Mercurial > sdl-ios-xcode
comparison include/SDL_surface.h @ 5246:189b1bdb7baf
Surfaces aren't in hardware memory anymore!
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 10 Feb 2011 05:10:05 -0800 |
parents | d72793305335 |
children | b530ef003506 |
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5245:a9eb73f21e3a | 5246:189b1bdb7baf |
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432 both: | 432 both: |
433 if SDL_SRCCOLORKEY set, only copy the pixels matching the | 433 if SDL_SRCCOLORKEY set, only copy the pixels matching the |
434 source colour key. | 434 source colour key. |
435 \endverbatim | 435 \endverbatim |
436 * | 436 * |
437 * If either of the surfaces were in video memory, and the blit returns -2, | |
438 * the video memory was lost, so it should be reloaded with artwork and | |
439 * re-blitted: | |
440 * @code | |
441 * while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { | |
442 * while ( SDL_LockSurface(image) < 0 ) | |
443 * Sleep(10); | |
444 * -- Write image pixels to image->pixels -- | |
445 * SDL_UnlockSurface(image); | |
446 * } | |
447 * @endcode | |
448 * | |
449 * This happens under DirectX 5.0 when the system switches away from your | |
450 * fullscreen application. The lock will also fail until you have access | |
451 * to the video memory again. | |
452 * | |
453 * You should call SDL_BlitSurface() unless you know exactly how SDL | 437 * You should call SDL_BlitSurface() unless you know exactly how SDL |
454 * blitting works internally and how to use the other blit functions. | 438 * blitting works internally and how to use the other blit functions. |
455 */ | 439 */ |
456 #define SDL_BlitSurface SDL_UpperBlit | 440 #define SDL_BlitSurface SDL_UpperBlit |
457 | 441 |