Mercurial > sdl-ios-xcode
diff docs/html/video.html @ 0:74212992fb08
Initial revision
author | Sam Lantinga <slouken@lokigames.com> |
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date | Thu, 26 Apr 2001 16:45:43 +0000 |
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children | 55f1f1b3e27d |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/docs/html/video.html Thu Apr 26 16:45:43 2001 +0000 @@ -0,0 +1,499 @@ +<HTML +><HEAD +><TITLE +>Video</TITLE +><META +NAME="GENERATOR" +CONTENT="Modular DocBook HTML Stylesheet Version 1.61 +"><LINK +REL="HOME" +TITLE="SDL Library Documentation" +HREF="index.html"><LINK +REL="UP" +TITLE="SDL Reference" +HREF="reference.html"><LINK +REL="PREVIOUS" +TITLE="SDL_WasInit" +HREF="sdlwasinit.html"><LINK +REL="NEXT" +TITLE="SDL_GetVideoSurface" +HREF="sdlgetvideosurface.html"><META +NAME="KEYWORD" +CONTENT="video"><META +NAME="KEYWORD" +CONTENT="function"></HEAD +><BODY +CLASS="CHAPTER" +BGCOLOR="#FFF8DC" +TEXT="#000000" +LINK="#0000ee" +VLINK="#551a8b" +ALINK="#ff0000" +><DIV +CLASS="NAVHEADER" +><TABLE +WIDTH="100%" +BORDER="0" +CELLPADDING="0" +CELLSPACING="0" +><TR +><TH +COLSPAN="3" +ALIGN="center" +>SDL Library Documentation</TH +></TR +><TR +><TD +WIDTH="10%" +ALIGN="left" +VALIGN="bottom" +><A +HREF="sdlwasinit.html" +>Prev</A +></TD +><TD +WIDTH="80%" +ALIGN="center" +VALIGN="bottom" +></TD +><TD +WIDTH="10%" +ALIGN="right" +VALIGN="bottom" +><A +HREF="sdlgetvideosurface.html" +>Next</A +></TD +></TR +></TABLE +><HR +ALIGN="LEFT" +WIDTH="100%"></DIV +><DIV +CLASS="CHAPTER" +><H1 +><A +NAME="VIDEO" +>Chapter 6. Video</A +></H1 +><DIV +CLASS="TOC" +><DL +><DT +><B +>Table of Contents</B +></DT +><DT +><A +HREF="sdlgetvideosurface.html" +>SDL_GetVideoSurface</A +> — returns a pointer to the current display surface</DT +><DT +><A +HREF="sdlgetvideoinfo.html" +>SDL_GetVideoInfo</A +> — returns a pointer to information about the video hardware</DT +><DT +><A +HREF="sdlvideodrivername.html" +>SDL_VideoDriverName</A +> — Obtain the name of the video driver</DT +><DT +><A +HREF="sdllistmodes.html" +>SDL_ListModes</A +> — Returns a pointer to an array of available screen dimensions for +the given format and video flags</DT +><DT +><A +HREF="sdlvideomodeok.html" +>SDL_VideoModeOK</A +> — Check to see if a particular video mode is supported.</DT +><DT +><A +HREF="sdlsetvideomode.html" +>SDL_SetVideoMode</A +> — Set up a video mode with the specified width, height and bits-per-pixel.</DT +><DT +><A +HREF="sdlupdaterect.html" +>SDL_UpdateRect</A +> — Makes sure the given area is updated on the given screen.</DT +><DT +><A +HREF="sdlupdaterects.html" +>SDL_UpdateRects</A +> — Makes sure the given list of rectangles is updated on the given screen.</DT +><DT +><A +HREF="sdlflip.html" +>SDL_Flip</A +> — Swaps screen buffers</DT +><DT +><A +HREF="sdlsetcolors.html" +>SDL_SetColors</A +> — Sets a portion of the colormap for the given 8-bit surface.</DT +><DT +><A +HREF="sdlsetpalette.html" +>SDL_SetPalette</A +> — Sets the colors in the palette of an 8-bit surface.</DT +><DT +><A +HREF="sdlsetgamma.html" +>SDL_SetGamma</A +> — Sets the color gamma function for the display</DT +><DT +><A +HREF="sdlgetgammaramp.html" +>SDL_GetGammaRamp</A +> — Gets the color gamma lookup tables for the display</DT +><DT +><A +HREF="sdlsetgammaramp.html" +>SDL_SetGammaRamp</A +> — Sets the color gamma lookup tables for the display</DT +><DT +><A +HREF="sdlmaprgb.html" +>SDL_MapRGB</A +> — Map a RGB color value to a pixel format.</DT +><DT +><A +HREF="sdlmaprgba.html" +>SDL_MapRGBA</A +> — Map a RGBA color value to a pixel format.</DT +><DT +><A +HREF="sdlgetrgb.html" +>SDL_GetRGB</A +> — Get RGB values from a pixel in the specified pixel format.</DT +><DT +><A +HREF="sdlgetrgba.html" +>SDL_GetRGBA</A +> — Get RGBA values from a pixel in the specified pixel format.</DT +><DT +><A +HREF="sdlcreatergbsurface.html" +>SDL_CreateRGBSurface</A +> — Create an empty SDL_Surface</DT +><DT +><A +HREF="sdlcreatergbsurfacefrom.html" +>SDL_CreateRGBSurfaceFrom</A +> — Create an SDL_Surface from pixel data</DT +><DT +><A +HREF="sdlfreesurface.html" +>SDL_FreeSurface</A +> — Frees (deletes) and SDL_Surface</DT +><DT +><A +HREF="sdllocksurface.html" +>SDL_LockSurface</A +> — Lock a surface for directly access.</DT +><DT +><A +HREF="sdlunlocksurface.html" +>SDL_UnlockSurface</A +> — Unlocks a previously locked surface.</DT +><DT +><A +HREF="sdlloadbmp.html" +>SDL_LoadBMP</A +> — Load a Windows BMP file into an SDL_Surface.</DT +><DT +><A +HREF="sdlsavebmp.html" +>SDL_SaveBMP</A +> — Save an SDL_Surface as a Windows BMP file.</DT +><DT +><A +HREF="sdlsetcolorkey.html" +>SDL_SetColorKey</A +> — Sets the color key (transparent pixel) in a blittable surface and +RLE acceleration.</DT +><DT +><A +HREF="sdlsetalpha.html" +>SDL_SetAlpha</A +> — Adjust the alpha properties of a surface</DT +><DT +><A +HREF="sdlsetcliprect.html" +>SDL_SetClipRect</A +> — Sets the clipping rectangle for a surface.</DT +><DT +><A +HREF="sdlgetcliprect.html" +>SDL_GetClipRect</A +> — Gets the clipping rectangle for a surface.</DT +><DT +><A +HREF="sdlconvertsurface.html" +>SDL_ConvertSurface</A +> — Converts a surface to the same format as another surface.</DT +><DT +><A +HREF="sdlblitsurface.html" +>SDL_BlitSurface</A +> — This performs a fast blit from the source surface to the destination surface.</DT +><DT +><A +HREF="sdlfillrect.html" +>SDL_FillRect</A +> — This function performs a fast fill of the given rectangle with some color</DT +><DT +><A +HREF="sdldisplayformat.html" +>SDL_DisplayFormat</A +> — Convert a surface to the display format</DT +><DT +><A +HREF="sdldisplayformatalpha.html" +>SDL_DisplayFormatAlpha</A +> — Convert a surface to the display format</DT +><DT +><A +HREF="sdlwarpmouse.html" +>SDL_WarpMouse</A +> — Set the position of the mouse cursor.</DT +><DT +><A +HREF="sdlcreatecursor.html" +>SDL_CreateCursor</A +> — Creates a new mouse cursor.</DT +><DT +><A +HREF="sdlfreecursor.html" +>SDL_FreeCursor</A +> — Frees a cursor created with SDL_CreateCursor.</DT +><DT +><A +HREF="sdlsetcursor.html" +>SDL_SetCursor</A +> — Set the currently active mouse cursor.</DT +><DT +><A +HREF="sdlgetcursor.html" +>SDL_GetCursor</A +> — Get the currently active mouse cursor.</DT +><DT +><A +HREF="sdlshowcursor.html" +>SDL_ShowCursor</A +> — Toggle whether or not the cursor is shown on the screen.</DT +><DT +><A +HREF="sdlglloadlibrary.html" +>SDL_GL_LoadLibrary</A +> — Specify an OpenGL library</DT +><DT +><A +HREF="sdlglgetprocaddress.html" +>SDL_GL_GetProcAddress</A +> — Get the address of a GL function</DT +><DT +><A +HREF="sdlglgetattribute.html" +>SDL_GL_GetAttribute</A +> — Get the value of a special SDL/OpenGL attribute</DT +><DT +><A +HREF="sdlglsetattribute.html" +>SDL_GL_SetAttribute</A +> — Set a special SDL/OpenGL attribute</DT +><DT +><A +HREF="sdlglswapbuffers.html" +>SDL_GL_SwapBuffers</A +> — Swap OpenGL framebuffers/Update Display</DT +><DT +><A +HREF="sdlcreateyuvoverlay.html" +>SDL_CreateYUVOverlay</A +> — Create a YUV video overlay</DT +><DT +><A +HREF="sdllockyuvoverlay.html" +>SDL_LockYUVOverlay</A +> — Lock an overlay</DT +><DT +><A +HREF="sdlunlockyuvoverlay.html" +>SDL_UnlockYUVOverlay</A +> — Unlock an overlay</DT +><DT +><A +HREF="sdldisplayyuvoverlay.html" +>SDL_DisplayYUVOverlay</A +> — Blit the overlay to the display</DT +><DT +><A +HREF="sdlfreeyuvoverlay.html" +>SDL_FreeYUVOverlay</A +> — Free a YUV video overlay</DT +><DT +><A +HREF="sdlglattr.html" +>SDL_GLattr</A +> — SDL GL Attributes</DT +><DT +><A +HREF="sdlrect.html" +>SDL_Rect</A +> — Defines a rectangular area</DT +><DT +><A +HREF="sdlcolor.html" +>SDL_Color</A +> — Format independent color description</DT +><DT +><A +HREF="sdlpalette.html" +>SDL_Palette</A +> — Color palette for 8-bit pixel formats</DT +><DT +><A +HREF="sdlpixelformat.html" +>SDL_PixelFormat</A +> — Stores surface format information</DT +><DT +><A +HREF="sdlsurface.html" +>SDL_Surface</A +> — Graphical Surface Structure</DT +><DT +><A +HREF="sdlvideoinfo.html" +>SDL_VideoInfo</A +> — Video Target information</DT +><DT +><A +HREF="sdloverlay.html" +>SDL_Overlay</A +> — YUV video overlay</DT +></DL +></DIV +><P +>SDL presents a very simple interface to the display framebuffer. The +framebuffer is represented as an offscreen surface to which you can write +directly. If you want the screen to show what you have written, call the <A +HREF="sdlupdaterects.html" +>update</A +> function which will +guarantee that the desired portion of the screen is updated.</P +><P +>Before you call any of the SDL video functions, you must first call +<SPAN +CLASS="TOKEN" +>SDL_Init(SDL_INIT_VIDEO)</SPAN +>, which initializes the video +and events in the SDL library. Check the return code, which should be +<SPAN +CLASS="RETURNVALUE" +>0</SPAN +>, to see if there were any errors in starting up.</P +><P +>If you use both sound and video in your application, you need to call +<SPAN +CLASS="TOKEN" +>SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN +> before opening the +sound device, otherwise under Win32 DirectX, you won't be able to set +full-screen display modes.</P +><P +>After you have initialized the library, you can start up the video display in a +number of ways. The easiest way is to pick a common screen resolution and +depth and just initialize the video, checking for errors. You will probably +get what you want, but SDL may be emulating your requested mode and converting +the display on update. The best way is to +<A +HREF="sdlgetvideoinfo.html" +>query</A +>, for the best +video mode closest to the desired one, and then +<A +HREF="sdldisplayformat.html" +>convert</A +> +your images to that pixel format.</P +><P +>SDL currently supports any bit depth >= 8 bits per pixel. 8 bpp formats are +considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel +are considered "packed pixel" modes, meaning each pixel contains the RGB color +components packed in the bits of the pixel.</P +><P +>After you have initialized your video mode, you can take the surface that was +returned, and write to it like any other framebuffer, calling the update +routine as you go.</P +><P +>When you have finished your video access and are ready to quit your +application, you should call "<SPAN +CLASS="TOKEN" +>SDL_Quit()</SPAN +>" to shutdown the +video and events.</P +></DIV +><DIV +CLASS="NAVFOOTER" +><HR +ALIGN="LEFT" +WIDTH="100%"><TABLE +WIDTH="100%" +BORDER="0" +CELLPADDING="0" +CELLSPACING="0" +><TR +><TD +WIDTH="33%" +ALIGN="left" +VALIGN="top" +><A +HREF="sdlwasinit.html" +>Prev</A +></TD +><TD +WIDTH="34%" +ALIGN="center" +VALIGN="top" +><A +HREF="index.html" +>Home</A +></TD +><TD +WIDTH="33%" +ALIGN="right" +VALIGN="top" +><A +HREF="sdlgetvideosurface.html" +>Next</A +></TD +></TR +><TR +><TD +WIDTH="33%" +ALIGN="left" +VALIGN="top" +>SDL_WasInit</TD +><TD +WIDTH="34%" +ALIGN="center" +VALIGN="top" +><A +HREF="reference.html" +>Up</A +></TD +><TD +WIDTH="33%" +ALIGN="right" +VALIGN="top" +>SDL_GetVideoSurface</TD +></TR +></TABLE +></DIV +></BODY +></HTML +> \ No newline at end of file