view docs/html/sdlblitsurface.html @ 1259:36f24cdfcda7

te: Thu, 17 Apr 2003 11:25:26 -0700 From: "Jim" Subject: [SDL] Frame buffer patches... Would seem that GCC 3.2.2 promotes all signed values to unsigned if any single vlaue is unsigned in an expression... for instance when calculating an elo touch position....evertyhign is an (int) except for cach_vinfo.xres which is unsigned. THerefore if y ou reverse the SDL_ELO_MIN_X and SDL_ELO_MAX_X values the resulging negative value pegs the expression to it's max. Attached it the accumu lated patch to typecast the unsigned values to (int) - *dx = (cache_vinfo.xres - (cache_vinfo.xres * (input_x - ELO_MIN_X)) / width); + *dx = ((int)cache_vinfo.xres - ((int)cache_vinfo.xres * (input_x - ELO_MIN_X)) / width); and also to provide quite failure to operations which have the screen currently locked... The touch screen I'm using the original values were exactly opposite of any position I touched on the screen - evaluating the math the expr ession SHOULD have handled reversing the min and max values - and after casting the unsigned .xres and .yres to a signed int - worked well. .. Jim
author Sam Lantinga <slouken@libsdl.org>
date Tue, 24 Jan 2006 06:36:43 +0000
parents 355632dca928
children
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<HTML
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>SDL_BlitSurface</TITLE
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><H1
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>SDL_BlitSurface</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN2299"
></A
><H2
>Name</H2
>SDL_BlitSurface&nbsp;--&nbsp;This performs a fast blit from the source surface to the destination surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN2302"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_BlitSurface</B
></CODE
>(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2309"
></A
><H2
>Description</H2
><P
>This performs a fast blit from the source surface to the destination surface.</P
><P
>The width and height in <TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> determine the
size of the copied rectangle. Only the position is used in the
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> (the width and height are ignored).</P
><P
>If <TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> is <TT
CLASS="LITERAL"
>NULL</TT
>, the
entire surface is copied. If <TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> is
<TT
CLASS="LITERAL"
>NULL</TT
>, then the destination position (upper left
corner) is (0, 0).</P
><P
>The final blit rectangle is saved in
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> after all clipping is performed
(<TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> is not modified).</P
><P
>The blit function should not be called on a locked surface.</P
><P
>The results of blitting operations vary greatly depending on whether <TT
CLASS="LITERAL"
>SDL_SRCAPLHA</TT
> is set or not. See <A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
> for an explaination of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting, as the following pseudo-code should hopefully explain.
<PRE
CLASS="PROGRAMLISTING"
>if (source surface has SDL_SRCALPHA set) {
    if (source surface has alpha channel (that is, format-&#62;Amask != 0))
        blit using per-pixel alpha, ignoring any colour key
    else {
        if (source surface has SDL_SRCCOLORKEY set)
            blit using the colour key AND the per-surface alpha value
        else
            blit using the per-surface alpha value
    }
} else {
    if (source surface has SDL_SRCCOLORKEY set)
        blit using the colour key
    else
        ordinary opaque rectangular blit
}</PRE
></P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN2328"
></A
><H2
>Return Value</H2
><P
>If the blit is successful, it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>,
otherwise it returns <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
>.</P
><P
>If either of the surfaces were in video memory, and the blit returns
<SPAN
CLASS="RETURNVALUE"
>-2</SPAN
>, the video memory was lost, so it should be
reloaded with artwork and re-blitted:
<PRE
CLASS="PROGRAMLISTING"
>        while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
                while ( SDL_LockSurface(image)) &#60; 0 )
                        SDL_Delay(10);
                -- Write image pixels to image-&#62;pixels --
                SDL_UnlockSurface(image);
        }</PRE
>
This happens under DirectX 5.0 when the system switches away from your
fullscreen application.  Locking the surface will also fail until you
have access to the video memory again.</P
></DIV
><DIV
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><A
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></A
><H2
>See Also</H2
><P
><A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
>,
<A
HREF="sdlfillrect.html"
><TT
CLASS="FUNCTION"
>SDL_FillRect</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>,
<A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
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