Mercurial > sdl-ios-xcode
diff include/SDL_video.h @ 1681:80a5e6a4e1e2 SDL-1.3
Working on paletted display and texture support (two different issues)
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 15 Jun 2006 07:07:07 +0000 |
parents | 90bf530ced8e |
children | 7ae8018b2e5d |
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--- a/include/SDL_video.h Wed Jun 14 08:41:13 2006 +0000 +++ b/include/SDL_video.h Thu Jun 15 07:07:07 2006 +0000 @@ -462,14 +462,26 @@ extern DECLSPEC int SDLCALL SDL_SetDisplayMode(const SDL_DisplayMode * mode); /** - * \fn int SDL_SetDisplayColormap(SDL_Color *colors, int firstcolor, int ncolors) + * \fn int SDL_SetDisplayPalette(const SDL_Color *colors, int firstcolor, int ncolors) * - * \brief Set the colormap for indexed display modes. + * \brief Set the palette entries for indexed display modes. * - * \return 0 on success, or -1 if not all the colors could be set. + * \return 0 on success, or -1 if the display mode isn't palettized or the colors couldn't be set. */ -extern DECLSPEC int SDLCALL SDL_SetDisplayColors(SDL_Color * colors, - int firstcolor, int ncolors); +extern DECLSPEC int SDLCALL SDL_SetDisplayPalette(const SDL_Color * colors, + int firstcolor, + int ncolors); + +/** + * \fn int SDL_GetDisplayPalette(SDL_Color *colors, int firstcolor, int ncolors) + * + * \brief Gets the palette entries for indexed display modes. + * + * \return 0 on success, or -1 if the display mode isn't palettized + */ +extern DECLSPEC int SDLCALL SDL_GetDisplayPalette(SDL_Color * colors, + int firstcolor, + int ncolors); /** * \fn SDL_WindowID SDL_CreateWindow(const char *title, int x, int y, int w, int h, Uint32 flags) @@ -506,7 +518,7 @@ * * \sa SDL_DestroyWindow() */ -extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindowFrom(void *data); +extern DECLSPEC SDL_WindowID SDLCALL SDL_CreateWindowFrom(const void *data); /** * \fn Uint32 SDL_GetWindowFlags(SDL_WindowID windowID) @@ -818,7 +830,7 @@ void **pixels, int *pitch); /** - * \fn int SDL_SetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors) + * \fn int SDL_SetTexturePalette(SDL_TextureID textureID, const SDL_Color * colors, int firstcolor, int ncolors) * * \brief Update an indexed texture with a color palette * @@ -830,12 +842,29 @@ * \return 0 on success, or -1 if the texture is not valid or not an indexed texture */ extern DECLSPEC int SDLCALL SDL_SetTexturePalette(SDL_TextureID textureID, + const SDL_Color * colors, + int firstcolor, + int ncolors); + +/** + * \fn int SDL_GetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors) + * + * \brief Update an indexed texture with a color palette + * + * \param texture The texture to update + * \param colors The array to fill with RGB color data + * \param firstcolor The first index to retrieve + * \param ncolors The number of palette entries to retrieve + * + * \return 0 on success, or -1 if the texture is not valid or not an indexed texture + */ +extern DECLSPEC int SDLCALL SDL_GetTexturePalette(SDL_TextureID textureID, SDL_Color * colors, int firstcolor, int ncolors); /** - * \fn int SDL_UpdateTexture(SDL_TextureID textureID, SDL_Rect *rect, const void *pixels, int pitch) + * \fn int SDL_UpdateTexture(SDL_TextureID textureID, const SDL_Rect *rect, const void *pixels, int pitch) * * \brief Update the given texture rectangle with new pixel data. * @@ -849,11 +878,11 @@ * \note This is a very slow function for textures not created with SDL_TextureAccess_Local. */ extern DECLSPEC int SDLCALL SDL_UpdateTexture(SDL_TextureID textureID, - SDL_Rect * rect, + const SDL_Rect * rect, const void *pixels, int pitch); /** - * \fn void SDL_LockTexture(SDL_TextureID textureID, SDL_Rect *rect, int markDirty, void **pixels, int *pitch) + * \fn void SDL_LockTexture(SDL_TextureID textureID, const SDL_Rect *rect, int markDirty, void **pixels, int *pitch) * * \brief Lock a portion of the texture for pixel access. * @@ -869,8 +898,9 @@ * \sa SDL_UnlockTexture() */ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_TextureID textureID, - SDL_Rect * rect, int markDirty, - void **pixels, int *pitch); + const SDL_Rect * rect, + int markDirty, void **pixels, + int *pitch); /** * \fn void SDL_UnlockTexture(SDL_TextureID textureID) @@ -883,7 +913,7 @@ extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_TextureID textureID); /** - * \fn void SDL_DirtyTexture(SDL_TextureID textureID, int numrects, SDL_Rect * rects) + * \fn void SDL_DirtyTexture(SDL_TextureID textureID, int numrects, const SDL_Rect * rects) * * \brief Mark the specified rectangles of the texture as dirty. * @@ -893,7 +923,8 @@ * \sa SDL_UnlockTexture() */ extern DECLSPEC void SDLCALL SDL_DirtyTexture(SDL_TextureID textureID, - int numrects, SDL_Rect * rects); + int numrects, + const SDL_Rect * rects); /** * \fn void SDL_SelectRenderTexture(SDL_TextureID textureID) @@ -905,7 +936,7 @@ extern DECLSPEC void SDLCALL SDL_SelectRenderTexture(SDL_TextureID textureID); /** - * \fn void SDL_RenderFill(SDL_Rect *rect, Uint32 color) + * \fn void SDL_RenderFill(const SDL_Rect *rect, Uint32 color) * * \brief Fill the current rendering target with the specified color. * @@ -914,10 +945,11 @@ * * \return 0 on success, or -1 if there is no renderer current */ -extern DECLSPEC int SDLCALL SDL_RenderFill(SDL_Rect * rect, Uint32 color); +extern DECLSPEC int SDLCALL SDL_RenderFill(const SDL_Rect * rect, + Uint32 color); /** - * \fn int SDL_RenderCopy(SDL_TextureID textureID, SDL_Rect *srcrect, SDL_Rect *dstrect, Uint32 blendMode, Uint32 scaleMode) + * \fn int SDL_RenderCopy(SDL_TextureID textureID, const SDL_Rect *srcrect, const SDL_Rect *dstrect, Uint32 blendMode, Uint32 scaleMode) * * \brief Copy a portion of the texture to the current rendering target. * @@ -932,12 +964,12 @@ * \note You can check the video driver info to see what operations are supported. */ extern DECLSPEC int SDLCALL SDL_RenderCopy(SDL_TextureID textureID, - SDL_Rect * srcrect, - SDL_Rect * dstrect, int blendMode, - int scaleMode); + const SDL_Rect * srcrect, + const SDL_Rect * dstrect, + int blendMode, int scaleMode); /** - * \fn int SDL_RenderReadPixels(SDL_Rect *rect, void *pixels, int pitch) + * \fn int SDL_RenderReadPixels(const SDL_Rect *rect, void *pixels, int pitch) * * \brief Read pixels from the current rendering target. * @@ -949,11 +981,11 @@ * * \warning This is a very slow operation, and should not be used frequently. */ -extern DECLSPEC int SDLCALL SDL_RenderReadPixels(SDL_Rect * rect, +extern DECLSPEC int SDLCALL SDL_RenderReadPixels(const SDL_Rect * rect, void *pixels, int pitch); /** - * \fn int SDL_RenderWritePixels(SDL_Rect *rect, const void *pixels, int pitch) + * \fn int SDL_RenderWritePixels(const SDL_Rect *rect, const void *pixels, int pitch) * * \brief Write pixels to the current rendering target. * @@ -965,7 +997,7 @@ * * \warning This is a very slow operation, and should not be used frequently. */ -extern DECLSPEC int SDLCALL SDL_RenderWritePixels(SDL_Rect * rect, +extern DECLSPEC int SDLCALL SDL_RenderWritePixels(const SDL_Rect * rect, const void *pixels, int pitch);