view docs/man3/SDL_Surface.3 @ 4391:07b330419439 SDL-1.2

Fixed bug #849 some more: Tim Angus 2009-11-26 14:41:04 PST Fix to the cursor not being responsive when the app doesn't have SDL_APPINPUTFOCUS The problems with the directx driver are similar to the ones I introduced in the windib driver with r4478. Basically if the application did not have focus, the mouse position is not updated. It's not really that the mouse cursor was invisible, it's that it is stuck underneath another window where you can't see it. This behaviour predates my r4478 changes and is the reason I unwittingly broke the windib driver as I had been replicating the way the directx driver deals with focus. Prior to r4478 the directx driver could not be used in windowed mode, so the broken focusing would not have actually been observable. Anyway, the attached patch makes the directx driver behaves like the windib driver in terms of focus. Time for 1.2.15? ;) I've added an additional change of moving the calls to WIN_GrabInput that are made on WM_ACTIVATE messages so that they only occur when the state is SDL_APPINPUTFOCUS. When a fullscreen application is minimised using alt-tab, it still receives WM_ACTIVATE messages when other applications are selected. If WIN_GrabInput is called when the SDL application doesn't have input focus, bad things happen; it shouldn't be being called at all. I've also added a line to make sure that SDL_APPMOUSEFOCUS state is dropped when the application is minimised following an alt-tab.
author Sam Lantinga <slouken@libsdl.org>
date Fri, 11 Dec 2009 15:24:53 +0000
parents 1238da4a7112
children
line wrap: on
line source

.TH "SDL_Surface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" 
.SH "NAME"
SDL_Surface \- Graphical Surface Structure
.SH "STRUCTURE DEFINITION"
.PP
.nf
\f(CWtypedef 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 */

        /* clipping information */
        SDL_Rect clip_rect;                     /* Read-only */

        /* Reference count -- used when freeing surface */
        int refcount;                           /* Read-mostly */

	/* This structure also contains private fields not shown here */
} SDL_Surface;\fR
.fi
.PP
.SH "STRUCTURE DATA"
.TP 20
\fBflags\fR
Surface flags
.TP 20
\fBformat\fR
Pixel \fIformat\fR
.TP 20
\fBw, h\fR
Width and height of the surface
.TP 20
\fBpitch\fR
Length of a surface scanline in bytes
.TP 20
\fBpixels\fR
Pointer to the actual pixel data
.TP 20
\fBclip_rect\fR
surface clip \fIrectangle\fR
.SH "DESCRIPTION"
.PP
\fBSDL_Surface\fR\&'s represent areas of "graphical" memory, memory that can be drawn to\&. The video framebuffer is returned as a \fBSDL_Surface\fR by \fI\fBSDL_SetVideoMode\fP\fR and \fI\fBSDL_GetVideoSurface\fP\fR\&. Most of the fields should be pretty obvious\&. \fBw\fR and \fBh\fR are the width and height of the surface in pixels\&. \fBpixels\fR is a pointer to the actual pixel data, the surface should be \fIlocked\fR before accessing this field\&. The \fBclip_rect\fR field is the clipping rectangle as set by \fI\fBSDL_SetClipRect\fP\fR\&.
.PP
The following are supported in the \fBflags\fR field\&.
.TP 20
\fBSDL_SWSURFACE\fP
Surface is stored in system memory
.TP 20
\fBSDL_HWSURFACE\fP
Surface is stored in video memory
.TP 20
\fBSDL_ASYNCBLIT\fP
Surface uses asynchronous blits if possible
.TP 20
\fBSDL_ANYFORMAT\fP
Allows any pixel-format (Display surface)
.TP 20
\fBSDL_HWPALETTE\fP
Surface has exclusive palette
.TP 20
\fBSDL_DOUBLEBUF\fP
Surface is double buffered (Display surface)
.TP 20
\fBSDL_FULLSCREEN\fP
Surface is full screen (Display Surface)
.TP 20
\fBSDL_OPENGL\fP
Surface has an OpenGL context (Display Surface)
.TP 20
\fBSDL_OPENGLBLIT\fP
Surface supports OpenGL blitting (Display Surface)
.TP 20
\fBSDL_RESIZABLE\fP
Surface is resizable (Display Surface)
.TP 20
\fBSDL_HWACCEL\fP
Surface blit uses hardware acceleration
.TP 20
\fBSDL_SRCCOLORKEY\fP
Surface use colorkey blitting
.TP 20
\fBSDL_RLEACCEL\fP
Colorkey blitting is accelerated with RLE
.TP 20
\fBSDL_SRCALPHA\fP
Surface blit uses alpha blending
.TP 20
\fBSDL_PREALLOC\fP
Surface uses preallocated memory
.SH "SEE ALSO"
.PP
\fI\fBSDL_PixelFormat\fR\fR
.\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01