Mercurial > sdl-ios-xcode
view docs/html/sdlsetcolors.html @ 1525:23a347cfbed8
Fixed bug #38
I'm using SDL 1.2.9 with Visual C++ 7.0 on Windows 2000.
Here's the setup: my game starts in a window, with
SDL_WM_GrabInput(SDL_GRAB_ON) to constrain the cursor to the game window. The
mouse cursor is outside of the window when the game launches, and when the
window appears the cursor is grabbed and placed at the top left corner of the
inside of the game window. At this point, if I click the mouse without moving
it, the SDL_MOUSEBUTTONDOWN event's mouse coordinates are (65535,65535).
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Tue, 14 Mar 2006 06:00:30 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >SDL_SetColors</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_Flip" HREF="sdlflip.html"><LINK REL="NEXT" TITLE="SDL_SetPalette" HREF="sdlsetpalette.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="sdlflip.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlsetpalette.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLSETCOLORS" ></A >SDL_SetColors</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN1462" ></A ><H2 >Name</H2 >SDL_SetColors -- Sets a portion of the colormap for the given 8-bit surface.</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN1465" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN1466" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >int <B CLASS="FSFUNC" >SDL_SetColors</B ></CODE >(SDL_Surface *surface, SDL_Color *colors, int firstcolor, int ncolors);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1472" ></A ><H2 >Description</H2 ><P >Sets a portion of the colormap for the given 8-bit surface.</P ><P >When <TT CLASS="PARAMETER" ><I >surface</I ></TT > is the surface associated with the current display, the display colormap will be updated with the requested colors. If <TT CLASS="LITERAL" >SDL_HWPALETTE</TT > was set in <A HREF="sdlsetvideomode.html" >SDL_SetVideoMode</A > flags, <TT CLASS="FUNCTION" >SDL_SetColors</TT > will always return <SPAN CLASS="RETURNVALUE" >1</SPAN >, 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.</P ><P >The color components of a <A HREF="sdlcolor.html" ><SPAN CLASS="STRUCTNAME" >SDL_Color</SPAN ></A > structure are 8-bits in size, giving you a total of 256<SUP >3</SUP > =16777216 colors.</P ><P >Palettized (8-bit) screen surfaces with the <TT CLASS="LITERAL" >SDL_HWPALETTE</TT > flag have two palettes, a logical palette that is used for mapping blits to/from the surface and a physical palette (that determines how the hardware will map the colors to the display). <TT CLASS="FUNCTION" >SDL_SetColors</TT > modifies both palettes (if present), and is equivalent to calling <A HREF="sdlsetpalette.html" >SDL_SetPalette</A > with the <TT CLASS="PARAMETER" ><I >flags</I ></TT > set to <TT CLASS="LITERAL" >(SDL_LOGPAL | SDL_PHYSPAL)</TT >.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1491" ></A ><H2 >Return Value</H2 ><P >If <TT CLASS="PARAMETER" ><I >surface</I ></TT > is not a palettized surface, this function does nothing, returning <SPAN CLASS="RETURNVALUE" >0</SPAN >. If all of the colors were set as passed to <TT CLASS="FUNCTION" >SDL_SetColors</TT >, it will return <SPAN CLASS="RETURNVALUE" >1</SPAN >. If not all the color entries were set exactly as given, it will return <SPAN CLASS="RETURNVALUE" >0</SPAN >, and you should look at the surface palette to determine the actual color palette.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1499" ></A ><H2 >Example</H2 ><PRE CLASS="PROGRAMLISTING" >/* Create a display surface with a grayscale palette */ SDL_Surface *screen; SDL_Color colors[256]; int i; . . . /* Fill colors with color information */ for(i=0;i<256;i++){ colors[i].r=i; colors[i].g=i; colors[i].b=i; } /* Create display */ screen=SDL_SetVideoMode(640, 480, 8, SDL_HWPALETTE); if(!screen){ printf("Couldn't set video mode: %s\n", SDL_GetError()); exit(-1); } /* Set palette */ SDL_SetColors(screen, colors, 0, 256); . . . .</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1502" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlcolor.html" ><SPAN CLASS="STRUCTNAME" >SDL_Color</SPAN ></A > <A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A >, <A HREF="sdlsetpalette.html" ><TT CLASS="FUNCTION" >SDL_SetPalette</TT ></A >, <A HREF="sdlsetvideomode.html" ><TT CLASS="FUNCTION" >SDL_SetVideoMode</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="sdlflip.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="sdlsetpalette.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_Flip</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_SetPalette</TD ></TR ></TABLE ></DIV ></BODY ></HTML >