view docs/html/sdlsurface.html @ 3846:66fb40445587 SDL-ryan-multiple-audio-device

Removed distinction between "available" and "init" in audio backends, since both had to be checked for success as a pair at the higher level and several of the Available methods were just always-succeed placeholders anyhow. Now the availability check is done in the init code, and the higher level tries all possible drivers until one manages to initialize successfully.
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 17 Oct 2006 09:09:21 +0000
parents 355632dca928
children
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><H1
><A
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>SDL_Surface</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN3263"
></A
><H2
>Name</H2
>SDL_Surface&nbsp;--&nbsp;Graphical Surface Structure</DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3266"
></A
><H2
>Structure Definition</H2
><PRE
CLASS="PROGRAMLISTING"
>typedef struct SDL_Surface {
        Uint32 flags;                           /* Read-only */
        SDL_PixelFormat *format;                /* Read-only */
        int w, h;                               /* Read-only */
        Uint16 pitch;                           /* Read-only */
        void *pixels;                           /* Read-write */

        /* clipping information */
        SDL_Rect clip_rect;                     /* Read-only */

        /* Reference count -- used when freeing surface */
        int refcount;                           /* Read-mostly */

	/* This structure also contains private fields not shown here */
} SDL_Surface;</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3269"
></A
><H2
>Structure Data</H2
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3271"
></A
><P
></P
><TABLE
BORDER="0"
CLASS="CALSTABLE"
><TBODY
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>flags</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface flags</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>format</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pixel <A
HREF="sdlpixelformat.html"
>format</A
></TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>w, h</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Width and height of the surface</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>pitch</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Length of a surface scanline in bytes</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>pixels</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Pointer to the actual pixel data</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="STRUCTFIELD"
><I
>clip_rect</I
></TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>surface clip <A
HREF="sdlrect.html"
>rectangle</A
></TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN3300"
></A
><H2
>Description</H2
><P
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
>'s represent areas of "graphical"
memory, memory that can be drawn to. The video framebuffer is returned
as a <SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
> by
<A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>
and <A
HREF="sdlgetvideosurface.html"
><TT
CLASS="FUNCTION"
>SDL_GetVideoSurface</TT
></A
>.
Most of the fields should be pretty obvious.
<TT
CLASS="STRUCTFIELD"
><I
>w</I
></TT
> and <TT
CLASS="STRUCTFIELD"
><I
>h</I
></TT
> are the
width and height of the surface in pixels.
<TT
CLASS="STRUCTFIELD"
><I
>pixels</I
></TT
> is a pointer to the actual pixel data,
the surface should be <A
HREF="sdllocksurface.html"
>locked</A
>
before accessing this field. The <TT
CLASS="STRUCTFIELD"
><I
>clip_rect</I
></TT
> field
is the clipping rectangle as set by
<A
HREF="sdlsetcliprect.html"
><TT
CLASS="FUNCTION"
>SDL_SetClipRect</TT
></A
>.</P
><P
>The following are supported in the
<TT
CLASS="STRUCTFIELD"
><I
>flags</I
></TT
> field.</P
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN3318"
></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"
>Surface is stored in system memory</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface is stored in video memory</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_ASYNCBLIT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface uses asynchronous blits if possible</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_ANYFORMAT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Allows any pixel-format (Display surface)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_HWPALETTE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface has exclusive palette</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_DOUBLEBUF</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface is double buffered (Display surface)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_FULLSCREEN</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface is full screen (Display Surface)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_OPENGL</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface has an OpenGL context (Display Surface)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_OPENGLBLIT</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface supports OpenGL blitting (Display Surface)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_RESIZABLE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface is resizable (Display Surface)</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_HWACCEL</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface blit uses hardware acceleration</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCCOLORKEY</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface use colorkey blitting</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_RLEACCEL</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Colorkey blitting is accelerated with RLE</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCALPHA</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface blit uses alpha blending</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_PREALLOC</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>Surface uses preallocated memory</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
></DIV
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CLASS="REFSECT1"
><A
NAME="AEN3381"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
></P
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