view docs/html/sdlpixelformat.html @ 1133:609c060fd2a2

The MacOSX Carbon/Cocoa/X11 all in one library patch. Relevant emails: To: SDL Developers <sdl@libsdl.org> From: =?ISO-8859-1?Q?Anders_F_Bj=F6rklund?= <afb@algonet.se> Date: Mon, 30 May 2005 23:29:04 +0200 Subject: [SDL] Mac OS X Video Drivers [patch] I've updated/added the Carbon and X11 video drivers to the Mac OS X port of SDL 1.2 (the CVS version), and made the Cocoa driver and runtime *optional*. The default is still Cocoa, and the "Quartz" driver. But you can now also use "toolbox" for Carbon, and "x11" for running with Apple's (or other) X11 server: export SDL_VIDEODRIVER=x11 export SDL_VIDEO_GL_DRIVER=/usr/X11R6/lib/libGL.dylib It also checks if the frameworks are available, by a: #include <Carbon/Carbon.h> or #import <Cocoa/Cocoa.h> (this should make it configure on plain Darwin as well?) Here are the new configure targets: --enable-video-cocoa use Cocoa/Quartz video driver default=yes --enable-video-carbon use Carbon/QuickDraw video driver default=yes --enable-video-x11 use X11 video driver default=no ./configure --enable-video-cocoa --enable-video-carbon --enable-video-x11 \ --x-includes=/usr/X11R6/include --x-libraries=/usr/X11R6/lib The Carbon version is just an updated version of the old SDL driver for Mac OS 9, and could probably be improved... (but it does work, including the Carbon version of SDLmain) If you disable cocoa, you can run with -framework Carbon only, and the C version of SDL_main.c. And if you disable carbon too, you can still use the X11 version which doesn't require SDLmain. I updated the DrawSprocket version, but did not include it. (no blitters or VRAM GWorlds etc. available on OS X anyway) Besides for Mac OS 9, I don't think there's any use for it ? And note that any performance on Mac OS X equals OpenGL anyway... You can get "fair" software SDL results on captured CG displays, but for decent frame rates you need to be using GL for rendering. Finally, here is the patch itself: http://www.algonet.se/~afb/SDL-12CVS-macvideo.patch --anders PS. It says "video", but as usual it applies to mouse/keyboard too. ------ To: A list for developers using the SDL library <sdl@libsdl.org> From: =?ISO-8859-1?Q?Anders_F_Bj=F6rklund?= <afb@algonet.se> Date: Sun, 4 Sep 2005 10:02:15 +0200 Subject: [SDL] Updated Mac patch Updated the previous Mac patch to disable Carbon by default. Also "fixed" the SDL.spec again, so that it builds on Darwin. http://www.algonet.se/~afb/SDL-1.2.9-mac.patch Also applied fine to SDL12 CVS, when I tried it.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 08 Sep 2005 06:16:14 +0000
parents 355632dca928
children e867f327aa54
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<HTML
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>SDL_PixelFormat</TITLE
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><H1
><A
NAME="SDLPIXELFORMAT"
></A
>SDL_PixelFormat</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN3178"
></A
><H2
>Name</H2
>SDL_PixelFormat&nbsp;--&nbsp;Stores surface format information</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3181"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct{
  SDL_Palette *palette;
  Uint8  BitsPerPixel;
  Uint8  BytesPerPixel;
  Uint32 Rmask, Gmask, Bmask, Amask;
  Uint8  Rshift, Gshift, Bshift, Ashift;
  Uint8  Rloss, Gloss, Bloss, Aloss;
  Uint32 colorkey;
  Uint8  alpha;
} SDL_PixelFormat;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3184"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3186"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>palette</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pointer to the <A
HREF="sdlpalette.html"
>palette</A
>, or <TT
CLASS="LITERAL"
>NULL</TT
> if the <TT
CLASS="STRUCTFIELD"
><I
>BitsPerPixel</I
></TT
>&#62;8</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>BitsPerPixel</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>BytesPerPixel</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>The number of bytes used to represent each pixel in a surface. Usually one to four.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>[RGBA]mask</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Binary mask used to retrieve individual color values</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>[RGBA]loss</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Precision loss of each color component (2<SUP
>[RGBA]loss</SUP
>)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>[RGBA]shift</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Binary left shift of each color component in the pixel value</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>colorkey</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pixel value of transparent pixels</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>alpha</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Overall surface alpha value</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3225"
></A
><H2
>Description</H2
><P
>A <SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
> describes the format of the pixel data stored at the <TT
CLASS="STRUCTFIELD"
><I
>pixels</I
></TT
> field of a <A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>. Every surface stores a <SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
> in the <TT
CLASS="STRUCTFIELD"
><I
>format</I
></TT
> field.</P
><P
>If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P
><P
>8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT
CLASS="STRUCTFIELD"
><I
>BitsPerPixel</I
></TT
> and 1 <TT
CLASS="STRUCTFIELD"
><I
>BytesPerPixel</I
></TT
>. Since <TT
CLASS="STRUCTFIELD"
><I
>BytesPerPixel</I
></TT
> is 1, all pixels are represented by a Uint8 which contains an index into <TT
CLASS="STRUCTFIELD"
><I
>palette</I
></TT
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>colors</I
></TT
>. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN
CLASS="STRUCTNAME"
>surface</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>pixels</I
></TT
> and we use that index to read the <A
HREF="sdlcolor.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Color</SPAN
></A
> structure from <SPAN
CLASS="STRUCTNAME"
>surface</SPAN
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>format</I
></TT
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>palette</I
></TT
>-&#62;<TT
CLASS="STRUCTFIELD"
><I
>colors</I
></TT
>. Like so:
<PRE
CLASS="PROGRAMLISTING"
>SDL_Surface *surface;
SDL_PixelFormat *fmt;
SDL_Color *color;
Uint8 index;

.
.

/* Create surface */
.
.
fmt=surface-&#62;format;

/* Check the bitdepth of the surface */
if(fmt-&#62;BitsPerPixel!=8){
  fprintf(stderr, "Not an 8-bit surface.\n");
  return(-1);
}

/* Lock the surface */
SDL_LockSurface(surface);

/* Get the topleft pixel */
index=*(Uint8 *)surface-&#62;pixels;
color=fmt-&#62;palette-&#62;colors[index];

/* Unlock the surface */
SDL_UnlockSurface(surface);
printf("Pixel Color-&#62; Red: %d, Green: %d, Blue: %d. Index: %d\n",
          color-&#62;r, color-&#62;g, color-&#62;b, index);
.
.</PRE
></P
><P
>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.
<PRE
CLASS="PROGRAMLISTING"
>/* 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-&#62;format;
SDL_LockSurface(surface);
pixel=*((Uint32*)surface-&#62;pixels);
SDL_UnlockSurface(surface);

/* Get Red component */
temp=pixel&#38;fmt-&#62;Rmask; /* Isolate red component */
temp=temp&#62;&#62;fmt-&#62;Rshift;/* Shift it down to 8-bit */
temp=temp&#60;&#60;fmt-&#62;Rloss; /* Expand to a full 8-bit number */
red=(Uint8)temp;

/* Get Green component */
temp=pixel&#38;fmt-&#62;Gmask; /* Isolate green component */
temp=temp&#62;&#62;fmt-&#62;Gshift;/* Shift it down to 8-bit */
temp=temp&#60;&#60;fmt-&#62;Gloss; /* Expand to a full 8-bit number */
green=(Uint8)temp;

/* Get Blue component */
temp=pixel&#38;fmt-&#62;Bmask; /* Isolate blue component */
temp=temp&#62;&#62;fmt-&#62;Bshift;/* Shift it down to 8-bit */
temp=temp&#60;&#60;fmt-&#62;Bloss; /* Expand to a full 8-bit number */
blue=(Uint8)temp;

/* Get Alpha component */
temp=pixel&#38;fmt-&#62;Amask; /* Isolate alpha component */
temp=temp&#62;&#62;fmt-&#62;Ashift;/* Shift it down to 8-bit */
temp=temp&#60;&#60;fmt-&#62;Aloss; /* Expand to a full 8-bit number */
alpha=(Uint8)temp;

printf("Pixel Color -&#62; R: %d,  G: %d,  B: %d,  A: %d\n", red, green, blue, alpha);
.
.
.</PRE
></P
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><H2
>See Also</H2
><P
><A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>,
<A
HREF="sdlmaprgb.html"
><TT
CLASS="FUNCTION"
>SDL_MapRGB</TT
></A
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