diff 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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children 55f1f1b3e27d
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+<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
+> &#8212; returns a pointer to the current display surface</DT
+><DT
+><A
+HREF="sdlgetvideoinfo.html"
+>SDL_GetVideoInfo</A
+> &#8212; returns a pointer to information about the video hardware</DT
+><DT
+><A
+HREF="sdlvideodrivername.html"
+>SDL_VideoDriverName</A
+> &#8212; Obtain the name of the video driver</DT
+><DT
+><A
+HREF="sdllistmodes.html"
+>SDL_ListModes</A
+> &#8212; 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
+> &#8212; Check to see if a particular video mode is supported.</DT
+><DT
+><A
+HREF="sdlsetvideomode.html"
+>SDL_SetVideoMode</A
+> &#8212; Set up a video mode with the specified width, height and bits-per-pixel.</DT
+><DT
+><A
+HREF="sdlupdaterect.html"
+>SDL_UpdateRect</A
+> &#8212; Makes sure the given area is updated on the given screen.</DT
+><DT
+><A
+HREF="sdlupdaterects.html"
+>SDL_UpdateRects</A
+> &#8212; Makes sure the given list of rectangles is updated on the given screen.</DT
+><DT
+><A
+HREF="sdlflip.html"
+>SDL_Flip</A
+> &#8212; Swaps screen buffers</DT
+><DT
+><A
+HREF="sdlsetcolors.html"
+>SDL_SetColors</A
+> &#8212; Sets a portion of the colormap for the given 8-bit surface.</DT
+><DT
+><A
+HREF="sdlsetpalette.html"
+>SDL_SetPalette</A
+> &#8212; Sets the colors in the palette of an 8-bit surface.</DT
+><DT
+><A
+HREF="sdlsetgamma.html"
+>SDL_SetGamma</A
+> &#8212; Sets the color gamma function for the display</DT
+><DT
+><A
+HREF="sdlgetgammaramp.html"
+>SDL_GetGammaRamp</A
+> &#8212; Gets the color gamma lookup tables for the display</DT
+><DT
+><A
+HREF="sdlsetgammaramp.html"
+>SDL_SetGammaRamp</A
+> &#8212; Sets the color gamma lookup tables for the display</DT
+><DT
+><A
+HREF="sdlmaprgb.html"
+>SDL_MapRGB</A
+> &#8212; Map a RGB color value to a pixel format.</DT
+><DT
+><A
+HREF="sdlmaprgba.html"
+>SDL_MapRGBA</A
+> &#8212; Map a RGBA color value to a pixel format.</DT
+><DT
+><A
+HREF="sdlgetrgb.html"
+>SDL_GetRGB</A
+> &#8212; Get RGB values from a pixel in the specified pixel format.</DT
+><DT
+><A
+HREF="sdlgetrgba.html"
+>SDL_GetRGBA</A
+> &#8212; Get RGBA values from a pixel in the specified pixel format.</DT
+><DT
+><A
+HREF="sdlcreatergbsurface.html"
+>SDL_CreateRGBSurface</A
+> &#8212; Create an empty SDL_Surface</DT
+><DT
+><A
+HREF="sdlcreatergbsurfacefrom.html"
+>SDL_CreateRGBSurfaceFrom</A
+> &#8212; Create an SDL_Surface from pixel data</DT
+><DT
+><A
+HREF="sdlfreesurface.html"
+>SDL_FreeSurface</A
+> &#8212; Frees (deletes) and SDL_Surface</DT
+><DT
+><A
+HREF="sdllocksurface.html"
+>SDL_LockSurface</A
+> &#8212; Lock a surface for directly access.</DT
+><DT
+><A
+HREF="sdlunlocksurface.html"
+>SDL_UnlockSurface</A
+> &#8212; Unlocks a previously locked surface.</DT
+><DT
+><A
+HREF="sdlloadbmp.html"
+>SDL_LoadBMP</A
+> &#8212; Load a Windows BMP file into an SDL_Surface.</DT
+><DT
+><A
+HREF="sdlsavebmp.html"
+>SDL_SaveBMP</A
+> &#8212; Save an SDL_Surface as a Windows BMP file.</DT
+><DT
+><A
+HREF="sdlsetcolorkey.html"
+>SDL_SetColorKey</A
+> &#8212; Sets the color key (transparent pixel) in a blittable surface and
+RLE acceleration.</DT
+><DT
+><A
+HREF="sdlsetalpha.html"
+>SDL_SetAlpha</A
+> &#8212; Adjust the alpha properties of a surface</DT
+><DT
+><A
+HREF="sdlsetcliprect.html"
+>SDL_SetClipRect</A
+> &#8212; Sets the clipping rectangle for a surface.</DT
+><DT
+><A
+HREF="sdlgetcliprect.html"
+>SDL_GetClipRect</A
+> &#8212; Gets the clipping rectangle for a surface.</DT
+><DT
+><A
+HREF="sdlconvertsurface.html"
+>SDL_ConvertSurface</A
+> &#8212; Converts a surface to the same format as another surface.</DT
+><DT
+><A
+HREF="sdlblitsurface.html"
+>SDL_BlitSurface</A
+> &#8212; This performs a fast blit from the source surface to the destination surface.</DT
+><DT
+><A
+HREF="sdlfillrect.html"
+>SDL_FillRect</A
+> &#8212; This function performs a fast fill of the given rectangle with some color</DT
+><DT
+><A
+HREF="sdldisplayformat.html"
+>SDL_DisplayFormat</A
+> &#8212; Convert a surface to the display format</DT
+><DT
+><A
+HREF="sdldisplayformatalpha.html"
+>SDL_DisplayFormatAlpha</A
+> &#8212; Convert a surface to the display format</DT
+><DT
+><A
+HREF="sdlwarpmouse.html"
+>SDL_WarpMouse</A
+> &#8212; Set the position of the mouse cursor.</DT
+><DT
+><A
+HREF="sdlcreatecursor.html"
+>SDL_CreateCursor</A
+> &#8212; Creates a new mouse cursor.</DT
+><DT
+><A
+HREF="sdlfreecursor.html"
+>SDL_FreeCursor</A
+> &#8212; Frees a cursor created with SDL_CreateCursor.</DT
+><DT
+><A
+HREF="sdlsetcursor.html"
+>SDL_SetCursor</A
+> &#8212; Set the currently active mouse cursor.</DT
+><DT
+><A
+HREF="sdlgetcursor.html"
+>SDL_GetCursor</A
+> &#8212; Get the currently active mouse cursor.</DT
+><DT
+><A
+HREF="sdlshowcursor.html"
+>SDL_ShowCursor</A
+> &#8212; Toggle whether or not the cursor is shown on the screen.</DT
+><DT
+><A
+HREF="sdlglloadlibrary.html"
+>SDL_GL_LoadLibrary</A
+> &#8212; Specify an OpenGL library</DT
+><DT
+><A
+HREF="sdlglgetprocaddress.html"
+>SDL_GL_GetProcAddress</A
+> &#8212; Get the address of a GL function</DT
+><DT
+><A
+HREF="sdlglgetattribute.html"
+>SDL_GL_GetAttribute</A
+> &#8212; Get the value of a special SDL/OpenGL attribute</DT
+><DT
+><A
+HREF="sdlglsetattribute.html"
+>SDL_GL_SetAttribute</A
+> &#8212; Set a special SDL/OpenGL attribute</DT
+><DT
+><A
+HREF="sdlglswapbuffers.html"
+>SDL_GL_SwapBuffers</A
+> &#8212; Swap OpenGL framebuffers/Update Display</DT
+><DT
+><A
+HREF="sdlcreateyuvoverlay.html"
+>SDL_CreateYUVOverlay</A
+> &#8212; Create a YUV video overlay</DT
+><DT
+><A
+HREF="sdllockyuvoverlay.html"
+>SDL_LockYUVOverlay</A
+> &#8212; Lock an overlay</DT
+><DT
+><A
+HREF="sdlunlockyuvoverlay.html"
+>SDL_UnlockYUVOverlay</A
+> &#8212; Unlock an overlay</DT
+><DT
+><A
+HREF="sdldisplayyuvoverlay.html"
+>SDL_DisplayYUVOverlay</A
+> &#8212; Blit the overlay to the display</DT
+><DT
+><A
+HREF="sdlfreeyuvoverlay.html"
+>SDL_FreeYUVOverlay</A
+> &#8212; Free a YUV video overlay</DT
+><DT
+><A
+HREF="sdlglattr.html"
+>SDL_GLattr</A
+> &#8212; SDL GL Attributes</DT
+><DT
+><A
+HREF="sdlrect.html"
+>SDL_Rect</A
+> &#8212; Defines a rectangular area</DT
+><DT
+><A
+HREF="sdlcolor.html"
+>SDL_Color</A
+> &#8212; Format independent color description</DT
+><DT
+><A
+HREF="sdlpalette.html"
+>SDL_Palette</A
+> &#8212; Color palette for 8-bit pixel formats</DT
+><DT
+><A
+HREF="sdlpixelformat.html"
+>SDL_PixelFormat</A
+> &#8212; Stores surface format information</DT
+><DT
+><A
+HREF="sdlsurface.html"
+>SDL_Surface</A
+> &#8212; Graphical Surface Structure</DT
+><DT
+><A
+HREF="sdlvideoinfo.html"
+>SDL_VideoInfo</A
+> &#8212; Video Target information</DT
+><DT
+><A
+HREF="sdloverlay.html"
+>SDL_Overlay</A
+> &#8212; 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 &gt;= 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
+>
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