Mercurial > sdl-ios-xcode
view docs/html/sdlcreatergbsurface.html @ 956:4263beff9e38
Date: Mon, 30 Aug 2004 18:20:25 +0200
From: Joost Baas
Subject: why call arts artsc?
I, and a few other people at the mplayer-docs-mailinglist were wondering why
you decided to call arts artsc. I understand usually users have nothing to do
with libsdl, just developers, but because you can choose the audio-driver
being used by mplayer, one of which is sdl, and you can also choose the sdl
subdriver, it is necessary to have a well-known or logical name. artsc is not
the logical choice, and it's very hard to look up the right name if you don't
know what you're looking for.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Fri, 17 Sep 2004 13:25:06 +0000 |
parents | 355632dca928 |
children |
line wrap: on
line source
<HTML ><HEAD ><TITLE >SDL_CreateRGBSurface</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_GetRGBA" HREF="sdlgetrgba.html"><LINK REL="NEXT" TITLE="SDL_CreateRGBSurfaceFrom" HREF="sdlcreatergbsurfacefrom.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="sdlgetrgba.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="sdlcreatergbsurfacefrom.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><H1 ><A NAME="SDLCREATERGBSURFACE" ></A >SDL_CreateRGBSurface</H1 ><DIV CLASS="REFNAMEDIV" ><A NAME="AEN1773" ></A ><H2 >Name</H2 >SDL_CreateRGBSurface -- Create an empty SDL_Surface</DIV ><DIV CLASS="REFSYNOPSISDIV" ><A NAME="AEN1776" ></A ><H2 >Synopsis</H2 ><DIV CLASS="FUNCSYNOPSIS" ><A NAME="AEN1777" ></A ><P ></P ><PRE CLASS="FUNCSYNOPSISINFO" >#include "SDL.h"</PRE ><P ><CODE ><CODE CLASS="FUNCDEF" >SDL_Surface *<B CLASS="FSFUNC" >SDL_CreateRGBSurface</B ></CODE >(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE ></P ><P ></P ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1783" ></A ><H2 >Description</H2 ><P >Allocate an empty surface (must be called after <A HREF="sdlsetvideomode.html" >SDL_SetVideoMode</A >)</P ><P >If <TT CLASS="PARAMETER" ><I >depth</I ></TT > is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' <A HREF="sdlpixelformat.html" ><SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN ></A > is created using the <TT CLASS="PARAMETER" ><I >[RGBA]mask</I ></TT >'s provided (see <A HREF="sdlpixelformat.html" ><SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN ></A >). The <TT CLASS="PARAMETER" ><I >flags</I ></TT > specifies the type of surface that should be created, it is an OR'd combination of the following possible values.</P ><DIV CLASS="INFORMALTABLE" ><A NAME="AEN1795" ></A ><P ></P ><TABLE BORDER="1" CLASS="CALSTABLE" ><TBODY ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_SWSURFACE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >SDL will create the surface in system memory. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_HWSURFACE</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video->Video blits (which are often accelerated).</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_SRCCOLORKEY</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >This flag turns on colourkeying for blits from this surface. If <TT CLASS="LITERAL" >SDL_HWSURFACE</TT > is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory. Use <A HREF="sdlsetcolorkey.html" ><TT CLASS="FUNCTION" >SDL_SetColorKey</TT ></A > to set or clear this flag after surface creation.</TD ></TR ><TR ><TD ALIGN="LEFT" VALIGN="TOP" ><TT CLASS="LITERAL" >SDL_SRCALPHA</TT ></TD ><TD ALIGN="LEFT" VALIGN="TOP" >This flag turns on alpha-blending for blits from this surface. If <TT CLASS="LITERAL" >SDL_HWSURFACE</TT > is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible. Use <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A > to set or clear this flag after surface creation.</TD ></TR ></TBODY ></TABLE ><P ></P ></DIV ><DIV CLASS="NOTE" ><BLOCKQUOTE CLASS="NOTE" ><P ><B >Note: </B >If an alpha-channel is specified (that is, if <TT CLASS="PARAMETER" ><I >Amask</I ></TT > is nonzero), then the <TT CLASS="LITERAL" >SDL_SRCALPHA</TT > flag is automatically set. You may remove this flag by calling <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A > after surface creation.</P ></BLOCKQUOTE ></DIV ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1826" ></A ><H2 >Return Value</H2 ><P >Returns the created surface, or <SPAN CLASS="RETURNVALUE" >NULL</SPAN > upon error.</P ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1830" ></A ><H2 >Example</H2 ><PRE CLASS="PROGRAMLISTING" > /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order, as expected by OpenGL for textures */ SDL_Surface *surface; Uint32 rmask, gmask, bmask, amask; /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask); if(surface == NULL) { fprintf(stderr, "CreateRGBSurface failed: %s\n", SDL_GetError()); exit(1); }</PRE ></DIV ><DIV CLASS="REFSECT1" ><A NAME="AEN1833" ></A ><H2 >See Also</H2 ><P ><A HREF="sdlcreatergbsurfacefrom.html" ><TT CLASS="FUNCTION" >SDL_CreateRGBSurfaceFrom</TT ></A >, <A HREF="sdlfreesurface.html" ><TT CLASS="FUNCTION" >SDL_FreeSurface</TT ></A >, <A HREF="sdlsetvideomode.html" ><TT CLASS="FUNCTION" >SDL_SetVideoMode</TT ></A >, <A HREF="sdllocksurface.html" ><TT CLASS="FUNCTION" >SDL_LockSurface</TT ></A >, <A HREF="sdlpixelformat.html" ><SPAN CLASS="STRUCTNAME" >SDL_PixelFormat</SPAN ></A >, <A HREF="sdlsurface.html" ><SPAN CLASS="STRUCTNAME" >SDL_Surface</SPAN ></A > <A HREF="sdlsetalpha.html" ><TT CLASS="FUNCTION" >SDL_SetAlpha</TT ></A > <A HREF="sdlsetcolorkey.html" ><TT CLASS="FUNCTION" >SDL_SetColorKey</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="sdlgetrgba.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="sdlcreatergbsurfacefrom.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >SDL_GetRGBA</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_CreateRGBSurfaceFrom</TD ></TR ></TABLE ></DIV ></BODY ></HTML >