view docs/html/sdlcreatergbsurface.html @ 897:9e27fdb98eab

Date: Tue, 11 May 2004 22:05:32 -0400 From: Bob Ippolito Subject: [SDL] SDL_QuartzWM patches I've sent in two small patches to SDL_QuartzWM directly to Sam over the past few months (well, I think I sent both anyway) and neither of them have been implemented. I didn't receive a response, so I'm sure he was just busy and/or they got lost, so I decided to sign up to the list and post them here. This patch rolls both of them together: - Mouse cursor becomes visible if hidden when it moves outside of the game window. If you want it to stay invisible you should warp it because if it's not warped a user might click some random other application! Commercial games behave in this way (or at least Warcraft III does, which is the only one that uses a custom mouse cursor and no warping that I've played in recent memory). - Right mouse button emulation is changed from Command-Click to Control-Click, which is how OS X behaves. Consider copyright assigned to whomever needs it under whichever license it needs to be under.. yadda yadda yadda.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 17 May 2004 00:16:24 +0000
parents 355632dca928
children
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>SDL_CreateRGBSurface</TITLE
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><H1
><A
NAME="SDLCREATERGBSURFACE"
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>SDL_CreateRGBSurface</H1
><DIV
CLASS="REFNAMEDIV"
><A
NAME="AEN1773"
></A
><H2
>Name</H2
>SDL_CreateRGBSurface&nbsp;--&nbsp;Create an empty SDL_Surface</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
NAME="AEN1776"
></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
NAME="AEN1777"
></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>SDL_Surface *<B
CLASS="FSFUNC"
>SDL_CreateRGBSurface</B
></CODE
>(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1783"
></A
><H2
>Description</H2
><P
>Allocate an empty surface (must be called after <A
HREF="sdlsetvideomode.html"
>SDL_SetVideoMode</A
>)</P
><P
>If <TT
CLASS="PARAMETER"
><I
>depth</I
></TT
> is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' <A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
> is created using the <TT
CLASS="PARAMETER"
><I
>[RGBA]mask</I
></TT
>'s provided (see <A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
>). The <TT
CLASS="PARAMETER"
><I
>flags</I
></TT
> specifies the type of surface that should be created, it is an OR'd combination of the following possible values.</P
><DIV
CLASS="INFORMALTABLE"
><A
NAME="AEN1795"
></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"
>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.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video-&#62;Video blits (which are often accelerated).</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCCOLORKEY</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>This flag turns on colourkeying for blits from this surface. If
<TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
> is also specified and colourkeyed blits
are hardware-accelerated, then SDL will attempt to place the surface in
video memory.
Use <A
HREF="sdlsetcolorkey.html"
><TT
CLASS="FUNCTION"
>SDL_SetColorKey</TT
></A
>
to set or clear this flag after surface creation.</TD
></TR
><TR
><TD
ALIGN="LEFT"
VALIGN="TOP"
><TT
CLASS="LITERAL"
>SDL_SRCALPHA</TT
></TD
><TD
ALIGN="LEFT"
VALIGN="TOP"
>This flag turns on alpha-blending for blits from this surface. If
<TT
CLASS="LITERAL"
>SDL_HWSURFACE</TT
> is also specified and alpha-blending blits
are hardware-accelerated, then the surface will be placed in video memory if
possible.
Use <A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
> to
set or clear this flag after surface creation.</TD
></TR
></TBODY
></TABLE
><P
></P
></DIV
><DIV
CLASS="NOTE"
><BLOCKQUOTE
CLASS="NOTE"
><P
><B
>Note: </B
>If an alpha-channel is specified (that is, if <TT
CLASS="PARAMETER"
><I
>Amask</I
></TT
> is
nonzero), then the <TT
CLASS="LITERAL"
>SDL_SRCALPHA</TT
> flag is automatically
set. You may remove this flag by calling 
<A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
>
after surface creation.</P
></BLOCKQUOTE
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1826"
></A
><H2
>Return Value</H2
><P
>Returns the created surface, or <SPAN
CLASS="RETURNVALUE"
>NULL</SPAN
> upon error.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1830"
></A
><H2
>Example</H2
><PRE
CLASS="PROGRAMLISTING"
>    /* 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\n", SDL_GetError());
        exit(1);
    }</PRE
></DIV
><DIV
CLASS="REFSECT1"
><A
NAME="AEN1833"
></A
><H2
>See Also</H2
><P
><A
HREF="sdlcreatergbsurfacefrom.html"
><TT
CLASS="FUNCTION"
>SDL_CreateRGBSurfaceFrom</TT
></A
>,
<A
HREF="sdlfreesurface.html"
><TT
CLASS="FUNCTION"
>SDL_FreeSurface</TT
></A
>,
<A
HREF="sdlsetvideomode.html"
><TT
CLASS="FUNCTION"
>SDL_SetVideoMode</TT
></A
>,
<A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
>,
<A
HREF="sdlpixelformat.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_PixelFormat</SPAN
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>
<A
HREF="sdlsetalpha.html"
><TT
CLASS="FUNCTION"
>SDL_SetAlpha</TT
></A
>
<A
HREF="sdlsetcolorkey.html"
><TT
CLASS="FUNCTION"
>SDL_SetColorKey</TT
></A
></P
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