITLE
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4 >SDL_PixelFormat</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 1.61
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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="Video"
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14 HREF="video.html"><LINK
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15 REL="PREVIOUS"
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16 TITLE="SDL_Palette"
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17 HREF="sdlpalette.html"><LINK
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18 REL="NEXT"
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19 TITLE="SDL_Surface"
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20 HREF="sdlsurface.html"></HEAD
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21 ><BODY
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22 CLASS="REFENTRY"
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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="sdlpalette.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="sdlsurface.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 ><H1
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69 ><A
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70 NAME="SDLPIXELFORMAT"
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71 >SDL_PixelFormat</A
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72 ></H1
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73 ><DIV
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74 CLASS="REFNAMEDIV"
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75 ><A
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76 NAME="AEN2677"
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77 ></A
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78 ><H2
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79 >Name</H2
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80 >SDL_PixelFormat&nbsp;--&nbsp;Stores surface format information</DIV
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81 ><DIV
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82 CLASS="REFSECT1"
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83 ><A
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84 NAME="AEN2680"
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85 ></A
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86 ><H2
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87 >Structure Definition</H2
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88 ><PRE
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89 CLASS="PROGRAMLISTING"
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90 >typedef struct{
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91 SDL_Palette *palette;
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92 Uint8 BitsPerPixel;
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93 Uint8 BytesPerPixel;
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94 Uint32 Rmask, Gmask, Bmask, Amask;
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95 Uint8 Rshift, Gshift, Bshift, Ashift;
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96 Uint8 Rloss, Gloss, Bloss, Aloss;
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97 Uint32 colorkey;
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98 Uint8 alpha;
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99 } SDL_PixelFormat;</PRE
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100 ></DIV
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101 ><DIV
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102 CLASS="REFSECT1"
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103 ><A
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104 NAME="AEN2683"
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105 ></A
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106 ><H2
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107 >Structure Data</H2
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108 ><DIV
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109 CLASS="INFORMALTABLE"
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110 ><A
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111 NAME="AEN2685"
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112 ></A
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113 ><P
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114 ></P
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115 ><TABLE
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116 BORDER="0"
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117 CLASS="CALSTABLE"
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118 ><TBODY
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119 ><TR
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120 ><TD
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121 ALIGN="LEFT"
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122 VALIGN="TOP"
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123 ><TT
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124 CLASS="STRUCTFIELD"
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125 ><I
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126 >palette</I
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127 ></TT
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128 ></TD
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129 ><TD
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130 ALIGN="LEFT"
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131 VALIGN="TOP"
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132 >Pointer to the <A
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133 HREF="sdlpalette.html"
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134 >palette</A
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135 >, or <TT
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136 CLASS="LITERAL"
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137 >NULL</TT
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138 > if the <TT
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139 CLASS="STRUCTFIELD"
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140 ><I
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141 >BitsPerPixel</I
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142 ></TT
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143 >&#62;8</TD
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144 ></TR
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145 ><TR
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146 ><TD
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147 ALIGN="LEFT"
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148 VALIGN="TOP"
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149 ><TT
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150 CLASS="STRUCTFIELD"
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151 ><I
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152 >BitsPerPixel</I
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153 ></TT
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154 ></TD
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155 ><TD
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156 ALIGN="LEFT"
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157 VALIGN="TOP"
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158 >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD
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159 ></TR
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160 ><TR
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161 ><TD
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162 ALIGN="LEFT"
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163 VALIGN="TOP"
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164 ><TT
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165 CLASS="STRUCTFIELD"
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166 ><I
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167 >BytesPerPixel</I
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168 ></TT
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169 ></TD
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170 ><TD
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171 ALIGN="LEFT"
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172 VALIGN="TOP"
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173 >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD
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174 ></TR
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175 ><TR
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176 ><TD
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177 ALIGN="LEFT"
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178 VALIGN="TOP"
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179 ><TT
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180 CLASS="STRUCTFIELD"
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181 ><I
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182 >[RGBA]mask</I
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183 ></TT
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184 ></TD
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185 ><TD
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186 ALIGN="LEFT"
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187 VALIGN="TOP"
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188 >Binary mask used to retrieve individual color values</TD
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189 ></TR
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190 ><TR
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191 ><TD
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192 ALIGN="LEFT"
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193 VALIGN="TOP"
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194 ><TT
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195 CLASS="STRUCTFIELD"
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196 ><I
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197 >[RGBA]loss</I
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198 ></TT
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199 ></TD
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200 ><TD
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201 ALIGN="LEFT"
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202 VALIGN="TOP"
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203 >Precision loss of each color component (2<SUP
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204 >[RGBA]loss</SUP
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205 >)</TD
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206 ></TR
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207 ><TR
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208 ><TD
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209 ALIGN="LEFT"
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210 VALIGN="TOP"
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211 ><TT
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212 CLASS="STRUCTFIELD"
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213 ><I
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214 >[RGBA]shift</I
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215 ></TT
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216 ></TD
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217 ><TD
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218 ALIGN="LEFT"
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219 VALIGN="TOP"
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220 >Binary left shift of each color component in the pixel value</TD
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221 ></TR
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222 ><TR
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223 ><TD
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224 ALIGN="LEFT"
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225 VALIGN="TOP"
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226 ><TT
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227 CLASS="STRUCTFIELD"
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228 ><I
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229 >colorkey</I
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230 ></TT
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231 ></TD
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232 ><TD
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233 ALIGN="LEFT"
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234 VALIGN="TOP"
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235 >Pixel value of transparent pixels</TD
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236 ></TR
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237 ><TR
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238 ><TD
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239 ALIGN="LEFT"
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240 VALIGN="TOP"
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241 ><TT
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242 CLASS="STRUCTFIELD"
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243 ><I
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244 >alpha</I
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245 ></TT
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246 ></TD
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247 ><TD
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248 ALIGN="LEFT"
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249 VALIGN="TOP"
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250 >Overall surface alpha value</TD
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251 ></TR
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252 ></TBODY
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253 ></TABLE
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254 ><P
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255 ></P
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256 ></DIV
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257 ></DIV
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258 ><DIV
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259 CLASS="REFSECT1"
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260 ><A
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261 NAME="AEN2724"
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262 ></A
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263 ><H2
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264 >Description</H2
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265 ><P
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266 >A <SPAN
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267 CLASS="STRUCTNAME"
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268 >SDL_PixelFormat</SPAN
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269 > describes the format of the pixel data stored at the <TT
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270 CLASS="STRUCTFIELD"
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271 ><I
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272 >pixels</I
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273 ></TT
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274 > field of a <A
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275 HREF="sdlsurface.html"
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276 ><SPAN
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277 CLASS="STRUCTNAME"
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278 >SDL_Surface</SPAN
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279 ></A
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280 >. Every surface stores a <SPAN
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281 CLASS="STRUCTNAME"
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282 >SDL_PixelFormat</SPAN
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283 > in the <TT
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284 CLASS="STRUCTFIELD"
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285 ><I
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286 >format</I
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287 ></TT
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288 > field.</P
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289 ><P
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290 >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P
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291 ><P
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292 >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT
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293 CLASS="STRUCTFIELD"
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294 ><I
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295 >BitsPerPixel</I
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296 ></TT
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297 > and 1 <TT
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298 CLASS="STRUCTFIELD"
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299 ><I
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300 >BytesPerPixel</I
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301 ></TT
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302 >. Since <TT
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303 CLASS="STRUCTFIELD"
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304 ><I
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305 >BytesPerPixel</I
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306 ></TT
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307 > is 1, all pixels are represented by a Uint8 which contains an index into <TT
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308 CLASS="STRUCTFIELD"
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309 ><I
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310 >palette</I
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311 ></TT
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312 >-&#62;<TT
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313 CLASS="STRUCTFIELD"
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314 ><I
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315 >colors</I
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316 ></TT
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317 >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN
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318 CLASS="STRUCTNAME"
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319 >surface</SPAN
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320 >-&#62;<TT
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321 CLASS="STRUCTFIELD"
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322 ><I
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323 >pixels</I
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324 ></TT
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325 > and we use that index to read the <A
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326 HREF="sdlcolor.html"
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327 ><SPAN
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328 CLASS="STRUCTNAME"
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329 >SDL_Color</SPAN
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330 ></A
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331 > structure from <SPAN
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332 CLASS="STRUCTNAME"
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333 >surface</SPAN
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334 >-&#62;<TT
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335 CLASS="STRUCTFIELD"
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336 ><I
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337 >format</I
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338 ></TT
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339 >-&#62;<TT
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340 CLASS="STRUCTFIELD"
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341 ><I
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342 >palette</I
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343 ></TT
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344 >-&#62;<TT
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345 CLASS="STRUCTFIELD"
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346 ><I
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347 >colors</I
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348 ></TT
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349 >. Like so:
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350 <PRE
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351 CLASS="PROGRAMLISTING"
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352 >SDL_Surface *surface;
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353 SDL_PixelFormat *fmt;
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354 SDL_Color *color;
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355 Uint8 index;
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356
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357 .
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358 .
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359
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360 /* Create surface */
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361 .
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362 .
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363 fmt=surface-&#62;format;
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364
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365 /* Check the bitdepth of the surface */
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366 if(fmt-&#62;BitsPerPixel!=8){
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367 fprintf(stderr, "Not an 8-bit surface.\n");
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368 return(-1);
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369 }
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370
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371 /* Lock the surface */
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372 SDL_LockSurface(surface);
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373
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374 /* Get the topleft pixel */
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375 index=*(Uint8 *)surface-&#62;pixels;
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376 color=fmt-&#62;palette-&#62;colors[index];
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377
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378 /* Unlock the surface */
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379 SDL_UnlockSurface(surface);
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380 printf("Pixel Color-&#62; Red: %d, Green: %d, Blue: %d. Index: %d\n",
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381 color-&#62;r, color-&#62;g, color-&#62;b, index);
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382 .
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383 .</PRE
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384 ></P
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385 ><P
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386 >Pixel formats above 8-bit are an entirely different experience. They are considered to be "TrueColor" formats and the color information is stored in the pixels themselves, not in a palette (packed-pixel). The mask, shift and loss fields tell us how the color information is encoded. The mask fields allow us to isolate each color component, the shift fields tell us how far left we have to shift the masked value and the loss fields tell us for far right we have to shift the final value to convert it to a full 8-bit color component.
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387 <PRE
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388 CLASS="PROGRAMLISTING"
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389 >/* Extracting color components from a 32-bit color value */
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390 SDL_PixelFormat *fmt;
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391 SDL_Surface *surface;
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392 Uint32 temp, pixel;
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393 Uint8 red, green, blue, alpha;
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394 .
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395 .
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396 .
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397 fmt=surface-&#62;format;
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398 SDL_LockSurface(surface);
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399 pixel=(Uint32*)surface-&#62;pixels;
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400 SDL_UnlockSurface(surface);
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401
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402 /* Get Red component */
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403 temp=pixel&#38;fmt-&#62;Rmask; /* Isolate red component */
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404 temp=temp&#62;&#62;fmt-&#62;Rshift;/* Shift it down to 8-bit */
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405 temp=temp&#60;&#60;fmt-&#62;Rloss; /* Expand to a full 8-bit number */
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406 red=(Uint8)temp;
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407
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408 /* Get Green component */
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409 temp=pixel&#38;fmt-&#62;Gmask; /* Isolate green component */
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410 temp=temp&#62;&#62;fmt-&#62;Gshift;/* Shift it down to 8-bit */
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411 temp=temp&#60;&#60;fmt-&#62;Gloss; /* Expand to a full 8-bit number */
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412 green=(Uint8)temp;
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413
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414 /* Get Blue component */
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415 temp=pixel&#38;fmt-&#62;Bmask; /* Isolate blue component */
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416 temp=temp&#62;&#62;fmt-&#62;Bshift;/* Shift it down to 8-bit */
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417 temp=temp&#60;&#60;fmt-&#62;Bloss; /* Expand to a full 8-bit number */
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418 blue=(Uint8)temp;
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419
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420 /* Get Alpha component */
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421 temp=pixel&#38;fmt-&#62;Amask; /* Isolate alpha component */
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422 temp=temp&#62;&#62;fmt-&#62;Ashift;/* Shift it down to 8-bit */
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423 temp=temp&#60;&#60;fmt-&#62;Aloss; /* Expand to a full 8-bit number */
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424 alpha=(Uint8)temp;
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425
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426 printf("Pixel Color -&#62; R: %d, G: %d, B: %d, A: %d\n", red, green, blue, alpha);
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427 .
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428 .
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429 .</PRE
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430 ></P
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431 ></DIV
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432 ><DIV
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Sam Lantinga <slouken@lokigames.com>
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433 CLASS="REFSECT1"
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434 ><A
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Sam Lantinga <slouken@lokigames.com>
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435 NAME="AEN2751"
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436 ></A
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Sam Lantinga <slouken@lokigames.com>
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437 ><H2
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Sam Lantinga <slouken@lokigames.com>
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438 >See Also</H2
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439 ><P
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Sam Lantinga <slouken@lokigames.com>
parents:
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440 ><A
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Sam Lantinga <slouken@lokigames.com>
parents:
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441 HREF="sdlsurface.html"
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Sam Lantinga <slouken@lokigames.com>
parents:
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442 ><SPAN
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Sam Lantinga <slouken@lokigames.com>
parents:
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443 CLASS="STRUCTNAME"
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444 >SDL_Surface</SPAN
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parents:
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445 ></A
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parents:
diff changeset
446 >,
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
447 <A
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Sam Lantinga <slouken@lokigames.com>
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448 HREF="sdlmaprgb.html"
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449 ><TT
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Sam Lantinga <slouken@lokigames.com>
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450 CLASS="FUNCTION"
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451 >SDL_MapRGB</TT
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452 ></A
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453 ></P
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Sam Lantinga <slouken@lokigames.com>
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454 ></DIV
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
455 ><DIV
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Sam Lantinga <slouken@lokigames.com>
parents:
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456 CLASS="NAVFOOTER"
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Sam Lantinga <slouken@lokigames.com>
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457 ><HR
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Sam Lantinga <slouken@lokigames.com>
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diff changeset
458 ALIGN="LEFT"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
459 WIDTH="100%"><TABLE
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Sam Lantinga <slouken@lokigames.com>
parents:
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460 WIDTH="100%"
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Sam Lantinga <slouken@lokigames.com>
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461 BORDER="0"
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Sam Lantinga <slouken@lokigames.com>
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462 CELLPADDING="0"
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Sam Lantinga <slouken@lokigames.com>
parents:
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463 CELLSPACING="0"
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Sam Lantinga <slouken@lokigames.com>
parents:
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464 ><TR
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Sam Lantinga <slouken@lokigames.com>
parents:
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465 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
466 WIDTH="33%"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
467 ALIGN="left"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
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468 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
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469 ><A
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diff changeset
470 HREF="sdlpalette.html"
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Sam Lantinga <slouken@lokigames.com>
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471 >Prev</A
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472 ></TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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473 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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474 WIDTH="34%"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
475 ALIGN="center"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
476 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
477 ><A
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
478 HREF="index.html"
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Sam Lantinga <slouken@lokigames.com>
parents:
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479 >Home</A
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Sam Lantinga <slouken@lokigames.com>
parents:
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480 ></TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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481 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
482 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
483 ALIGN="right"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
484 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
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485 ><A
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Sam Lantinga <slouken@lokigames.com>
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486 HREF="sdlsurface.html"
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Sam Lantinga <slouken@lokigames.com>
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487 >Next</A
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488 ></TD
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Sam Lantinga <slouken@lokigames.com>
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489 ></TR
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Sam Lantinga <slouken@lokigames.com>
parents:
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490 ><TR
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Sam Lantinga <slouken@lokigames.com>
parents:
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491 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
492 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
493 ALIGN="left"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
494 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
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495 >SDL_Palette</TD
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parents:
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496 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
497 WIDTH="34%"
74212992fb08 Initial revision
Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
498 ALIGN="center"
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Sam Lantinga <slouken@lokigames.com>
parents:
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499 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
500 ><A
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
501 HREF="video.html"
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Sam Lantinga <slouken@lokigames.com>
parents:
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502 >Up</A
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
503 ></TD
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Sam Lantinga <slouken@lokigames.com>
parents:
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504 ><TD
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
505 WIDTH="33%"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
506 ALIGN="right"
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
507 VALIGN="top"
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Sam Lantinga <slouken@lokigames.com>
parents:
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508 >SDL_Surface</TD
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parents:
diff changeset
509 ></TR
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Sam Lantinga <slouken@lokigames.com>
parents:
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510 ></TABLE
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Sam Lantinga <slouken@lokigames.com>
parents:
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511 ></DIV
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Sam Lantinga <slouken@lokigames.com>
parents:
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512 ></BODY
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Sam Lantinga <slouken@lokigames.com>
parents:
diff changeset
513 ></HTML
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514 >