Mercurial > sdl-ios-xcode
diff include/SDL_video.h @ 1683:396a35389351 SDL-1.3
Finished palettized display handling.
Added support for surface palette sharing.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 17 Jun 2006 06:45:14 +0000 |
parents | 7ae8018b2e5d |
children | 1577404809f0 |
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--- a/include/SDL_video.h Fri Jun 16 06:00:31 2006 +0000 +++ b/include/SDL_video.h Sat Jun 17 06:45:14 2006 +0000 @@ -252,6 +252,9 @@ int pitch; /* Read-only */ void *pixels; /* Read-write */ + /* texture associated with the surface, if any */ + SDL_TextureID textureID; + /* information needed for surfaces requiring locks */ int locked; void *lock_data; @@ -1067,25 +1070,6 @@ Uint16 * blue); /* - * Sets a portion of the colormap for the given 8-bit surface. If 'surface' - * is not a palettized surface, this function does nothing, returning 0. - * If all of the colors were set as passed to SDL_SetColors(), it will - * return 1. If not all the color entries were set exactly as given, - * it will return 0, and you should look at the surface palette to - * determine the actual color palette. - * - * When 'surface' is the surface associated with the current display, the - * display colormap will be updated with the requested colors. If - * SDL_HWPALETTE was set in SDL_SetVideoMode() flags, SDL_SetColors() - * will always return 1, and the palette is guaranteed to be set the way - * you desire, even if the window colormap has to be warped or run under - * emulation. - */ -extern DECLSPEC int SDLCALL SDL_SetColors(SDL_Surface * surface, - const SDL_Color * colors, - int firstcolor, int ncolors); - -/* * Maps an RGB triple to an opaque pixel value for a given pixel format */ extern DECLSPEC Uint32 SDLCALL SDL_MapRGB @@ -1138,6 +1122,18 @@ SDL_CreateRGBSurfaceFromTexture(SDL_TextureID textureID); extern DECLSPEC void SDLCALL SDL_FreeSurface(SDL_Surface * surface); +/** + * \fn int SDL_SetSurfacePalette(SDL_Surface *surface, SDL_Palette *palette) + * + * \brief Set the palette used by a surface. + * + * \return 0, or -1 if the surface format doesn't use a palette. + * + * \note A single palette can be shared with many surfaces. + */ +extern DECLSPEC int SDLCALL SDL_SetSurfacePalette(SDL_Surface * surface, + SDL_Palette * palette); + /* * SDL_LockSurface() sets up a surface for directly accessing the pixels. * Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write