comparison docs/html/video.html @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
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1 <HTML
2 ><HEAD
3 ><TITLE
4 >Video</TITLE
5 ><META
6 NAME="GENERATOR"
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43 >SDL Library Documentation</TH
44 ></TR
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50 ><A
51 HREF="sdlwasinit.html"
52 >Prev</A
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63 ><A
64 HREF="sdlgetvideosurface.html"
65 >Next</A
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69 ><HR
70 ALIGN="LEFT"
71 WIDTH="100%"></DIV
72 ><DIV
73 CLASS="CHAPTER"
74 ><H1
75 ><A
76 NAME="VIDEO"
77 >Chapter 6. Video</A
78 ></H1
79 ><DIV
80 CLASS="TOC"
81 ><DL
82 ><DT
83 ><B
84 >Table of Contents</B
85 ></DT
86 ><DT
87 ><A
88 HREF="sdlgetvideosurface.html"
89 >SDL_GetVideoSurface</A
90 > &#8212; returns a pointer to the current display surface</DT
91 ><DT
92 ><A
93 HREF="sdlgetvideoinfo.html"
94 >SDL_GetVideoInfo</A
95 > &#8212; returns a pointer to information about the video hardware</DT
96 ><DT
97 ><A
98 HREF="sdlvideodrivername.html"
99 >SDL_VideoDriverName</A
100 > &#8212; Obtain the name of the video driver</DT
101 ><DT
102 ><A
103 HREF="sdllistmodes.html"
104 >SDL_ListModes</A
105 > &#8212; Returns a pointer to an array of available screen dimensions for
106 the given format and video flags</DT
107 ><DT
108 ><A
109 HREF="sdlvideomodeok.html"
110 >SDL_VideoModeOK</A
111 > &#8212; Check to see if a particular video mode is supported.</DT
112 ><DT
113 ><A
114 HREF="sdlsetvideomode.html"
115 >SDL_SetVideoMode</A
116 > &#8212; Set up a video mode with the specified width, height and bits-per-pixel.</DT
117 ><DT
118 ><A
119 HREF="sdlupdaterect.html"
120 >SDL_UpdateRect</A
121 > &#8212; Makes sure the given area is updated on the given screen.</DT
122 ><DT
123 ><A
124 HREF="sdlupdaterects.html"
125 >SDL_UpdateRects</A
126 > &#8212; Makes sure the given list of rectangles is updated on the given screen.</DT
127 ><DT
128 ><A
129 HREF="sdlflip.html"
130 >SDL_Flip</A
131 > &#8212; Swaps screen buffers</DT
132 ><DT
133 ><A
134 HREF="sdlsetcolors.html"
135 >SDL_SetColors</A
136 > &#8212; Sets a portion of the colormap for the given 8-bit surface.</DT
137 ><DT
138 ><A
139 HREF="sdlsetpalette.html"
140 >SDL_SetPalette</A
141 > &#8212; Sets the colors in the palette of an 8-bit surface.</DT
142 ><DT
143 ><A
144 HREF="sdlsetgamma.html"
145 >SDL_SetGamma</A
146 > &#8212; Sets the color gamma function for the display</DT
147 ><DT
148 ><A
149 HREF="sdlgetgammaramp.html"
150 >SDL_GetGammaRamp</A
151 > &#8212; Gets the color gamma lookup tables for the display</DT
152 ><DT
153 ><A
154 HREF="sdlsetgammaramp.html"
155 >SDL_SetGammaRamp</A
156 > &#8212; Sets the color gamma lookup tables for the display</DT
157 ><DT
158 ><A
159 HREF="sdlmaprgb.html"
160 >SDL_MapRGB</A
161 > &#8212; Map a RGB color value to a pixel format.</DT
162 ><DT
163 ><A
164 HREF="sdlmaprgba.html"
165 >SDL_MapRGBA</A
166 > &#8212; Map a RGBA color value to a pixel format.</DT
167 ><DT
168 ><A
169 HREF="sdlgetrgb.html"
170 >SDL_GetRGB</A
171 > &#8212; Get RGB values from a pixel in the specified pixel format.</DT
172 ><DT
173 ><A
174 HREF="sdlgetrgba.html"
175 >SDL_GetRGBA</A
176 > &#8212; Get RGBA values from a pixel in the specified pixel format.</DT
177 ><DT
178 ><A
179 HREF="sdlcreatergbsurface.html"
180 >SDL_CreateRGBSurface</A
181 > &#8212; Create an empty SDL_Surface</DT
182 ><DT
183 ><A
184 HREF="sdlcreatergbsurfacefrom.html"
185 >SDL_CreateRGBSurfaceFrom</A
186 > &#8212; Create an SDL_Surface from pixel data</DT
187 ><DT
188 ><A
189 HREF="sdlfreesurface.html"
190 >SDL_FreeSurface</A
191 > &#8212; Frees (deletes) and SDL_Surface</DT
192 ><DT
193 ><A
194 HREF="sdllocksurface.html"
195 >SDL_LockSurface</A
196 > &#8212; Lock a surface for directly access.</DT
197 ><DT
198 ><A
199 HREF="sdlunlocksurface.html"
200 >SDL_UnlockSurface</A
201 > &#8212; Unlocks a previously locked surface.</DT
202 ><DT
203 ><A
204 HREF="sdlloadbmp.html"
205 >SDL_LoadBMP</A
206 > &#8212; Load a Windows BMP file into an SDL_Surface.</DT
207 ><DT
208 ><A
209 HREF="sdlsavebmp.html"
210 >SDL_SaveBMP</A
211 > &#8212; Save an SDL_Surface as a Windows BMP file.</DT
212 ><DT
213 ><A
214 HREF="sdlsetcolorkey.html"
215 >SDL_SetColorKey</A
216 > &#8212; Sets the color key (transparent pixel) in a blittable surface and
217 RLE acceleration.</DT
218 ><DT
219 ><A
220 HREF="sdlsetalpha.html"
221 >SDL_SetAlpha</A
222 > &#8212; Adjust the alpha properties of a surface</DT
223 ><DT
224 ><A
225 HREF="sdlsetcliprect.html"
226 >SDL_SetClipRect</A
227 > &#8212; Sets the clipping rectangle for a surface.</DT
228 ><DT
229 ><A
230 HREF="sdlgetcliprect.html"
231 >SDL_GetClipRect</A
232 > &#8212; Gets the clipping rectangle for a surface.</DT
233 ><DT
234 ><A
235 HREF="sdlconvertsurface.html"
236 >SDL_ConvertSurface</A
237 > &#8212; Converts a surface to the same format as another surface.</DT
238 ><DT
239 ><A
240 HREF="sdlblitsurface.html"
241 >SDL_BlitSurface</A
242 > &#8212; This performs a fast blit from the source surface to the destination surface.</DT
243 ><DT
244 ><A
245 HREF="sdlfillrect.html"
246 >SDL_FillRect</A
247 > &#8212; This function performs a fast fill of the given rectangle with some color</DT
248 ><DT
249 ><A
250 HREF="sdldisplayformat.html"
251 >SDL_DisplayFormat</A
252 > &#8212; Convert a surface to the display format</DT
253 ><DT
254 ><A
255 HREF="sdldisplayformatalpha.html"
256 >SDL_DisplayFormatAlpha</A
257 > &#8212; Convert a surface to the display format</DT
258 ><DT
259 ><A
260 HREF="sdlwarpmouse.html"
261 >SDL_WarpMouse</A
262 > &#8212; Set the position of the mouse cursor.</DT
263 ><DT
264 ><A
265 HREF="sdlcreatecursor.html"
266 >SDL_CreateCursor</A
267 > &#8212; Creates a new mouse cursor.</DT
268 ><DT
269 ><A
270 HREF="sdlfreecursor.html"
271 >SDL_FreeCursor</A
272 > &#8212; Frees a cursor created with SDL_CreateCursor.</DT
273 ><DT
274 ><A
275 HREF="sdlsetcursor.html"
276 >SDL_SetCursor</A
277 > &#8212; Set the currently active mouse cursor.</DT
278 ><DT
279 ><A
280 HREF="sdlgetcursor.html"
281 >SDL_GetCursor</A
282 > &#8212; Get the currently active mouse cursor.</DT
283 ><DT
284 ><A
285 HREF="sdlshowcursor.html"
286 >SDL_ShowCursor</A
287 > &#8212; Toggle whether or not the cursor is shown on the screen.</DT
288 ><DT
289 ><A
290 HREF="sdlglloadlibrary.html"
291 >SDL_GL_LoadLibrary</A
292 > &#8212; Specify an OpenGL library</DT
293 ><DT
294 ><A
295 HREF="sdlglgetprocaddress.html"
296 >SDL_GL_GetProcAddress</A
297 > &#8212; Get the address of a GL function</DT
298 ><DT
299 ><A
300 HREF="sdlglgetattribute.html"
301 >SDL_GL_GetAttribute</A
302 > &#8212; Get the value of a special SDL/OpenGL attribute</DT
303 ><DT
304 ><A
305 HREF="sdlglsetattribute.html"
306 >SDL_GL_SetAttribute</A
307 > &#8212; Set a special SDL/OpenGL attribute</DT
308 ><DT
309 ><A
310 HREF="sdlglswapbuffers.html"
311 >SDL_GL_SwapBuffers</A
312 > &#8212; Swap OpenGL framebuffers/Update Display</DT
313 ><DT
314 ><A
315 HREF="sdlcreateyuvoverlay.html"
316 >SDL_CreateYUVOverlay</A
317 > &#8212; Create a YUV video overlay</DT
318 ><DT
319 ><A
320 HREF="sdllockyuvoverlay.html"
321 >SDL_LockYUVOverlay</A
322 > &#8212; Lock an overlay</DT
323 ><DT
324 ><A
325 HREF="sdlunlockyuvoverlay.html"
326 >SDL_UnlockYUVOverlay</A
327 > &#8212; Unlock an overlay</DT
328 ><DT
329 ><A
330 HREF="sdldisplayyuvoverlay.html"
331 >SDL_DisplayYUVOverlay</A
332 > &#8212; Blit the overlay to the display</DT
333 ><DT
334 ><A
335 HREF="sdlfreeyuvoverlay.html"
336 >SDL_FreeYUVOverlay</A
337 > &#8212; Free a YUV video overlay</DT
338 ><DT
339 ><A
340 HREF="sdlglattr.html"
341 >SDL_GLattr</A
342 > &#8212; SDL GL Attributes</DT
343 ><DT
344 ><A
345 HREF="sdlrect.html"
346 >SDL_Rect</A
347 > &#8212; Defines a rectangular area</DT
348 ><DT
349 ><A
350 HREF="sdlcolor.html"
351 >SDL_Color</A
352 > &#8212; Format independent color description</DT
353 ><DT
354 ><A
355 HREF="sdlpalette.html"
356 >SDL_Palette</A
357 > &#8212; Color palette for 8-bit pixel formats</DT
358 ><DT
359 ><A
360 HREF="sdlpixelformat.html"
361 >SDL_PixelFormat</A
362 > &#8212; Stores surface format information</DT
363 ><DT
364 ><A
365 HREF="sdlsurface.html"
366 >SDL_Surface</A
367 > &#8212; Graphical Surface Structure</DT
368 ><DT
369 ><A
370 HREF="sdlvideoinfo.html"
371 >SDL_VideoInfo</A
372 > &#8212; Video Target information</DT
373 ><DT
374 ><A
375 HREF="sdloverlay.html"
376 >SDL_Overlay</A
377 > &#8212; YUV video overlay</DT
378 ></DL
379 ></DIV
380 ><P
381 >SDL presents a very simple interface to the display framebuffer. The
382 framebuffer is represented as an offscreen surface to which you can write
383 directly. If you want the screen to show what you have written, call the <A
384 HREF="sdlupdaterects.html"
385 >update</A
386 > function which will
387 guarantee that the desired portion of the screen is updated.</P
388 ><P
389 >Before you call any of the SDL video functions, you must first call
390 <SPAN
391 CLASS="TOKEN"
392 >SDL_Init(SDL_INIT_VIDEO)</SPAN
393 >, which initializes the video
394 and events in the SDL library. Check the return code, which should be
395 <SPAN
396 CLASS="RETURNVALUE"
397 >0</SPAN
398 >, to see if there were any errors in starting up.</P
399 ><P
400 >If you use both sound and video in your application, you need to call
401 <SPAN
402 CLASS="TOKEN"
403 >SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN
404 > before opening the
405 sound device, otherwise under Win32 DirectX, you won't be able to set
406 full-screen display modes.</P
407 ><P
408 >After you have initialized the library, you can start up the video display in a
409 number of ways. The easiest way is to pick a common screen resolution and
410 depth and just initialize the video, checking for errors. You will probably
411 get what you want, but SDL may be emulating your requested mode and converting
412 the display on update. The best way is to
413 <A
414 HREF="sdlgetvideoinfo.html"
415 >query</A
416 >, for the best
417 video mode closest to the desired one, and then
418 <A
419 HREF="sdldisplayformat.html"
420 >convert</A
421 >
422 your images to that pixel format.</P
423 ><P
424 >SDL currently supports any bit depth &gt;= 8 bits per pixel. 8 bpp formats are
425 considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
426 are considered "packed pixel" modes, meaning each pixel contains the RGB color
427 components packed in the bits of the pixel.</P
428 ><P
429 >After you have initialized your video mode, you can take the surface that was
430 returned, and write to it like any other framebuffer, calling the update
431 routine as you go.</P
432 ><P
433 >When you have finished your video access and are ready to quit your
434 application, you should call "<SPAN
435 CLASS="TOKEN"
436 >SDL_Quit()</SPAN
437 >" to shutdown the
438 video and events.</P
439 ></DIV
440 ><DIV
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472 >Next</A
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