Mercurial > sdl-ios-xcode
view docs/html/sdlsetcolorkey.html @ 2702:11eb9ae3c88c
Reverted revision 3416, fixing bug #589
http://bugzilla.libsdl.org/show_bug.cgi?id=589
I was going to add the current window to the OpenGL context info, but that
doesn't fix the case where you set the current context to NULL and then set
the current context to the same window it had before.
This also doesn't take into account changes to the window that might affect
the context, such as viewport changing or fullscreen/windowed mode changing.
Any ideas?
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 26 May 2008 12:43:37 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_SetColorKey</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="Video" HREF="video.html"><LINK REL="PREVIOUS" TITLE="SDL_SaveBMP" HREF="sdlsavebmp.html"><LINK REL="NEXT" TITLE="SDL_SetAlpha" HREF="sdlsetalpha.html"></HEAD ><BODY CLASS="REFENTRY" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation 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="sdlsavebmp.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlsetalpha.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLSETCOLORKEY" ></A >SDL_SetColorKey</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN2045" ></A ><H2 >Name</H2 >SDL_SetColorKey -- Sets the color key (transparent pixel) in a blittable surface and RLE acceleration.</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN2048" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN2049" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >int <B CLASS="FSFUNC" >SDL_SetColorKey</B ></CODE >(SDL_Surface *surface, Uint32 flag, Uint32 key);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2055" ></A ><H2 >Description</H2 ><P > Sets the color key (transparent pixel) in a blittable surface and enables or disables RLE blit acceleration.</P ><P >RLE acceleration can substantially speed up blitting of images with large horizontal runs of transparent pixels (i.e., pixels that match the <TT CLASS="PARAMETER" ><I >key</I ></TT > value). The <TT CLASS="PARAMETER" ><I >key</I ></TT > must be of the same pixel format as the <TT CLASS="PARAMETER" ><I >surface</I ></TT >, <A HREF="sdlmaprgb.html" ><TT CLASS="FUNCTION" >SDL_MapRGB</TT ></A > is often useful for obtaining an acceptable value.</P ><P >If <TT CLASS="PARAMETER" ><I >flag</I ></TT > is <TT CLASS="LITERAL" >SDL_SRCCOLORKEY</TT > then <TT CLASS="PARAMETER" ><I >key</I ></TT > is the transparent pixel value in the source image of a blit.</P ><P >If <TT CLASS="PARAMETER" ><I >flag</I ></TT > is OR'd with <TT CLASS="LITERAL" >SDL_RLEACCEL</TT > then the surface will be draw using RLE acceleration when drawn with <A HREF="sdlblitsurface.html" >SDL_BlitSurface</A >. The surface will actually be encoded for RLE acceleration the first time <A HREF="sdlblitsurface.html" >SDL_BlitSurface</A > or <A HREF="sdldisplayformat.html" >SDL_DisplayFormat</A > is called on the surface.</P ><P >If <TT CLASS="PARAMETER" ><I >flag</I ></TT > is 0, this function clears any current color key.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2076" ></A ><H2 >Return Value</H2 ><P >This function returns <SPAN CLASS="RETURNVALUE" >0</SPAN >, or <SPAN CLASS="RETURNVALUE" >-1</SPAN > if there was an error.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN2081" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlblitsurface.html" ><TT CLASS="FUNCTION" >SDL_BlitSurface</TT ></A >, <A HREF="sdldisplayformat.html" ><TT CLASS="FUNCTION" >SDL_DisplayFormat</TT ></A >, <A HREF="sdlmaprgb.html" ><TT CLASS="FUNCTION" >SDL_MapRGB</TT ></A >, <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A ></P ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="sdlsavebmp.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="sdlsetalpha.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_SaveBMP</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="video.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >SDL_SetAlpha</TD ></TR ></TABLE ></DIV ></BODY ></HTML >