view docs/man3/SDL_BlitSurface.3 @ 1057:e9d23bb80140

Date: Mon, 02 May 2005 04:23:16 -0500 From: Jonathan Atkins Subject: Re: [PATCH] *CRITICAL* 8bit direct RGB palette not being created I think that SDL_AllocFormat should create the palette for all 8bit surfaces. And when the RGBAmasks match the normal 3:3:2:0 we need to apply the old behavior. If the mask doesn't match that, then we need to make the right palette assuming the masks are valid (I don't think we validate any masks for high color surfaces...so we wouldn't here) Then there's always a palette available for the 8bit surfaces. This restores the normal behavior and allows for masks to create palettes automatically for odd masks even, which would be a neato thing to have in there, as SDL never did this before.
author Sam Lantinga <slouken@libsdl.org>
date Mon, 16 May 2005 05:34:58 +0000
parents e5bc29de3f0a
children 546f7c1eb755
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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