Mercurial > sdl-ios-xcode
view docs/man3/SDL_CreateRGBSurface.3 @ 779:68c8da837fc0
Date: Tue, 6 Jan 2004 21:54:02 +0100
From: Max Horn
Subject: Auto hide mouse & other changes
the attached bug adds the auto-hide-mouse feature I talked about
earlier. Turned out it was a lot simpler than I thought, simply by
using our existing code :-). I actually spent much more time on fixing
various bugs in the code and correcting (IMO) some behavior (although,
due to the lack of real specs for SDL, it's probably arguable what
'correct' means...).
* adds auto (un)hiding of mouse depending on whether it is in- or
outside the game window
* computation of course coordinates is correct now (it often and
reproducible got out of sync with the old code, since the NSEvent
window was in some cases *not* our window anymore, so locationInWindow
returned wrong results)
* added a method which at any time returns the mouse coords, relative
to our window
* fixed handling of lost/gain input/mouse/app focus "events"
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Wed, 07 Jan 2004 15:01:51 +0000 |
parents | e5bc29de3f0a |
children | 546f7c1eb755 |
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.TH "SDL_CreateRGBSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_CreateRGBSurface\- Create an empty SDL_Surface .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBSDL_Surface *\fBSDL_CreateRGBSurface\fP\fR(\fBUint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask\fR); .SH "DESCRIPTION" .PP Allocate an empty surface (must be called after \fISDL_SetVideoMode\fR) .PP If \fBdepth\fR is 8 bits an empty palette is allocated for the surface, otherwise a \&'packed-pixel\&' \fI\fBSDL_PixelFormat\fR\fR is created using the \fB[RGBA]mask\fR\&'s provided (see \fI\fBSDL_PixelFormat\fR\fR)\&. The \fBflags\fR specifies the type of surface that should be created, it is an OR\&'d combination of the following possible values\&. .TP 20 \fBSDL_SWSURFACE\fP 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\&. .TP 20 \fBSDL_HWSURFACE\fP 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)\&. .TP 20 \fBSDL_SRCCOLORKEY\fP This flag turns on colourkeying for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory\&. Use \fI\fBSDL_SetColorKey\fP\fR to set or clear this flag after surface creation\&. .TP 20 \fBSDL_SRCALPHA\fP This flag turns on alpha-blending for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible\&. Use \fI\fBSDL_SetAlpha\fP\fR to set or clear this flag after surface creation\&. .PP .RS \fBNote: .PP If an alpha-channel is specified (that is, if \fBAmask\fR is nonzero), then the \fBSDL_SRCALPHA\fP flag is automatically set\&. You may remove this flag by calling \fI\fBSDL_SetAlpha\fP\fR after surface creation\&. .RE .SH "RETURN VALUE" .PP Returns the created surface, or \fBNULL\fR upon error\&. .SH "EXAMPLE" .PP .nf \f(CW /* 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 ", SDL_GetError()); exit(1); }\fR .fi .PP .SH "SEE ALSO" .PP \fI\fBSDL_CreateRGBSurfaceFrom\fP\fR, \fI\fBSDL_FreeSurface\fP\fR, \fI\fBSDL_SetVideoMode\fP\fR, \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_PixelFormat\fR\fR, \fI\fBSDL_Surface\fR\fR \fI\fBSDL_SetAlpha\fP\fR \fI\fBSDL_SetColorKey\fP\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01