view src/video/SDL_surface.c @ 563:04dcaf3da918

Massive Quartz input enhancements from Darrell Walisser. His email: Enclosed is a patch that addresses the following: --Various minor cleanups. Removed dead/obsolete code, made some style cleanups --Mouse Events Now keep track of what button(s) were pressed so we know when to send the mouse up event. This fixes the case where the mouse is dragged outside of the game window and released (in which case we want to send the mouse up event even though the mouse is outside the game window). --Input Grabbing Here is my take on the grabbing situation, which is the basis for the new implementation. There are 3 grab states, ungrabbed (UG), visible (VG), and invisible (IG). Both VG and IG keep the mouse constrained to the window and produce relative motion events. In VG the cursor is visible (duh), in IG it is not. In VG, absolute motion events also work. There are 6 actions that can affect grabbing: 1. Set Fullscreen/Window (F/W). In fullscreen, a visible grab should do nothing. However, a fullscreen visible grab can be treated just like a windowed visible grab, which is what I have done to help simplify things. 2. Cursor hide/show (H/S). If the cursor is hidden when grabbing, the grab is an invisible grab. If the cursor is visible, the grab should just constrain the mouse to the window. 3. Input grab/ungrab(G/U). If grabbed, the cursor should be confined to the window as should the keyboard input. On Mac OS X, the keyboard input is implicitly grabbed by confining the cursor, except for command-tab which can switch away from the application. Should the window come to the foreground if the application is deactivated and grab input is called? This isn't necessary in this implementation because the grab state will be asserted upon activation. Using my notation, these are all the cases that need to be handled (state + action = new state). UG+U = UG UG+G = VG or IG, if cursor is visible or not UG+H = UG UG+S = UG VG+U = UG VG+G = VG VG+H = IG VG+S = VG IG+U = UG IG+G = IG IG+H = IG IG+S = VG The cases that result in the same state can be ignored in the code, which cuts it down to just 5 cases. Another issue is what happens when the app loses/gains input focus from deactivate/activate or iconify/deiconify. I think that if input focus is ever lost (outside of SDL's control), the grab state should be suspended and the cursor should become visible and active again. When regained, the cursor should reappear in its original location and/or grab state. This way, when reactivating the cursor is still in the same position as before so apps shouldn't get confused when the next motion event comes in. This is what I've done in this patch.
author Ryan C. Gordon <icculus@icculus.org>
date Fri, 27 Dec 2002 20:52:41 +0000
parents 058d47b7a3b4
children b8d311d90021
line wrap: on
line source

/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997, 1998, 1999, 2000, 2001, 2002  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@libsdl.org
*/

#ifdef SAVE_RCSID
static char rcsid =
 "@(#) $Id$";
#endif

#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include "SDL_error.h"
#include "SDL_video.h"
#include "SDL_sysvideo.h"
#include "SDL_cursor_c.h"
#include "SDL_blit.h"
#include "SDL_RLEaccel_c.h"
#include "SDL_pixels_c.h"
#include "SDL_memops.h"
#include "SDL_leaks.h"

/* Public routines */
/*
 * Create an empty RGB surface of the appropriate depth
 */
SDL_Surface * SDL_CreateRGBSurface (Uint32 flags,
			int width, int height, int depth,
			Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
	SDL_VideoDevice *video = current_video;
	SDL_VideoDevice *this  = current_video;
	SDL_Surface *screen;
	SDL_Surface *surface;

	/* Check to see if we desire the surface in video memory */
	if ( video ) {
		screen = SDL_PublicSurface;
	} else {
		screen = NULL;
	}
	if ( screen && ((screen->flags&SDL_HWSURFACE) == SDL_HWSURFACE) ) {
		if ( (flags&(SDL_SRCCOLORKEY|SDL_SRCALPHA)) != 0 ) {
			flags |= SDL_HWSURFACE;
		}
		if ( (flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY ) {
			if ( ! current_video->info.blit_hw_CC ) {
				flags &= ~SDL_HWSURFACE;
			}
		}
		if ( (flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
			if ( ! current_video->info.blit_hw_A ) {
				flags &= ~SDL_HWSURFACE;
			}
		}
	} else {
		flags &= ~SDL_HWSURFACE;
	}

	/* Allocate the surface */
	surface = (SDL_Surface *)malloc(sizeof(*surface));
	if ( surface == NULL ) {
		SDL_OutOfMemory();
		return(NULL);
	}
	surface->flags = SDL_SWSURFACE;
	if ( (flags & SDL_HWSURFACE) == SDL_HWSURFACE ) {
		depth = screen->format->BitsPerPixel;
		Rmask = screen->format->Rmask;
		Gmask = screen->format->Gmask;
		Bmask = screen->format->Bmask;
		Amask = screen->format->Amask;
	}
	surface->format = SDL_AllocFormat(depth, Rmask, Gmask, Bmask, Amask);
	if ( surface->format == NULL ) {
		free(surface);
		return(NULL);
	}
	if ( Amask ) {
		surface->flags |= SDL_SRCALPHA;
	}
	surface->w = width;
	surface->h = height;
	surface->pitch = SDL_CalculatePitch(surface);
	surface->pixels = NULL;
	surface->offset = 0;
	surface->hwdata = NULL;
	surface->locked = 0;
	surface->map = NULL;
	surface->format_version = 0;
	surface->unused1 = 0;
	SDL_SetClipRect(surface, NULL);

	/* Get the pixels */
	if ( ((flags&SDL_HWSURFACE) == SDL_SWSURFACE) || 
				(video->AllocHWSurface(this, surface) < 0) ) {
		if ( surface->w && surface->h ) {
			surface->pixels = malloc(surface->h*surface->pitch);
			if ( surface->pixels == NULL ) {
				SDL_FreeSurface(surface);
				SDL_OutOfMemory();
				return(NULL);
			}
			/* This is important for bitmaps */
			memset(surface->pixels, 0, surface->h*surface->pitch);
		}
	}

	/* Allocate an empty mapping */
	surface->map = SDL_AllocBlitMap();
	if ( surface->map == NULL ) {
		SDL_FreeSurface(surface);
		return(NULL);
	}

	/* The surface is ready to go */
	surface->refcount = 1;
#ifdef CHECK_LEAKS
	++surfaces_allocated;
#endif
	return(surface);
}
/*
 * Create an RGB surface from an existing memory buffer
 */
SDL_Surface * SDL_CreateRGBSurfaceFrom (void *pixels,
			int width, int height, int depth, int pitch,
			Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)
{
	SDL_Surface *surface;

	surface = SDL_CreateRGBSurface(SDL_SWSURFACE, 0, 0, depth,
	                               Rmask, Gmask, Bmask, Amask);
	if ( surface != NULL ) {
		surface->flags |= SDL_PREALLOC;
		surface->pixels = pixels;
		surface->w = width;
		surface->h = height;
		surface->pitch = pitch;
		SDL_SetClipRect(surface, NULL);
	}
	return(surface);
}
/*
 * Set the color key in a blittable surface
 */
int SDL_SetColorKey (SDL_Surface *surface, Uint32 flag, Uint32 key)
{
	/* Sanity check the flag as it gets passed in */
	if ( flag & SDL_SRCCOLORKEY ) {
		if ( flag & (SDL_RLEACCEL|SDL_RLEACCELOK) ) {
			flag = (SDL_SRCCOLORKEY | SDL_RLEACCELOK);
		} else {
			flag = SDL_SRCCOLORKEY;
		}
	} else {
		flag = 0;
	}

	/* Optimize away operations that don't change anything */
	if ( (flag == (surface->flags & (SDL_SRCCOLORKEY|SDL_RLEACCELOK))) &&
	     (key == surface->format->colorkey) ) {
		return(0);
	}

	/* UnRLE surfaces before we change the colorkey */
	if ( surface->flags & SDL_RLEACCEL ) {
	        SDL_UnRLESurface(surface, 1);
	}

	if ( flag ) {
		SDL_VideoDevice *video = current_video;
		SDL_VideoDevice *this  = current_video;


		surface->flags |= SDL_SRCCOLORKEY;
		surface->format->colorkey = key;
		if ( (surface->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
			if ( (video->SetHWColorKey == NULL) ||
			     (video->SetHWColorKey(this, surface, key) < 0) ) {
				surface->flags &= ~SDL_HWACCEL;
			}
		}
		if ( flag & SDL_RLEACCELOK ) {
			surface->flags |= SDL_RLEACCELOK;
		} else {
			surface->flags &= ~SDL_RLEACCELOK;
		}
	} else {
		surface->flags &= ~(SDL_SRCCOLORKEY|SDL_RLEACCELOK);
		surface->format->colorkey = 0;
	}
	SDL_InvalidateMap(surface->map);
	return(0);
}
/* This function sets the alpha channel of a surface */
int SDL_SetAlpha (SDL_Surface *surface, Uint32 flag, Uint8 value)
{
	Uint32 oldflags = surface->flags;
	Uint32 oldalpha = surface->format->alpha;

	/* Sanity check the flag as it gets passed in */
	if ( flag & SDL_SRCALPHA ) {
		if ( flag & (SDL_RLEACCEL|SDL_RLEACCELOK) ) {
			flag = (SDL_SRCALPHA | SDL_RLEACCELOK);
		} else {
			flag = SDL_SRCALPHA;
		}
	} else {
		flag = 0;
	}

	/* Optimize away operations that don't change anything */
	if ( (flag == (surface->flags & (SDL_SRCALPHA|SDL_RLEACCELOK))) &&
	     (!flag || value == oldalpha) ) {
		return(0);
	}

	if(!(flag & SDL_RLEACCELOK) && (surface->flags & SDL_RLEACCEL))
		SDL_UnRLESurface(surface, 1);

	if ( flag ) {
		SDL_VideoDevice *video = current_video;
		SDL_VideoDevice *this  = current_video;

		surface->flags |= SDL_SRCALPHA;
		surface->format->alpha = value;
		if ( (surface->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
			if ( (video->SetHWAlpha == NULL) ||
			     (video->SetHWAlpha(this, surface, value) < 0) ) {
				surface->flags &= ~SDL_HWACCEL;
			}
		}
		if ( flag & SDL_RLEACCELOK ) {
		        surface->flags |= SDL_RLEACCELOK;
		} else {
		        surface->flags &= ~SDL_RLEACCELOK;
		}
	} else {
		surface->flags &= ~SDL_SRCALPHA;
		surface->format->alpha = SDL_ALPHA_OPAQUE;
	}
	/*
	 * The representation for software surfaces is independent of
	 * per-surface alpha, so no need to invalidate the blit mapping
	 * if just the alpha value was changed. (If either is 255, we still
	 * need to invalidate.)
	 */
	if((surface->flags & SDL_HWACCEL) == SDL_HWACCEL
	   || oldflags != surface->flags
	   || (((oldalpha + 1) ^ (value + 1)) & 0x100))
		SDL_InvalidateMap(surface->map);
	return(0);
}
int SDL_SetAlphaChannel(SDL_Surface *surface, Uint8 value)
{
	int row, col;
	int offset;
	Uint8 *buf;

	if ( (surface->format->Amask != 0xFF000000) &&
	     (surface->format->Amask != 0x000000FF) ) {
		SDL_SetError("Unsupported surface alpha mask format");
		return -1;
	}

#if SDL_BYTEORDER == SDL_LIL_ENDIAN
	if ( surface->format->Amask == 0xFF000000 ) {
			offset = 3;
	} else {
			offset = 0;
	}
#else
	if ( surface->format->Amask == 0xFF000000 ) {
			offset = 0;
	} else {
			offset = 3;
	}
#endif /* Byte ordering */

	/* Quickly set the alpha channel of an RGBA or ARGB surface */
	if ( SDL_MUSTLOCK(surface) ) {
		if ( SDL_LockSurface(surface) < 0 ) {
			return -1;
		}
	}
	row = surface->h;
	while (row--) {
		col = surface->w;
		buf = (Uint8 *)surface->pixels + row * surface->pitch + offset;
		while(col--) {
			*buf = value;
			buf += 4;
		}
	}
	if ( SDL_MUSTLOCK(surface) ) {
		SDL_UnlockSurface(surface);
	}
	return 0;
}

/*
 * A function to calculate the intersection of two rectangles:
 * return true if the rectangles intersect, false otherwise
 */
static __inline__
SDL_bool SDL_IntersectRect(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *intersection)
{
	int Amin, Amax, Bmin, Bmax;

	/* Horizontal intersection */
	Amin = A->x;
	Amax = Amin + A->w;
	Bmin = B->x;
	Bmax = Bmin + B->w;
	if(Bmin > Amin)
	        Amin = Bmin;
	intersection->x = Amin;
	if(Bmax < Amax)
	        Amax = Bmax;
	intersection->w = Amax - Amin > 0 ? Amax - Amin : 0;

	/* Vertical intersection */
	Amin = A->y;
	Amax = Amin + A->h;
	Bmin = B->y;
	Bmax = Bmin + B->h;
	if(Bmin > Amin)
	        Amin = Bmin;
	intersection->y = Amin;
	if(Bmax < Amax)
	        Amax = Bmax;
	intersection->h = Amax - Amin > 0 ? Amax - Amin : 0;

	return (intersection->w && intersection->h);
}
/*
 * Set the clipping rectangle for a blittable surface
 */
SDL_bool SDL_SetClipRect(SDL_Surface *surface, const SDL_Rect *rect)
{
	SDL_Rect full_rect;

	/* Don't do anything if there's no surface to act on */
	if ( ! surface ) {
		return SDL_FALSE;
	}

	/* Set up the full surface rectangle */
	full_rect.x = 0;
	full_rect.y = 0;
	full_rect.w = surface->w;
	full_rect.h = surface->h;

	/* Set the clipping rectangle */
	if ( ! rect ) {
		surface->clip_rect = full_rect;
		return 1;
	}
	return SDL_IntersectRect(rect, &full_rect, &surface->clip_rect);
}
void SDL_GetClipRect(SDL_Surface *surface, SDL_Rect *rect)
{
	if ( surface && rect ) {
		*rect = surface->clip_rect;
	}
}
/* 
 * Set up a blit between two surfaces -- split into three parts:
 * The upper part, SDL_UpperBlit(), performs clipping and rectangle 
 * verification.  The lower part is a pointer to a low level
 * accelerated blitting function.
 *
 * These parts are separated out and each used internally by this 
 * library in the optimimum places.  They are exported so that if
 * you know exactly what you are doing, you can optimize your code
 * by calling the one(s) you need.
 */
int SDL_LowerBlit (SDL_Surface *src, SDL_Rect *srcrect,
				SDL_Surface *dst, SDL_Rect *dstrect)
{
	SDL_blit do_blit;
	SDL_Rect hw_srcrect;
	SDL_Rect hw_dstrect;

	/* Check to make sure the blit mapping is valid */
	if ( (src->map->dst != dst) ||
             (src->map->dst->format_version != src->map->format_version) ) {
		if ( SDL_MapSurface(src, dst) < 0 ) {
			return(-1);
		}
	}

	/* Figure out which blitter to use */
	if ( (src->flags & SDL_HWACCEL) == SDL_HWACCEL ) {
		if ( src == SDL_VideoSurface ) {
			hw_srcrect = *srcrect;
			hw_srcrect.x += current_video->offset_x;
			hw_srcrect.y += current_video->offset_y;
			srcrect = &hw_srcrect;
		}
		if ( dst == SDL_VideoSurface ) {
			hw_dstrect = *dstrect;
			hw_dstrect.x += current_video->offset_x;
			hw_dstrect.y += current_video->offset_y;
			dstrect = &hw_dstrect;
		}
		do_blit = src->map->hw_blit;
	} else {
		do_blit = src->map->sw_blit;
	}
	return(do_blit(src, srcrect, dst, dstrect));
}


int SDL_UpperBlit (SDL_Surface *src, SDL_Rect *srcrect,
		   SDL_Surface *dst, SDL_Rect *dstrect)
{
        SDL_Rect fulldst;
	int srcx, srcy, w, h;

	/* Make sure the surfaces aren't locked */
	if ( ! src || ! dst ) {
		SDL_SetError("SDL_UpperBlit: passed a NULL surface");
		return(-1);
	}
	if ( src->locked || dst->locked ) {
		SDL_SetError("Surfaces must not be locked during blit");
		return(-1);
	}

	/* If the destination rectangle is NULL, use the entire dest surface */
	if ( dstrect == NULL ) {
	        fulldst.x = fulldst.y = 0;
		dstrect = &fulldst;
	}

	/* clip the source rectangle to the source surface */
	if(srcrect) {
	        int maxw, maxh;
	
		srcx = srcrect->x;
		w = srcrect->w;
		if(srcx < 0) {
		        w += srcx;
			dstrect->x -= srcx;
			srcx = 0;
		}
		maxw = src->w - srcx;
		if(maxw < w)
			w = maxw;

		srcy = srcrect->y;
		h = srcrect->h;
		if(srcy < 0) {
		        h += srcy;
			dstrect->y -= srcy;
			srcy = 0;
		}
		maxh = src->h - srcy;
		if(maxh < h)
			h = maxh;
	    
	} else {
	        srcx = srcy = 0;
		w = src->w;
		h = src->h;
	}

	/* clip the destination rectangle against the clip rectangle */
	{
	        SDL_Rect *clip = &dst->clip_rect;
		int dx, dy;

		dx = clip->x - dstrect->x;
		if(dx > 0) {
			w -= dx;
			dstrect->x += dx;
			srcx += dx;
		}
		dx = dstrect->x + w - clip->x - clip->w;
		if(dx > 0)
			w -= dx;

		dy = clip->y - dstrect->y;
		if(dy > 0) {
			h -= dy;
			dstrect->y += dy;
			srcy += dy;
		}
		dy = dstrect->y + h - clip->y - clip->h;
		if(dy > 0)
			h -= dy;
	}

	if(w > 0 && h > 0) {
	        SDL_Rect sr;
	        sr.x = srcx;
		sr.y = srcy;
		sr.w = dstrect->w = w;
		sr.h = dstrect->h = h;
		return SDL_LowerBlit(src, &sr, dst, dstrect);
	}
	dstrect->w = dstrect->h = 0;
	return 0;
}

static int SDL_FillRect1(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color)
{
	/* FIXME: We have to worry about packing order.. *sigh* */
	SDL_SetError("1-bpp rect fill not yet implemented");
	return -1;
}

static int SDL_FillRect4(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color)
{
	/* FIXME: We have to worry about packing order.. *sigh* */
	SDL_SetError("4-bpp rect fill not yet implemented");
	return -1;
}

/* 
 * This function performs a fast fill of the given rectangle with 'color'
 */
int SDL_FillRect(SDL_Surface *dst, SDL_Rect *dstrect, Uint32 color)
{
	SDL_VideoDevice *video = current_video;
	SDL_VideoDevice *this  = current_video;
	int x, y;
	Uint8 *row;

	/* This function doesn't work on surfaces < 8 bpp */
	if ( dst->format->BitsPerPixel < 8 ) {
		switch(dst->format->BitsPerPixel) {
		    case 1:
			return SDL_FillRect1(dst, dstrect, color);
			break;
		    case 4:
			return SDL_FillRect4(dst, dstrect, color);
			break;
		    default:
			SDL_SetError("Fill rect on unsupported surface format");
			return(-1);
			break;
		}
	}

	/* If 'dstrect' == NULL, then fill the whole surface */
	if ( dstrect ) {
		/* Perform clipping */
		if ( !SDL_IntersectRect(dstrect, &dst->clip_rect, dstrect) ) {
			return(0);
		}
	} else {
		dstrect = &dst->clip_rect;
	}

	/* Check for hardware acceleration */
	if ( ((dst->flags & SDL_HWSURFACE) == SDL_HWSURFACE) &&
					video->info.blit_fill ) {
		SDL_Rect hw_rect;
		if ( dst == SDL_VideoSurface ) {
			hw_rect = *dstrect;
			hw_rect.x += current_video->offset_x;
			hw_rect.y += current_video->offset_y;
			dstrect = &hw_rect;
		}
		return(video->FillHWRect(this, dst, dstrect, color));
	}

	/* Perform software fill */
	if ( SDL_LockSurface(dst) != 0 ) {
		return(-1);
	}
	row = (Uint8 *)dst->pixels+dstrect->y*dst->pitch+
			dstrect->x*dst->format->BytesPerPixel;
	if ( dst->format->palette || (color == 0) ) {
		x = dstrect->w*dst->format->BytesPerPixel;
		if ( !color && !((long)row&3) && !(x&3) && !(dst->pitch&3) ) {
			int n = x >> 2;
			for ( y=dstrect->h; y; --y ) {
				SDL_memset4(row, 0, n);
				row += dst->pitch;
			}
		} else {
#ifdef __powerpc__
			/*
			 * memset() on PPC (both glibc and codewarrior) uses
			 * the dcbz (Data Cache Block Zero) instruction, which
			 * causes an alignment exception if the destination is
			 * uncachable, so only use it on software surfaces
			 */
			if((dst->flags & SDL_HWSURFACE) == SDL_HWSURFACE) {
				if(dstrect->w >= 8) {
					/*
					 * 64-bit stores are probably most
					 * efficient to uncached video memory
					 */
					double fill;
					memset(&fill, color, (sizeof fill));
					for(y = dstrect->h; y; y--) {
						Uint8 *d = row;
						unsigned n = x;
						unsigned nn;
						Uint8 c = color;
						double f = fill;
						while((unsigned long)d
						      & (sizeof(double) - 1)) {
							*d++ = c;
							n--;
						}
						nn = n / (sizeof(double) * 4);
						while(nn) {
							((double *)d)[0] = f;
							((double *)d)[1] = f;
							((double *)d)[2] = f;
							((double *)d)[3] = f;
							d += 4*sizeof(double);
							nn--;
						}
						n &= ~(sizeof(double) * 4 - 1);
						nn = n / sizeof(double);
						while(nn) {
							*(double *)d = f;
							d += sizeof(double);
							nn--;
						}
						n &= ~(sizeof(double) - 1);
						while(n) {
							*d++ = c;
							n--;
						}
						row += dst->pitch;
					}
				} else {
					/* narrow boxes */
					for(y = dstrect->h; y; y--) {
						Uint8 *d = row;
						Uint8 c = color;
						int n = x;
						while(n) {
							*d++ = c;
							n--;
						}
						row += dst->pitch;
					}
				}
			} else
#endif /* __powerpc__ */
			{
				for(y = dstrect->h; y; y--) {
					memset(row, color, x);
					row += dst->pitch;
				}
			}
		}
	} else {
		switch (dst->format->BytesPerPixel) {
		    case 2:
			for ( y=dstrect->h; y; --y ) {
				Uint16 *pixels = (Uint16 *)row;
				Uint16 c = color;
				Uint32 cc = (Uint32)c << 16 | c;
				int n = dstrect->w;
				if((unsigned long)pixels & 3) {
					*pixels++ = c;
					n--;
				}
				if(n >> 1)
					SDL_memset4(pixels, cc, n >> 1);
				if(n & 1)
					pixels[n - 1] = c;
				row += dst->pitch;
			}
			break;

		    case 3:
			if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
				color <<= 8;
			for ( y=dstrect->h; y; --y ) {
				Uint8 *pixels = row;
				for ( x=dstrect->w; x; --x ) {
					memcpy(pixels, &color, 3);
					pixels += 3;
				}
				row += dst->pitch;
			}
			break;

		    case 4:
			for(y = dstrect->h; y; --y) {
				SDL_memset4(row, color, dstrect->w);
				row += dst->pitch;
			}
			break;
		}
	}
	SDL_UnlockSurface(dst);

	/* We're done! */
	return(0);
}

/*
 * Lock a surface to directly access the pixels
 */
int SDL_LockSurface (SDL_Surface *surface)
{
	if ( ! surface->locked ) {
		/* Perform the lock */
		if ( surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT) ) {
			SDL_VideoDevice *video = current_video;
			SDL_VideoDevice *this  = current_video;
			if ( video->LockHWSurface(this, surface) < 0 ) {
				return(-1);
			}
		}
		if ( surface->flags & SDL_RLEACCEL ) {
			SDL_UnRLESurface(surface, 1);
			surface->flags |= SDL_RLEACCEL;	/* save accel'd state */
		}
		/* This needs to be done here in case pixels changes value */
		surface->pixels = (Uint8 *)surface->pixels + surface->offset;
	}

	/* Increment the surface lock count, for recursive locks */
	++surface->locked;

	/* Ready to go.. */
	return(0);
}
/*
 * Unlock a previously locked surface
 */
void SDL_UnlockSurface (SDL_Surface *surface)
{
	/* Only perform an unlock if we are locked */
	if ( ! surface->locked || (--surface->locked > 0) ) {
		return;
	}

	/* Perform the unlock */
	surface->pixels = (Uint8 *)surface->pixels - surface->offset;

	/* Unlock hardware or accelerated surfaces */
	if ( surface->flags & (SDL_HWSURFACE|SDL_ASYNCBLIT) ) {
		SDL_VideoDevice *video = current_video;
		SDL_VideoDevice *this  = current_video;
		video->UnlockHWSurface(this, surface);
	} else {
		/* Update RLE encoded surface with new data */
		if ( (surface->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
		        surface->flags &= ~SDL_RLEACCEL; /* stop lying */
			SDL_RLESurface(surface);
		}
	}
}

/* 
 * Convert a surface into the specified pixel format.
 */
SDL_Surface * SDL_ConvertSurface (SDL_Surface *surface,
					SDL_PixelFormat *format, Uint32 flags)
{
	SDL_Surface *convert;
	Uint32 colorkey = 0;
	Uint8 alpha = 0;
	Uint32 surface_flags;
	SDL_Rect bounds;

	/* Check for empty destination palette! (results in empty image) */
	if ( format->palette != NULL ) {
		int i;
		for ( i=0; i<format->palette->ncolors; ++i ) {
			if ( (format->palette->colors[i].r != 0) ||
			     (format->palette->colors[i].g != 0) ||
			     (format->palette->colors[i].b != 0) )
				break;
		}
		if ( i == format->palette->ncolors ) {
			SDL_SetError("Empty destination palette");
			return(NULL);
		}
	}

	/* Only create hw surfaces with alpha channel if hw alpha blits
	   are supported */
	if(format->Amask != 0 && (flags & SDL_HWSURFACE)) {
		const SDL_VideoInfo *vi = SDL_GetVideoInfo();
		if(!vi || !vi->blit_hw_A)
			flags &= ~SDL_HWSURFACE;
	}

	/* Create a new surface with the desired format */
	convert = SDL_CreateRGBSurface(flags,
				surface->w, surface->h, format->BitsPerPixel,
		format->Rmask, format->Gmask, format->Bmask, format->Amask);
	if ( convert == NULL ) {
		return(NULL);
	}

	/* Copy the palette if any */
	if ( format->palette && convert->format->palette ) {
		memcpy(convert->format->palette->colors,
				format->palette->colors,
				format->palette->ncolors*sizeof(SDL_Color));
		convert->format->palette->ncolors = format->palette->ncolors;
	}

	/* Save the original surface color key and alpha */
	surface_flags = surface->flags;
	if ( (surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY ) {
		/* Convert colourkeyed surfaces to RGBA if requested */
		if((flags & SDL_SRCCOLORKEY) != SDL_SRCCOLORKEY
		   && format->Amask) {
			surface_flags &= ~SDL_SRCCOLORKEY;
		} else {
			colorkey = surface->format->colorkey;
			SDL_SetColorKey(surface, 0, 0);
		}
	}
	if ( (surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
		/* Copy over the alpha channel to RGBA if requested */
		if ( format->Amask ) {
			surface->flags &= ~SDL_SRCALPHA;
		} else {
			alpha = surface->format->alpha;
			SDL_SetAlpha(surface, 0, 0);
		}
	}

	/* Copy over the image data */
	bounds.x = 0;
	bounds.y = 0;
	bounds.w = surface->w;
	bounds.h = surface->h;
	SDL_LowerBlit(surface, &bounds, convert, &bounds);

	/* Clean up the original surface, and update converted surface */
	if ( convert != NULL ) {
		SDL_SetClipRect(convert, &surface->clip_rect);
	}
	if ( (surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY ) {
		Uint32 cflags = surface_flags&(SDL_SRCCOLORKEY|SDL_RLEACCELOK);
		if ( convert != NULL ) {
			Uint8 keyR, keyG, keyB;

			SDL_GetRGB(colorkey,surface->format,&keyR,&keyG,&keyB);
			SDL_SetColorKey(convert, cflags|(flags&SDL_RLEACCELOK),
				SDL_MapRGB(convert->format, keyR, keyG, keyB));
		}
		SDL_SetColorKey(surface, cflags, colorkey);
	}
	if ( (surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA ) {
		Uint32 aflags = surface_flags&(SDL_SRCALPHA|SDL_RLEACCELOK);
		if ( convert != NULL ) {
		        SDL_SetAlpha(convert, aflags|(flags&SDL_RLEACCELOK),
				alpha);
		}
		if ( format->Amask ) {
			surface->flags |= SDL_SRCALPHA;
		} else {
			SDL_SetAlpha(surface, aflags, alpha);
		}
	}

	/* We're ready to go! */
	return(convert);
}

/*
 * Free a surface created by the above function.
 */
void SDL_FreeSurface (SDL_Surface *surface)
{
	/* Free anything that's not NULL, and not the screen surface */
	if ((surface == NULL) ||
	    (current_video &&
	    ((surface == SDL_ShadowSurface)||(surface == SDL_VideoSurface)))) {
		return;
	}
	if ( --surface->refcount > 0 ) {
		return;
	}
	if ( (surface->flags & SDL_RLEACCEL) == SDL_RLEACCEL ) {
	        SDL_UnRLESurface(surface, 0);
	}
	if ( surface->format ) {
		SDL_FreeFormat(surface->format);
		surface->format = NULL;
	}
	if ( surface->map != NULL ) {
		SDL_FreeBlitMap(surface->map);
		surface->map = NULL;
	}
	if ( surface->hwdata ) {
		SDL_VideoDevice *video = current_video;
		SDL_VideoDevice *this  = current_video;
		video->FreeHWSurface(this, surface);
	}
	if ( surface->pixels &&
	     ((surface->flags & SDL_PREALLOC) != SDL_PREALLOC) ) {
		free(surface->pixels);
	}
	free(surface);
#ifdef CHECK_LEAKS
	--surfaces_allocated;
#endif
}