view docs/man3/SDL_BlitSurface.3 @ 889:eac8c69b5706

ate: Fri, 09 Apr 2004 20:07:10 +0200 From: Hibernatus Subject: [SDL] BUG: changing video mode in opengl + windows In WIN_GL_SetupWindow (SDL12/src/video/wincommon/SDL_wingl.c) you call WIN_GL_ResetWindow when SetPixelFormat fails. WIN_GL_ResetWindow cannot properly work in its current state, because there are several things to update once you've created a new window. At least DirectInput doesn't work anymore here (which is somewhat annoying for the player :). I think you can simply remove that function. Many games don't try to recover from that exception, that's why the newest ATI drivers emulate 16 bpp display in 32 bpp mode so the error never occurs (but the games may run much slower). Having SDL_SetVideoMode return NULL would be better than actually setting the video mode and losing focus, directinput and maybe directsound too. It also made my previous drivers crash (when switching from 32 bpp windowed to 16 bpp fullscreen).
author Sam Lantinga <slouken@libsdl.org>
date Sun, 16 May 2004 18:02:48 +0000
parents e5bc29de3f0a
children 546f7c1eb755
line wrap: on
line source

.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