Mercurial > sdl-ios-xcode
view docs/man3/SDL_BlitSurface.3 @ 2763:6fc50bdd88c0
Some cleanups on the new XInput code.
One or two things got moved around, but largely this is hooked up correctly
in the Unix configure system now: it can be dynamically loaded and fallback
gracefully if not available, or libXi can be directly linked to libSDL.
XInput support can be --disable'd from the configure script, too (defaults to
enabled).
Please note that while the framework is in place to gracefully fallback, the
current state of the source requires XInput. We'll need to adjust a few
things still to correct this.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Wed, 17 Sep 2008 08:20:57 +0000 |
parents | 546f7c1eb755 |
children | 1238da4a7112 |
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.TH "SDL_BlitSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME" SDL_BlitSurface \- This performs a fast blit from the source surface to the destination surface\&. .SH "SYNOPSIS" .PP \fB#include "SDL\&.h" .sp \fBint \fBSDL_BlitSurface\fP\fR(\fBSDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect\fR); .SH "DESCRIPTION" .PP This performs a fast blit from the source surface to the destination surface\&. .PP Only the position is used in the \fBdstrect\fR (the width and height are ignored)\&. .PP If either \fBsrcrect\fR or \fBdstrect\fR are \fBNULL\fP, the entire surface (\fBsrc\fR or \fBdst\fR) is copied\&. .PP The final blit rectangle is saved in \fBdstrect\fR after all clipping is performed (\fBsrcrect\fR is not modified)\&. .PP The blit function should not be called on a locked surface\&. .PP The results of blitting operations vary greatly depending on whether \fBSDL_SRCAPLHA\fP is set or not\&. See \fISDL_SetAlpha\fR for an explaination of how this affects your results\&. Colorkeying and alpha attributes also interact with surface blitting, as the following pseudo-code should hopefully explain\&. .PP .nf \f(CWif (source surface has SDL_SRCALPHA set) { if (source surface has alpha channel (that is, format->Amask != 0)) blit using per-pixel alpha, ignoring any colour key else { if (source surface has SDL_SRCCOLORKEY set) blit using the colour key AND the per-surface alpha value else blit using the per-surface alpha value } } else { if (source surface has SDL_SRCCOLORKEY set) blit using the colour key else ordinary opaque rectangular blit }\fR .fi .PP .SH "RETURN VALUE" .PP If the blit is successful, it returns \fB0\fR, otherwise it returns \fB-1\fR\&. .PP If either of the surfaces were in video memory, and the blit returns \fB-2\fR, the video memory was lost, so it should be reloaded with artwork and re-blitted: .PP .nf \f(CW while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { while ( SDL_LockSurface(image)) < 0 ) Sleep(10); -- Write image pixels to image->pixels -- SDL_UnlockSurface(image); }\fR .fi .PP This happens under DirectX 5\&.0 when the system switches away from your fullscreen application\&. Locking the surface will also fail until you have access to the video memory again\&. .SH "SEE ALSO" .PP \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_FillRect\fP\fR, \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_Rect\fR\fR ...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01