view docs/html/guidevideo.html @ 2268:4baee598306d

Date: Thu, 05 Jul 2007 14:02:33 -0700 From: Sam Lantinga Subject: SDL 1.3 keyboard plan After lots of discussion with Christian, this is what we came up with: > So, to sum up... > SDLK_* become the physical keys, starting at > (1<<21) > We create a macro SDLK_INDEX(X) > We have two functions SDL_GetLayoutKey(SDLKey) and SDL_GetKeyName() > SDL_GetLayoutKey maps to UCS4 for printable characters, and SDLK* for non-printable characters > and does so based on the OS's current keyboard layout > SDL_GetKeyName() handles both SDLK_* and UCS4, converting UCS4 to UTF-8 and converting SDLK_* into our names, which are UTF-8 for printable characters. > WASD folks use SDLK_*, and 'I' folks use SDL_GetLayoutKey(SDLK_*) Here is the patch he came up with, and his e-mail about it: Date: Fri, 17 Aug 2007 19:50:28 +0200 From: Christian Walther Subject: Re: SDL 1.3 keyboard plan > Sounds great, go ahead and send me a patch. Here goes! Thanks for having a look. Don't hesitate to comment if anything does not conform to your ideas. One caveat: Committing this now may break compilability of some video drivers - specifically, if they use any of the SDLK_* codes that were obsoleted and moved into SDL_compat.h. I only tried Cocoa (which did break, but is already fixed) and X11 (which didn't, but then its key handling is #iffed out). If that's a problem, it may need to go into a branch. -Christian
author Sam Lantinga <slouken@libsdl.org>
date Sun, 19 Aug 2007 14:52:52 +0000
parents 355632dca928
children
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<HTML
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>Graphics and Video</TITLE
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><DIV
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><H1
><A
NAME="GUIDEVIDEO"
></A
>Chapter 2. Graphics and Video</H1
><DIV
CLASS="TOC"
><DL
><DT
><B
>Table of Contents</B
></DT
><DT
><A
HREF="guidevideo.html#GUIDEVIDEOINTRO"
>Introduction to SDL Video</A
></DT
><DT
><A
HREF="guidevideoopengl.html"
>Using OpenGL With SDL</A
></DT
></DL
></DIV
><DIV
CLASS="SECT1"
><H1
CLASS="SECT1"
><A
NAME="GUIDEVIDEOINTRO"
></A
>Introduction to SDL Video</H1
><P
>Video is probably the most common thing that SDL is used for, and
so it has the most complete subsystem. Here are a few
examples to demonstrate the basics.</P
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN68"
></A
>Initializing the Video Display</H2
><P
>This is what almost all SDL programs have to do in one way or
another.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN71"
></A
><P
><B
>Example 2-1. Initializing the Video Display</B
></P
><PRE
CLASS="PROGRAMLISTING"
>    SDL_Surface *screen;

    /* Initialize the SDL library */
    if( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
        fprintf(stderr,
                "Couldn't initialize SDL: %s\n", SDL_GetError());
        exit(1);
    }

    /* Clean up on exit */
    atexit(SDL_Quit);
    
    /*
     * Initialize the display in a 640x480 8-bit palettized mode,
     * requesting a software surface
     */
    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
    if ( screen == NULL ) {
        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
                        SDL_GetError());
        exit(1);
    }</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN74"
></A
>Initializing the Best Video Mode</H2
><P
>If you have a preference for a certain pixel depth but will accept any
other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
use SDL_VideoModeOK() to find the native video mode that is closest to
the mode you request.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN77"
></A
><P
><B
>Example 2-2. Initializing the Best Video Mode</B
></P
><PRE
CLASS="PROGRAMLISTING"
>    /* Have a preference for 8-bit, but accept any depth */
    screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
    if ( screen == NULL ) {
        fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
                        SDL_GetError());
        exit(1);
    }
    printf("Set 640x480 at %d bits-per-pixel mode\n",
           screen-&#62;format-&#62;BitsPerPixel);</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN80"
></A
>Loading and Displaying a BMP File</H2
><P
>The following function loads and displays a BMP file given as
argument, once SDL is initialised and a video mode has been set.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN83"
></A
><P
><B
>Example 2-3. Loading and Displaying a BMP File</B
></P
><PRE
CLASS="PROGRAMLISTING"
>void display_bmp(char *file_name)
{
    SDL_Surface *image;

    /* Load the BMP file into a surface */
    image = SDL_LoadBMP(file_name);
    if (image == NULL) {
        fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
        return;
    }

    /*
     * Palettized screen modes will have a default palette (a standard
     * 8*8*4 colour cube), but if the image is palettized as well we can
     * use that palette for a nicer colour matching
     */
    if (image-&#62;format-&#62;palette &#38;&#38; screen-&#62;format-&#62;palette) {
    SDL_SetColors(screen, image-&#62;format-&#62;palette-&#62;colors, 0,
                  image-&#62;format-&#62;palette-&#62;ncolors);
    }

    /* Blit onto the screen surface */
    if(SDL_BlitSurface(image, NULL, screen, NULL) &#60; 0)
        fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());

    SDL_UpdateRect(screen, 0, 0, image-&#62;w, image-&#62;h);

    /* Free the allocated BMP surface */
    SDL_FreeSurface(image);
}</PRE
></DIV
></DIV
><DIV
CLASS="SECT2"
><H2
CLASS="SECT2"
><A
NAME="AEN86"
></A
>Drawing Directly to the Display</H2
><P
>The following two functions can be used to get and set single
pixels of a surface. They are carefully written to work with any depth
currently supported by SDL. Remember to lock the surface before
calling them, and to unlock it before calling any other SDL
functions.</P
><P
>To convert between pixel values and their red, green, blue
components, use SDL_GetRGB() and SDL_MapRGB().</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN90"
></A
><P
><B
>Example 2-4. getpixel()</B
></P
><PRE
CLASS="PROGRAMLISTING"
>/*
 * Return the pixel value at (x, y)
 * NOTE: The surface must be locked before calling this!
 */
Uint32 getpixel(SDL_Surface *surface, int x, int y)
{
    int bpp = surface-&#62;format-&#62;BytesPerPixel;
    /* Here p is the address to the pixel we want to retrieve */
    Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;

    switch(bpp) {
    case 1:
        return *p;

    case 2:
        return *(Uint16 *)p;

    case 3:
        if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
            return p[0] &#60;&#60; 16 | p[1] &#60;&#60; 8 | p[2];
        else
            return p[0] | p[1] &#60;&#60; 8 | p[2] &#60;&#60; 16;

    case 4:
        return *(Uint32 *)p;

    default:
        return 0;       /* shouldn't happen, but avoids warnings */
    }
}</PRE
></DIV
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN93"
></A
><P
><B
>Example 2-5. putpixel()</B
></P
><PRE
CLASS="PROGRAMLISTING"
>/*
 * Set the pixel at (x, y) to the given value
 * NOTE: The surface must be locked before calling this!
 */
void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
{
    int bpp = surface-&#62;format-&#62;BytesPerPixel;
    /* Here p is the address to the pixel we want to set */
    Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;

    switch(bpp) {
    case 1:
        *p = pixel;
        break;

    case 2:
        *(Uint16 *)p = pixel;
        break;

    case 3:
        if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
            p[0] = (pixel &#62;&#62; 16) &#38; 0xff;
            p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
            p[2] = pixel &#38; 0xff;
        } else {
            p[0] = pixel &#38; 0xff;
            p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
            p[2] = (pixel &#62;&#62; 16) &#38; 0xff;
        }
        break;

    case 4:
        *(Uint32 *)p = pixel;
        break;
    }
}</PRE
></DIV
><P
>The following code uses the putpixel() function above to set a
yellow pixel in the middle of the screen.</P
><DIV
CLASS="EXAMPLE"
><A
NAME="AEN97"
></A
><P
><B
>Example 2-6. Using putpixel()</B
></P
><PRE
CLASS="PROGRAMLISTING"
>&#13;    /* Code to set a yellow pixel at the center of the screen */

    int x, y;
    Uint32 yellow;

    /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
       Note:  If the display is palettized, you must set the palette first.
    */
    yellow = SDL_MapRGB(screen-&#62;format, 0xff, 0xff, 0x00);

    x = screen-&#62;w / 2;
    y = screen-&#62;h / 2;

    /* Lock the screen for direct access to the pixels */
    if ( SDL_MUSTLOCK(screen) ) {
        if ( SDL_LockSurface(screen) &#60; 0 ) {
            fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
            return;
        }
    }

    putpixel(screen, x, y, yellow);

    if ( SDL_MUSTLOCK(screen) ) {
        SDL_UnlockSurface(screen);
    }
    /* Update just the part of the display that we've changed */
    SDL_UpdateRect(screen, x, y, 1, 1);

    return;&#13;</PRE
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