Mercurial > sdl-ios-xcode
view docs/man3/SDL_MapRGB.3 @ 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 | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_MapRGB" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_MapRGB\- Map a RGB color value to a pixel format\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBUint32 \fBSDL_MapRGB\fP\fR(\fBSDL_PixelFormat *fmt, Uint8 r, Uint8 g, Uint8 b\fR); .SH "DESCRIPTION" .PP Maps the RGB color value to the specified pixel format and returns the pixel value as a 32-bit int\&. .PP If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned\&. .PP If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque)\&. .SH "RETURN VALUE" .PP A pixel value best approximating the given RGB color value for a given pixel format\&. If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e\&.g\&., with a 16-bpp format the return value can be assigned to a \fBUint16\fP, and similarly a \fBUint8\fP for an 8-bpp format)\&. .SH "SEE ALSO" .PP \fI\fBSDL_GetRGB\fP\fR, \fI\fBSDL_GetRGBA\fP\fR, \fI\fBSDL_MapRGBA\fP\fR, \fI\fBSDL_PixelFormat\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01