diff include/SDL_video.h @ 0:74212992fb08

Initial revision
author Sam Lantinga <slouken@lokigames.com>
date Thu, 26 Apr 2001 16:45:43 +0000
parents
children 45b1c4303f87
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/include/SDL_video.h	Thu Apr 26 16:45:43 2001 +0000
@@ -0,0 +1,887 @@
+/*
+    SDL - Simple DirectMedia Layer
+    Copyright (C) 1997, 1998, 1999, 2000, 2001  Sam Lantinga
+
+    This library is free software; you can redistribute it and/or
+    modify it under the terms of the GNU Library General Public
+    License as published by the Free Software Foundation; either
+    version 2 of the License, or (at your option) any later version.
+
+    This library is distributed in the hope that it will be useful,
+    but WITHOUT ANY WARRANTY; without even the implied warranty of
+    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
+    Library General Public License for more details.
+
+    You should have received a copy of the GNU Library General Public
+    License along with this library; if not, write to the Free
+    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
+
+    Sam Lantinga
+    slouken@devolution.com
+*/
+
+#ifdef SAVE_RCSID
+static char rcsid =
+ "@(#) $Id$";
+#endif
+
+/* Header file for access to the SDL raw framebuffer window */
+
+#ifndef _SDL_video_h
+#define _SDL_video_h
+
+#include <stdio.h>
+
+#include "SDL_types.h"
+#include "SDL_mutex.h"
+#include "SDL_rwops.h"
+
+#include "begin_code.h"
+/* Set up for C function definitions, even when using C++ */
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/* Transparency definitions: These define alpha as the opacity of a surface */
+#define SDL_ALPHA_OPAQUE 255
+#define SDL_ALPHA_TRANSPARENT 0
+
+/* Useful data types */
+typedef struct {
+	Sint16 x, y;
+	Uint16 w, h;
+} SDL_Rect;
+
+typedef struct {
+	Uint8 r;
+	Uint8 g;
+	Uint8 b;
+	Uint8 unused;
+} SDL_Color;
+
+typedef struct {
+	int       ncolors;
+	SDL_Color *colors;
+} SDL_Palette;
+
+/* Everything in the pixel format structure is read-only */
+typedef struct SDL_PixelFormat {
+	SDL_Palette *palette;
+	Uint8  BitsPerPixel;
+	Uint8  BytesPerPixel;
+	Uint8  Rloss;
+	Uint8  Gloss;
+	Uint8  Bloss;
+	Uint8  Aloss;
+	Uint8  Rshift;
+	Uint8  Gshift;
+	Uint8  Bshift;
+	Uint8  Ashift;
+	Uint32 Rmask;
+	Uint32 Gmask;
+	Uint32 Bmask;
+	Uint32 Amask;
+
+	/* RGB color key information */
+	Uint32 colorkey;
+	/* Alpha value information (per-surface alpha) */
+	Uint8  alpha;
+} SDL_PixelFormat;
+
+/* typedef for private surface blitting functions */
+struct SDL_Surface;
+typedef int (*SDL_blit)(struct SDL_Surface *src, SDL_Rect *srcrect,
+			struct SDL_Surface *dst, SDL_Rect *dstrect);
+
+/* This structure should be treated as read-only, except for 'pixels',
+   which, if not NULL, contains the raw pixel data for the surface.
+*/
+typedef struct SDL_Surface {
+	Uint32 flags;				/* Read-only */
+	SDL_PixelFormat *format;		/* Read-only */
+	int w, h;				/* Read-only */
+	Uint16 pitch;				/* Read-only */
+	void *pixels;				/* Read-write */
+	int offset;				/* Private */
+
+	/* Hardware-specific surface info */
+	struct private_hwdata *hwdata;
+
+	/* clipping information */
+	SDL_Rect clip_rect;			/* Read-only */
+	Uint32 unused1;				/* for binary compatibility */
+
+	/* Allow recursive locks */
+	Uint32 locked;				/* Private */
+
+	/* info for fast blit mapping to other surfaces */
+	struct SDL_BlitMap *map;		/* Private */
+
+	/* format version, bumped at every change to invalidate blit maps */
+	unsigned int format_version;		/* Private */
+
+	/* Reference count -- used when freeing surface */
+	int refcount;				/* Read-mostly */
+} SDL_Surface;
+
+/* These are the currently supported flags for the SDL_surface */
+/* Available for SDL_CreateRGBSurface() or SDL_SetVideoMode() */
+#define SDL_SWSURFACE	0x00000000	/* Surface is in system memory */
+#define SDL_HWSURFACE	0x00000001	/* Surface is in video memory */
+#define SDL_ASYNCBLIT	0x00000004	/* Use asynchronous blits if possible */
+/* Available for SDL_SetVideoMode() */
+#define SDL_ANYFORMAT	0x10000000	/* Allow any video depth/pixel-format */
+#define SDL_HWPALETTE	0x20000000	/* Surface has exclusive palette */
+#define SDL_DOUBLEBUF	0x40000000	/* Set up double-buffered video mode */
+#define SDL_FULLSCREEN	0x80000000	/* Surface is a full screen display */
+#define SDL_OPENGL      0x00000002      /* Create an OpenGL rendering context */
+#define SDL_OPENGLBLIT	0x0000000A	/* Create an OpenGL rendering context and use it for blitting */
+#define SDL_RESIZABLE	0x00000010	/* This video mode may be resized */
+#define SDL_NOFRAME	0x00000020	/* No window caption or edge frame */
+/* Used internally (read-only) */
+#define SDL_HWACCEL	0x00000100	/* Blit uses hardware acceleration */
+#define SDL_SRCCOLORKEY	0x00001000	/* Blit uses a source color key */
+#define SDL_RLEACCELOK	0x00002000	/* Private flag */
+#define SDL_RLEACCEL	0x00004000	/* Surface is RLE encoded */
+#define SDL_SRCALPHA	0x00010000	/* Blit uses source alpha blending */
+#define SDL_PREALLOC	0x01000000	/* Surface uses preallocated memory */
+
+/* Evaluates to true if the surface needs to be locked before access */
+#define SDL_MUSTLOCK(surface)	\
+  (surface->offset ||		\
+  ((surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT|SDL_RLEACCEL)) != 0))
+
+
+/* Useful for determining the video hardware capabilities */
+typedef struct {
+	Uint32 hw_available :1;	/* Flag: Can you create hardware surfaces? */
+	Uint32 wm_available :1;	/* Flag: Can you talk to a window manager? */
+	Uint32 UnusedBits1  :6;
+	Uint32 UnusedBits2  :1;
+	Uint32 blit_hw      :1;	/* Flag: Accelerated blits HW --> HW */
+	Uint32 blit_hw_CC   :1;	/* Flag: Accelerated blits with Colorkey */
+	Uint32 blit_hw_A    :1;	/* Flag: Accelerated blits with Alpha */
+	Uint32 blit_sw      :1;	/* Flag: Accelerated blits SW --> HW */
+	Uint32 blit_sw_CC   :1;	/* Flag: Accelerated blits with Colorkey */
+	Uint32 blit_sw_A    :1;	/* Flag: Accelerated blits with Alpha */
+	Uint32 blit_fill    :1;	/* Flag: Accelerated color fill */
+	Uint32 UnusedBits3  :16;
+	Uint32 video_mem;	/* The total amount of video memory (in K) */
+	SDL_PixelFormat *vfmt;	/* Value: The format of the video surface */
+} SDL_VideoInfo;
+
+
+/* The most common video overlay formats.
+   For an explanation of these pixel formats, see:
+	http://www.webartz.com/fourcc/indexyuv.htm
+
+   For information on the relationship between color spaces, see:
+   http://www.neuro.sfc.keio.ac.jp/~aly/polygon/info/color-space-faq.html
+ */
+#define SDL_YV12_OVERLAY  0x32315659	/* Planar mode: Y + V + U  (3 planes) */
+#define SDL_IYUV_OVERLAY  0x56555949	/* Planar mode: Y + U + V  (3 planes) */
+#define SDL_YUY2_OVERLAY  0x32595559	/* Packed mode: Y0+U0+Y1+V0 (1 plane) */
+#define SDL_UYVY_OVERLAY  0x59565955	/* Packed mode: U0+Y0+V0+Y1 (1 plane) */
+#define SDL_YVYU_OVERLAY  0x55595659	/* Packed mode: Y0+V0+Y1+U0 (1 plane) */
+
+/* The YUV hardware video overlay */
+typedef struct SDL_Overlay {
+	Uint32 format;				/* Read-only */
+	int w, h;				/* Read-only */
+	int planes;				/* Read-only */
+	Uint16 *pitches;			/* Read-only */
+	Uint8 **pixels;				/* Read-write */
+
+	/* Hardware-specific surface info */
+	struct private_yuvhwfuncs *hwfuncs;
+	struct private_yuvhwdata *hwdata;
+
+	/* Special flags */
+	Uint32 hw_overlay :1;	/* Flag: This overlay hardware accelerated? */
+	Uint32 UnusedBits :31;
+} SDL_Overlay;
+
+
+/* Public enumeration for setting the OpenGL window attributes. */
+typedef enum {
+    SDL_GL_RED_SIZE,
+    SDL_GL_GREEN_SIZE,
+    SDL_GL_BLUE_SIZE,
+    SDL_GL_ALPHA_SIZE,
+    SDL_GL_BUFFER_SIZE,
+    SDL_GL_DOUBLEBUFFER,
+    SDL_GL_DEPTH_SIZE,
+    SDL_GL_STENCIL_SIZE,
+    SDL_GL_ACCUM_RED_SIZE,
+    SDL_GL_ACCUM_GREEN_SIZE,
+    SDL_GL_ACCUM_BLUE_SIZE,
+    SDL_GL_ACCUM_ALPHA_SIZE
+} SDL_GLattr;
+
+/* flags for SDL_SetPalette() */
+#define SDL_LOGPAL 0x01
+#define SDL_PHYSPAL 0x02
+
+/* Function prototypes */
+
+/* These functions are used internally, and should not be used unless you
+ * have a specific need to specify the video driver you want to use.
+ * You should normally use SDL_Init() or SDL_InitSubSystem().
+ *
+ * SDL_VideoInit() initializes the video subsystem -- sets up a connection
+ * to the window manager, etc, and determines the current video mode and
+ * pixel format, but does not initialize a window or graphics mode.
+ * Note that event handling is activated by this routine.
+ *
+ * If you use both sound and video in your application, you need to call
+ * SDL_Init() before opening the sound device, otherwise under Win32 DirectX,
+ * you won't be able to set full-screen display modes.
+ */
+extern DECLSPEC int SDL_VideoInit(const char *driver_name, Uint32 flags);
+extern DECLSPEC void SDL_VideoQuit(void);
+
+/* This function fills the given character buffer with the name of the
+ * video driver, and returns a pointer to it if the video driver has
+ * been initialized.  It returns NULL if no driver has been initialized.
+ */
+extern DECLSPEC char *SDL_VideoDriverName(char *namebuf, int maxlen);
+
+/*
+ * This function returns a pointer to the current display surface.
+ * If SDL is doing format conversion on the display surface, this
+ * function returns the publicly visible surface, not the real video
+ * surface.
+ */
+extern DECLSPEC SDL_Surface * SDL_GetVideoSurface(void);
+
+/*
+ * This function returns a read-only pointer to information about the
+ * video hardware.  If this is called before SDL_SetVideoMode(), the 'vfmt'
+ * member of the returned structure will contain the pixel format of the
+ * "best" video mode.
+ */
+extern DECLSPEC const SDL_VideoInfo * SDL_GetVideoInfo(void);
+
+/* 
+ * Check to see if a particular video mode is supported.
+ * It returns 0 if the requested mode is not supported under any bit depth,
+ * or returns the bits-per-pixel of the closest available mode with the
+ * given width and height.  If this bits-per-pixel is different from the
+ * one used when setting the video mode, SDL_SetVideoMode() will succeed,
+ * but will emulate the requested bits-per-pixel with a shadow surface.
+ *
+ * The arguments to SDL_VideoModeOK() are the same ones you would pass to
+ * SDL_SetVideoMode()
+ */
+extern DECLSPEC int SDL_VideoModeOK(int width, int height, int bpp, Uint32 flags);
+
+/*
+ * Return a pointer to an array of available screen dimensions for the
+ * given format and video flags, sorted largest to smallest.  Returns 
+ * NULL if there are no dimensions available for a particular format, 
+ * or (SDL_Rect **)-1 if any dimension is okay for the given format.
+ *
+ * If 'format' is NULL, the mode list will be for the format given 
+ * by SDL_GetVideoInfo()->vfmt
+ */
+extern DECLSPEC SDL_Rect ** SDL_ListModes(SDL_PixelFormat *format, Uint32 flags);
+
+/*
+ * Set up a video mode with the specified width, height and bits-per-pixel.
+ *
+ * If 'bpp' is 0, it is treated as the current display bits per pixel.
+ *
+ * If SDL_ANYFORMAT is set in 'flags', the SDL library will try to set the
+ * requested bits-per-pixel, but will return whatever video pixel format is
+ * available.  The default is to emulate the requested pixel format if it
+ * is not natively available.
+ *
+ * If SDL_HWSURFACE is set in 'flags', the video surface will be placed in
+ * video memory, if possible, and you may have to call SDL_LockSurface()
+ * in order to access the raw framebuffer.  Otherwise, the video surface
+ * will be created in system memory.
+ *
+ * If SDL_ASYNCBLIT is set in 'flags', SDL will try to perform rectangle
+ * updates asynchronously, but you must always lock before accessing pixels.
+ * SDL will wait for updates to complete before returning from the lock.
+ *
+ * If SDL_HWPALETTE is set in 'flags', the SDL library will guarantee
+ * that the colors set by SDL_SetColors() will be the colors you get.
+ * Otherwise, in 8-bit mode, SDL_SetColors() may not be able to set all
+ * of the colors exactly the way they are requested, and you should look
+ * at the video surface structure to determine the actual palette.
+ * If SDL cannot guarantee that the colors you request can be set, 
+ * i.e. if the colormap is shared, then the video surface may be created
+ * under emulation in system memory, overriding the SDL_HWSURFACE flag.
+ *
+ * If SDL_FULLSCREEN is set in 'flags', the SDL library will try to set
+ * a fullscreen video mode.  The default is to create a windowed mode
+ * if the current graphics system has a window manager.
+ * If the SDL library is able to set a fullscreen video mode, this flag 
+ * will be set in the surface that is returned.
+ *
+ * If SDL_DOUBLEBUF is set in 'flags', the SDL library will try to set up
+ * two surfaces in video memory and swap between them when you call 
+ * SDL_Flip().  This is usually slower than the normal single-buffering
+ * scheme, but prevents "tearing" artifacts caused by modifying video 
+ * memory while the monitor is refreshing.  It should only be used by 
+ * applications that redraw the entire screen on every update.
+ *
+ * If SDL_RESIZABLE is set in 'flags', the SDL library will allow the
+ * window manager, if any, to resize the window at runtime.  When this
+ * occurs, SDL will send a SDL_VIDEORESIZE event to you application,
+ * and you must respond to the event by re-calling SDL_SetVideoMode()
+ * with the requested size (or another size that suits the application).
+ *
+ * If SDL_NOFRAME is set in 'flags', the SDL library will create a window
+ * without any title bar or frame decoration.  Fullscreen video modes have
+ * this flag set automatically.
+ *
+ * This function returns the video framebuffer surface, or NULL if it fails.
+ *
+ * If you rely on functionality provided by certain video flags, check the
+ * flags of the returned surface to make sure that functionality is available.
+ * SDL will fall back to reduced functionality if the exact flags you wanted
+ * are not available.
+ */
+extern DECLSPEC SDL_Surface *SDL_SetVideoMode
+			(int width, int height, int bpp, Uint32 flags);
+
+/*
+ * Makes sure the given list of rectangles is updated on the given screen.
+ * If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire
+ * screen.
+ * These functions should not be called while 'screen' is locked.
+ */
+extern DECLSPEC void SDL_UpdateRects
+		(SDL_Surface *screen, int numrects, SDL_Rect *rects);
+extern DECLSPEC void SDL_UpdateRect
+		(SDL_Surface *screen, Sint32 x, Sint32 y, Uint32 w, Uint32 h);
+
+/*
+ * On hardware that supports double-buffering, this function sets up a flip
+ * and returns.  The hardware will wait for vertical retrace, and then swap
+ * video buffers before the next video surface blit or lock will return.
+ * On hardware that doesn not support double-buffering, this is equivalent
+ * to calling SDL_UpdateRect(screen, 0, 0, 0, 0);
+ * The SDL_DOUBLEBUF flag must have been passed to SDL_SetVideoMode() when
+ * setting the video mode for this function to perform hardware flipping.
+ * This function returns 0 if successful, or -1 if there was an error.
+ */
+extern DECLSPEC int SDL_Flip(SDL_Surface *screen);
+
+/*
+ * Set the gamma correction for each of the color channels.
+ * The gamma values range (approximately) between 0.1 and 10.0
+ * 
+ * If this function isn't supported directly by the hardware, it will
+ * be emulated using gamma ramps, if available.  If successful, this
+ * function returns 0, otherwise it returns -1.
+ */
+extern DECLSPEC int SDL_SetGamma(float red, float green, float blue);
+
+/*
+ * Set the gamma translation table for the red, green, and blue channels
+ * of the video hardware.  Each table is an array of 256 16-bit quantities,
+ * representing a mapping between the input and output for that channel.
+ * The input is the index into the array, and the output is the 16-bit
+ * gamma value at that index, scaled to the output color precision.
+ * 
+ * You may pass NULL for any of the channels to leave it unchanged.
+ * If the call succeeds, it will return 0.  If the display driver or
+ * hardware does not support gamma translation, or otherwise fails,
+ * this function will return -1.
+ */
+extern DECLSPEC int SDL_SetGammaRamp(Uint16 *red, Uint16 *green, Uint16 *blue);
+
+/*
+ * Retrieve the current values of the gamma translation tables.
+ * 
+ * You must pass in valid pointers to arrays of 256 16-bit quantities.
+ * Any of the pointers may be NULL to ignore that channel.
+ * If the call succeeds, it will return 0.  If the display driver or
+ * hardware does not support gamma translation, or otherwise fails,
+ * this function will return -1.
+ */
+extern DECLSPEC int SDL_GetGammaRamp(Uint16 *red, Uint16 *green, 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 SDL_SetColors(SDL_Surface *surface, 
+			SDL_Color *colors, int firstcolor, int ncolors);
+
+/*
+ * Sets a portion of the colormap for a given 8-bit surface.
+ * 'flags' is one or both of:
+ * SDL_LOGPAL  -- set logical palette, which controls how blits are mapped
+ *                to/from the surface,
+ * SDL_PHYSPAL -- set physical palette, which controls how pixels look on
+ *                the screen
+ * Only screens have physical palettes. Separate change of physical/logical
+ * palettes is only possible if the screen has SDL_HWPALETTE set.
+ *
+ * The return value is 1 if all colours could be set as requested, and 0
+ * otherwise.
+ *
+ * SDL_SetColors() is equivalent to calling this function with
+ *     flags = (SDL_LOGPAL|SDL_PHYSPAL).
+ */
+extern DECLSPEC int SDL_SetPalette(SDL_Surface *surface, int flags,
+				   SDL_Color *colors, int firstcolor,
+				   int ncolors);
+
+/*
+ * Maps an RGB triple to an opaque pixel value for a given pixel format
+ */
+extern DECLSPEC Uint32 SDL_MapRGB
+			(SDL_PixelFormat *format, Uint8 r, Uint8 g, Uint8 b);
+
+/*
+ * Maps an RGBA quadruple to a pixel value for a given pixel format
+ */
+extern DECLSPEC Uint32 SDL_MapRGBA(SDL_PixelFormat *format,
+				   Uint8 r, Uint8 g, Uint8 b, Uint8 a);
+
+/*
+ * Maps a pixel value into the RGB components for a given pixel format
+ */
+extern DECLSPEC void SDL_GetRGB(Uint32 pixel, SDL_PixelFormat *fmt,
+				Uint8 *r, Uint8 *g, Uint8 *b);
+
+/*
+ * Maps a pixel value into the RGBA components for a given pixel format
+ */
+extern DECLSPEC void SDL_GetRGBA(Uint32 pixel, SDL_PixelFormat *fmt,
+				 Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a);
+
+/*
+ * Allocate and free an RGB surface (must be called after SDL_SetVideoMode)
+ * If the depth is 4 or 8 bits, an empty palette is allocated for the surface.
+ * If the depth is greater than 8 bits, the pixel format is set using the
+ * flags '[RGB]mask'.
+ * If the function runs out of memory, it will return NULL.
+ *
+ * The 'flags' tell what kind of surface to create.
+ * SDL_SWSURFACE means that the surface should be created in system memory.
+ * SDL_HWSURFACE means that the surface should be created in video memory,
+ * with the same format as the display surface.  This is useful for surfaces
+ * that will not change much, to take advantage of hardware acceleration
+ * when being blitted to the display surface.
+ * SDL_ASYNCBLIT means that SDL will try to perform asynchronous blits with
+ * this surface, but you must always lock it before accessing the pixels.
+ * SDL will wait for current blits to finish before returning from the lock.
+ * SDL_SRCCOLORKEY indicates that the surface will be used for colorkey blits.
+ * If the hardware supports acceleration of colorkey blits between
+ * two surfaces in video memory, SDL will try to place the surface in
+ * video memory. If this isn't possible or if there is no hardware
+ * acceleration available, the surface will be placed in system memory.
+ * SDL_SRCALPHA means that the surface will be used for alpha blits and 
+ * if the hardware supports hardware acceleration of alpha blits between
+ * two surfaces in video memory, to place the surface in video memory
+ * if possible, otherwise it will be placed in system memory.
+ * If the surface is created in video memory, blits will be _much_ faster,
+ * but the surface format must be identical to the video surface format,
+ * and the only way to access the pixels member of the surface is to use
+ * the SDL_LockSurface() and SDL_UnlockSurface() calls.
+ * If the requested surface actually resides in video memory, SDL_HWSURFACE
+ * will be set in the flags member of the returned surface.  If for some
+ * reason the surface could not be placed in video memory, it will not have
+ * the SDL_HWSURFACE flag set, and will be created in system memory instead.
+ */
+#define SDL_AllocSurface    SDL_CreateRGBSurface
+extern DECLSPEC SDL_Surface *SDL_CreateRGBSurface
+			(Uint32 flags, int width, int height, int depth, 
+			Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
+extern DECLSPEC SDL_Surface *SDL_CreateRGBSurfaceFrom(void *pixels,
+			int width, int height, int depth, int pitch,
+			Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);
+extern DECLSPEC void SDL_FreeSurface(SDL_Surface *surface);
+
+/*
+ * SDL_LockSurface() sets up a surface for directly accessing the pixels.
+ * Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write
+ * to and read from 'surface->pixels', using the pixel format stored in 
+ * 'surface->format'.  Once you are done accessing the surface, you should 
+ * use SDL_UnlockSurface() to release it.
+ *
+ * Not all surfaces require locking.  If SDL_MUSTLOCK(surface) evaluates
+ * to 0, then you can read and write to the surface at any time, and the
+ * pixel format of the surface will not change.  In particular, if the
+ * SDL_HWSURFACE flag is not given when calling SDL_SetVideoMode(), you
+ * will not need to lock the display surface before accessing it.
+ * 
+ * No operating system or library calls should be made between lock/unlock
+ * pairs, as critical system locks may be held during this time.
+ *
+ * SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked.
+ */
+extern DECLSPEC int SDL_LockSurface(SDL_Surface *surface);
+extern DECLSPEC void SDL_UnlockSurface(SDL_Surface *surface);
+
+/*
+ * Load a surface from a seekable SDL data source (memory or file.)
+ * If 'freesrc' is non-zero, the source will be closed after being read.
+ * Returns the new surface, or NULL if there was an error.
+ * The new surface should be freed with SDL_FreeSurface().
+ */
+extern DECLSPEC SDL_Surface * SDL_LoadBMP_RW(SDL_RWops *src, int freesrc);
+
+/* Convenience macro -- load a surface from a file */
+#define SDL_LoadBMP(file)	SDL_LoadBMP_RW(SDL_RWFromFile(file, "rb"), 1)
+
+/*
+ * Save a surface to a seekable SDL data source (memory or file.)
+ * If 'freedst' is non-zero, the source will be closed after being written.
+ * Returns 0 if successful or -1 if there was an error.
+ */
+extern DECLSPEC int SDL_SaveBMP_RW
+		(SDL_Surface *surface, SDL_RWops *dst, int freedst);
+
+/* Convenience macro -- save a surface to a file */
+#define SDL_SaveBMP(surface, file) \
+		SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1)
+
+/*
+ * Sets the color key (transparent pixel) in a blittable surface.
+ * If 'flag' is SDL_SRCCOLORKEY (optionally OR'd with SDL_RLEACCEL), 
+ * 'key' will be the transparent pixel in the source image of a blit.
+ * SDL_RLEACCEL requests RLE acceleration for the surface if present,
+ * and removes RLE acceleration if absent.
+ * If 'flag' is 0, this function clears any current color key.
+ * This function returns 0, or -1 if there was an error.
+ */
+extern DECLSPEC int SDL_SetColorKey
+			(SDL_Surface *surface, Uint32 flag, Uint32 key);
+
+/*
+ * This function sets the alpha value for the entire surface, as opposed to
+ * using the alpha component of each pixel. This value measures the range
+ * of transparency of the surface, 0 being completely transparent to 255
+ * being completely opaque. An 'alpha' value of 255 causes blits to be
+ * opaque, the source pixels copied to the destination (the default). Note
+ * that per-surface alpha can be combined with colorkey transparency.
+ *
+ * If 'flag' is 0, alpha blending is disabled for the surface.
+ * If 'flag' is SDL_SRCALPHA, alpha blending is enabled for the surface.
+ * OR:ing the flag with SDL_RLEACCEL requests RLE acceleration for the
+ * surface; if SDL_RLEACCEL is not specified, the RLE accel will be removed.
+ */
+extern DECLSPEC int SDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha);
+
+/*
+ * Sets the clipping rectangle for the destination surface in a blit.
+ *
+ * If the clip rectangle is NULL, clipping will be disabled.
+ * If the clip rectangle doesn't intersect the surface, the function will
+ * return SDL_FALSE and blits will be completely clipped.  Otherwise the
+ * function returns SDL_TRUE and blits to the surface will be clipped to
+ * the intersection of the surface area and the clipping rectangle.
+ *
+ * Note that blits are automatically clipped to the edges of the source
+ * and destination surfaces.
+ */
+extern DECLSPEC SDL_bool SDL_SetClipRect(SDL_Surface *surface, SDL_Rect *rect);
+
+/*
+ * Gets the clipping rectangle for the destination surface in a blit.
+ * 'rect' must be a pointer to a valid rectangle which will be filled
+ * with the correct values.
+ */
+extern DECLSPEC void SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect);
+
+/*
+ * Creates a new surface of the specified format, and then copies and maps 
+ * the given surface to it so the blit of the converted surface will be as 
+ * fast as possible.  If this function fails, it returns NULL.
+ *
+ * The 'flags' parameter is passed to SDL_CreateRGBSurface() and has those 
+ * semantics.  You can also pass SDL_RLEACCEL in the flags parameter and
+ * SDL will try to RLE accelerate colorkey and alpha blits in the resulting
+ * surface.
+ *
+ * This function is used internally by SDL_DisplayFormat().
+ */
+extern DECLSPEC SDL_Surface *SDL_ConvertSurface
+			(SDL_Surface *src, SDL_PixelFormat *fmt, Uint32 flags);
+
+/*
+ * This performs a fast blit from the source surface to the destination
+ * surface.  It assumes that the source and destination rectangles are
+ * the same size.  If either 'srcrect' or 'dstrect' are NULL, the entire
+ * surface (src or dst) is copied.  The final blit rectangles are saved
+ * in 'srcrect' and 'dstrect' after all clipping is performed.
+ * If the blit is successful, it returns 0, otherwise it returns -1.
+ *
+ * The blit function should not be called on a locked surface.
+ *
+ * The blit semantics for surfaces with and without alpha and colorkey
+ * are defined as follows:
+ *
+ * RGBA->RGB:
+ *     SDL_SRCALPHA set:
+ * 	alpha-blend (using alpha-channel).
+ * 	SDL_SRCCOLORKEY ignored.
+ *     SDL_SRCALPHA not set:
+ * 	copy RGB.
+ * 	if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ * 	RGB values of the source colour key, ignoring alpha in the
+ * 	comparison.
+ * 
+ * RGB->RGBA:
+ *     SDL_SRCALPHA set:
+ * 	alpha-blend (using the source per-surface alpha value);
+ * 	set destination alpha to opaque.
+ *     SDL_SRCALPHA not set:
+ * 	copy RGB, set destination alpha to opaque.
+ *     both:
+ * 	if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ * 	source colour key.
+ * 
+ * RGBA->RGBA:
+ *     SDL_SRCALPHA set:
+ * 	alpha-blend (using the source alpha channel) the RGB values;
+ * 	leave destination alpha untouched. [Note: is this correct?]
+ * 	SDL_SRCCOLORKEY ignored.
+ *     SDL_SRCALPHA not set:
+ * 	copy all of RGBA to the destination.
+ * 	if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ * 	RGB values of the source colour key, ignoring alpha in the
+ * 	comparison.
+ * 
+ * RGB->RGB: 
+ *     SDL_SRCALPHA set:
+ * 	alpha-blend (using the source per-surface alpha value).
+ *     SDL_SRCALPHA not set:
+ * 	copy RGB.
+ *     both:
+ * 	if SDL_SRCCOLORKEY set, only copy the pixels matching the
+ * 	source colour key.
+ *
+ * If either of the surfaces were in video memory, and the blit returns -2,
+ * the video memory was lost, so it should be reloaded with artwork and 
+ * re-blitted:
+	while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
+		while ( SDL_LockSurface(image) < 0 )
+			Sleep(10);
+		-- Write image pixels to image->pixels --
+		SDL_UnlockSurface(image);
+	}
+ * This happens under DirectX 5.0 when the system switches away from your
+ * fullscreen application.  The lock will also fail until you have access
+ * to the video memory again.
+ */
+/* You should call SDL_BlitSurface() unless you know exactly how SDL
+   blitting works internally and how to use the other blit functions.
+*/
+#define SDL_BlitSurface SDL_UpperBlit
+
+/* This is the public blit function, SDL_BlitSurface(), and it performs
+   rectangle validation and clipping before passing it to SDL_LowerBlit()
+*/
+extern DECLSPEC int SDL_UpperBlit
+			(SDL_Surface *src, SDL_Rect *srcrect,
+			 SDL_Surface *dst, SDL_Rect *dstrect);
+/* This is a semi-private blit function and it performs low-level surface
+   blitting only.
+*/
+extern DECLSPEC int SDL_LowerBlit
+			(SDL_Surface *src, SDL_Rect *srcrect,
+			 SDL_Surface *dst, SDL_Rect *dstrect);
+
+/*
+ * This function performs a fast fill of the given rectangle with 'color'
+ * The given rectangle is clipped to the destination surface clip area
+ * and the final fill rectangle is saved in the passed in pointer.
+ * If 'dstrect' is NULL, the whole surface will be filled with 'color'
+ * The color should be a pixel of the format used by the surface, and 
+ * can be generated by the SDL_MapRGB() function.
+ * This function returns 0 on success, or -1 on error.
+ */
+extern DECLSPEC int SDL_FillRect
+		(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color);
+
+/* 
+ * This function takes a surface and copies it to a new surface of the
+ * pixel format and colors of the video framebuffer, suitable for fast
+ * blitting onto the display surface.  It calls SDL_ConvertSurface()
+ *
+ * If you want to take advantage of hardware colorkey or alpha blit
+ * acceleration, you should set the colorkey and alpha value before
+ * calling this function.
+ *
+ * If the conversion fails or runs out of memory, it returns NULL
+ */
+extern DECLSPEC SDL_Surface * SDL_DisplayFormat(SDL_Surface *surface);
+
+/* 
+ * This function takes a surface and copies it to a new surface of the
+ * pixel format and colors of the video framebuffer (if possible),
+ * suitable for fast alpha blitting onto the display surface.
+ * The new surface will always have an alpha channel.
+ *
+ * If you want to take advantage of hardware colorkey or alpha blit
+ * acceleration, you should set the colorkey and alpha value before
+ * calling this function.
+ *
+ * If the conversion fails or runs out of memory, it returns NULL
+ */
+extern DECLSPEC SDL_Surface * SDL_DisplayFormatAlpha(SDL_Surface *surface);
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* YUV video surface overlay functions                                       */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/* This function creates a video output overlay
+   Calling the returned surface an overlay is something of a misnomer because
+   the contents of the display surface underneath the area where the overlay
+   is shown is undefined - it may be overwritten with the converted YUV data.
+*/
+extern DECLSPEC SDL_Overlay *SDL_CreateYUVOverlay(int width, int height,
+				Uint32 format, SDL_Surface *display);
+
+/* Lock an overlay for direct access, and unlock it when you are done */
+extern DECLSPEC int SDL_LockYUVOverlay(SDL_Overlay *overlay);
+extern DECLSPEC void SDL_UnlockYUVOverlay(SDL_Overlay *overlay);
+
+/* Blit a video overlay to the display surface.
+   The contents of the video surface underneath the blit destination are
+   not defined.  
+   The width and height of the destination rectangle may be different from
+   that of the overlay, but currently only 2x scaling is supported.
+*/
+extern DECLSPEC int SDL_DisplayYUVOverlay(SDL_Overlay *overlay, SDL_Rect *dstrect);
+
+/* Free a video overlay */
+extern DECLSPEC void SDL_FreeYUVOverlay(SDL_Overlay *overlay);
+
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* OpenGL support functions.                                                 */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/*
+ * Dynamically load a GL driver, if SDL is built with dynamic GL.
+ *
+ * SDL links normally with the OpenGL library on your system by default,
+ * but you can compile it to dynamically load the GL driver at runtime.
+ * If you do this, you need to retrieve all of the GL functions used in
+ * your program from the dynamic library using SDL_GL_GetProcAddress().
+ *
+ * This is disabled in default builds of SDL.
+ */
+extern DECLSPEC int SDL_GL_LoadLibrary(const char *path);
+
+/*
+ * Get the address of a GL function (for extension functions)
+ */
+extern DECLSPEC void *SDL_GL_GetProcAddress(const char* proc);
+
+/*
+ * Set an attribute of the OpenGL subsystem before intialization.
+ */
+extern DECLSPEC int SDL_GL_SetAttribute(SDL_GLattr attr, int value);
+
+/*
+ * Get an attribute of the OpenGL subsystem from the windowing
+ * interface, such as glX. This is of course different from getting
+ * the values from SDL's internal OpenGL subsystem, which only
+ * stores the values you request before initialization.
+ *
+ * Developers should track the values they pass into SDL_GL_SetAttribute
+ * themselves if they want to retrieve these values.
+ */
+extern DECLSPEC int SDL_GL_GetAttribute(SDL_GLattr attr, int* value);
+
+/*
+ * Swap the OpenGL buffers, if double-buffering is supported.
+ */
+extern DECLSPEC void SDL_GL_SwapBuffers(void);
+
+/*
+ * Internal functions that should not be called unless you have read
+ * and understood the source code for these functions.
+ */
+extern DECLSPEC void SDL_GL_UpdateRects(int numrects, SDL_Rect* rects);
+extern DECLSPEC void SDL_GL_Lock(void);
+extern DECLSPEC void SDL_GL_Unlock(void);
+
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+/* These functions allow interaction with the window manager, if any.        */
+/* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
+
+/*
+ * Sets/Gets the title and icon text of the display window
+ */
+extern DECLSPEC void SDL_WM_SetCaption(const char *title, const char *icon);
+extern DECLSPEC void SDL_WM_GetCaption(char **title, char **icon);
+
+/*
+ * Sets the icon for the display window.
+ * This function must be called before the first call to SDL_SetVideoMode().
+ * It takes an icon surface, and a mask in MSB format.
+ * If 'mask' is NULL, the entire icon surface will be used as the icon.
+ */
+extern DECLSPEC void SDL_WM_SetIcon(SDL_Surface *icon, Uint8 *mask);
+
+/*
+ * This function iconifies the window, and returns 1 if it succeeded.
+ * If the function succeeds, it generates an SDL_APPACTIVE loss event.
+ * This function is a noop and returns 0 in non-windowed environments.
+ */
+extern DECLSPEC int SDL_WM_IconifyWindow(void);
+
+/*
+ * Toggle fullscreen mode without changing the contents of the screen.
+ * If the display surface does not require locking before accessing
+ * the pixel information, then the memory pointers will not change.
+ *
+ * If this function was able to toggle fullscreen mode (change from 
+ * running in a window to fullscreen, or vice-versa), it will return 1.
+ * If it is not implemented, or fails, it returns 0.
+ *
+ * The next call to SDL_SetVideoMode() will set the mode fullscreen
+ * attribute based on the flags parameter - if SDL_FULLSCREEN is not
+ * set, then the display will be windowed by default where supported.
+ *
+ * This is currently only implemented in the X11 video driver.
+ */
+extern DECLSPEC int SDL_WM_ToggleFullScreen(SDL_Surface *surface);
+
+/*
+ * This function allows you to set and query the input grab state of
+ * the application.  It returns the new input grab state.
+ */
+typedef enum {
+	SDL_GRAB_QUERY = -1,
+	SDL_GRAB_OFF = 0,
+	SDL_GRAB_ON = 1,
+	SDL_GRAB_FULLSCREEN	/* Used internally */
+} SDL_GrabMode;
+/*
+ * Grabbing means that the mouse is confined to the application window,
+ * and nearly all keyboard input is passed directly to the application,
+ * and not interpreted by a window manager, if any.
+ */
+extern DECLSPEC SDL_GrabMode SDL_WM_GrabInput(SDL_GrabMode mode);
+
+/* Ends C function definitions when using C++ */
+#ifdef __cplusplus
+}
+#endif
+#include "close_code.h"
+
+#endif /* _SDL_video_h */