Mercurial > sdl-ios-xcode
view docs/man3/SDL_PixelFormat.3 @ 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 | e867f327aa54 |
children | 546f7c1eb755 |
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.TH "SDL_PixelFormat" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_PixelFormat\- Stores surface format information .SH "STRUCTURE DEFINITION" .PP .nf \f(CWtypedef struct SDL_PixelFormat { SDL_Palette *palette; Uint8 BitsPerPixel; Uint8 BytesPerPixel; Uint8 Rloss, Gloss, Bloss, Aloss; Uint8 Rshift, Gshift, Bshift, Ashift; Uint32 Rmask, Gmask, Bmask, Amask; Uint32 colorkey; Uint8 alpha; } SDL_PixelFormat;\fR .fi .PP .SH "STRUCTURE DATA" .TP 20 \fBpalette\fR Pointer to the \fIpalette\fR, or \fBNULL\fP if the \fBBitsPerPixel\fR>8 .TP 20 \fBBitsPerPixel\fR The number of bits used to represent each pixel in a surface\&. Usually 8, 16, 24 or 32\&. .TP 20 \fBBytesPerPixel\fR The number of bytes used to represent each pixel in a surface\&. Usually one to four\&. .TP 20 \fB[RGBA]mask\fR Binary mask used to retrieve individual color values .TP 20 \fB[RGBA]loss\fR Precision loss of each color component (2^[RGBA]loss) .TP 20 \fB[RGBA]shift\fR Binary left shift of each color component in the pixel value .TP 20 \fBcolorkey\fR Pixel value of transparent pixels .TP 20 \fBalpha\fR Overall surface alpha value .SH "DESCRIPTION" .PP A \fBSDL_PixelFormat\fR describes the format of the pixel data stored at the \fBpixels\fR field of a \fI\fBSDL_Surface\fR\fR\&. Every surface stores a \fBSDL_PixelFormat\fR in the \fBformat\fR field\&. .PP If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential\&. .PP 8-bit pixel formats are the easiest to understand\&. Since its an 8-bit format, we have 8 \fBBitsPerPixel\fR and 1 \fBBytesPerPixel\fR\&. Since \fBBytesPerPixel\fR is 1, all pixels are represented by a Uint8 which contains an index into \fBpalette\fR->\fBcolors\fR\&. So, to determine the color of a pixel in a 8-bit surface: we read the color index from \fBsurface\fR->\fBpixels\fR and we use that index to read the \fI\fBSDL_Color\fR\fR structure from \fBsurface\fR->\fBformat\fR->\fBpalette\fR->\fBcolors\fR\&. Like so: .PP .nf \f(CWSDL_Surface *surface; SDL_PixelFormat *fmt; SDL_Color *color; Uint8 index; \&. \&. /* Create surface */ \&. \&. fmt=surface->format; /* Check the bitdepth of the surface */ if(fmt->BitsPerPixel!=8){ fprintf(stderr, "Not an 8-bit surface\&. "); return(-1); } /* Lock the surface */ SDL_LockSurface(surface); /* Get the topleft pixel */ index=*(Uint8 *)surface->pixels; color=fmt->palette->colors[index]; /* Unlock the surface */ SDL_UnlockSurface(surface); printf("Pixel Color-> Red: %d, Green: %d, Blue: %d\&. Index: %d ", color->r, color->g, color->b, index); \&. \&.\fR .fi .PP .PP Pixel formats above 8-bit are an entirely different experience\&. They are considered to be "TrueColor" formats and the color information is stored in the pixels themselves, not in a palette\&. The mask, shift and loss fields tell us how the color information is encoded\&. The mask fields allow us to isolate each color component, the shift fields tell us the number of bits to the right of each component in the pixel value and the loss fields tell us the number of bits lost from each component when packing 8-bit color component in a pixel\&. .PP .nf \f(CW/* Extracting color components from a 32-bit color value */ SDL_PixelFormat *fmt; SDL_Surface *surface; Uint32 temp, pixel; Uint8 red, green, blue, alpha; \&. \&. \&. fmt=surface->format; SDL_LockSurface(surface); pixel=*((Uint32*)surface->pixels); SDL_UnlockSurface(surface); /* Get Red component */ temp=pixel&fmt->Rmask; /* Isolate red component */ temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */ red=(Uint8)temp; /* Get Green component */ temp=pixel&fmt->Gmask; /* Isolate green component */ temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */ green=(Uint8)temp; /* Get Blue component */ temp=pixel&fmt->Bmask; /* Isolate blue component */ temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */ temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */ blue=(Uint8)temp; /* Get Alpha component */ temp=pixel&fmt->Amask; /* Isolate alpha component */ temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */ temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */ alpha=(Uint8)temp; printf("Pixel Color -> R: %d, G: %d, B: %d, A: %d ", red, green, blue, alpha); \&. \&. \&.\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_MapRGB\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01