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5131 clevermous 1
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>Video
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NAME="GENERATOR"
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CONTENT="Modular DocBook HTML Stylesheet Version 1.64
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REL="HOME"
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TITLE="SDL Library Documentation"
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TITLE="SDL_WasInit"
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TITLE="SDL_GetVideoSurface"
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HREF="sdlgetvideosurface.html">
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NAME="KEYWORD"
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CONTENT="video">
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NAME="KEYWORD"
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CONTENT="function">
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>
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>SDL Library Documentation
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HREF="sdlwasinit.html"
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HREF="sdlgetvideosurface.html"
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>Next
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ALIGN="LEFT"
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WIDTH="100%">
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CLASS="CHAPTER"
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NAME="VIDEO"
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>Chapter 6. Video
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CLASS="TOC"
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>Table of Contents
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HREF="sdlgetvideosurface.html"
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>SDL_GetVideoSurface
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> — returns a pointer to the current display surface
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HREF="sdlgetvideoinfo.html"
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>SDL_GetVideoInfo
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> — returns a pointer to information about the video hardware
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HREF="sdlvideodrivername.html"
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>SDL_VideoDriverName
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> — Obtain the name of the video driver
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HREF="sdllistmodes.html"
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>SDL_ListModes
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> — Returns a pointer to an array of available screen dimensions for
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the given format and video flags
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HREF="sdlvideomodeok.html"
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>SDL_VideoModeOK
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> — Check to see if a particular video mode is supported.
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HREF="sdlsetvideomode.html"
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>SDL_SetVideoMode
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> — Set up a video mode with the specified width, height and bits-per-pixel.
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HREF="sdlupdaterect.html"
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>SDL_UpdateRect
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> — Makes sure the given area is updated on the given screen.
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HREF="sdlupdaterects.html"
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>SDL_UpdateRects
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> — Makes sure the given list of rectangles is updated on the given screen.
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HREF="sdlflip.html"
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>SDL_Flip
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> — Swaps screen buffers
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HREF="sdlsetcolors.html"
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>SDL_SetColors
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> — Sets a portion of the colormap for the given 8-bit surface.
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HREF="sdlsetpalette.html"
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>SDL_SetPalette
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> — Sets the colors in the palette of an 8-bit surface.
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HREF="sdlsetgamma.html"
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>SDL_SetGamma
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> — Sets the color gamma function for the display
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HREF="sdlgetgammaramp.html"
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>SDL_GetGammaRamp
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> — Gets the color gamma lookup tables for the display
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HREF="sdlsetgammaramp.html"
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>SDL_SetGammaRamp
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> — Sets the color gamma lookup tables for the display
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HREF="sdlmaprgb.html"
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>SDL_MapRGB
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> — Map a RGB color value to a pixel format.
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HREF="sdlmaprgba.html"
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>SDL_MapRGBA
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> — Map a RGBA color value to a pixel format.
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HREF="sdlgetrgb.html"
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>SDL_GetRGB
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> — Get RGB values from a pixel in the specified pixel format.
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HREF="sdlgetrgba.html"
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>SDL_GetRGBA
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> — Get RGBA values from a pixel in the specified pixel format.
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HREF="sdlcreatergbsurface.html"
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>SDL_CreateRGBSurface
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> — Create an empty SDL_Surface
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HREF="sdlcreatergbsurfacefrom.html"
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>SDL_CreateRGBSurfaceFrom
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> — Create an SDL_Surface from pixel data
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HREF="sdlfreesurface.html"
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>SDL_FreeSurface
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> — Frees (deletes) a SDL_Surface
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HREF="sdllocksurface.html"
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>SDL_LockSurface
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> — Lock a surface for directly access.
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HREF="sdlunlocksurface.html"
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>SDL_UnlockSurface
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> — Unlocks a previously locked surface.
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HREF="sdlloadbmp.html"
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>SDL_LoadBMP
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> — Load a Windows BMP file into an SDL_Surface.
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HREF="sdlsavebmp.html"
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>SDL_SaveBMP
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> — Save an SDL_Surface as a Windows BMP file.
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HREF="sdlsetcolorkey.html"
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>SDL_SetColorKey
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> — Sets the color key (transparent pixel) in a blittable surface and
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RLE acceleration.
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>
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HREF="sdlsetalpha.html"
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>SDL_SetAlpha
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> — Adjust the alpha properties of a surface
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>
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HREF="sdlsetcliprect.html"
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>SDL_SetClipRect
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> — Sets the clipping rectangle for a surface.
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HREF="sdlgetcliprect.html"
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>SDL_GetClipRect
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> — Gets the clipping rectangle for a surface.
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>
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HREF="sdlconvertsurface.html"
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>SDL_ConvertSurface
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> — Converts a surface to the same format as another surface.
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HREF="sdlblitsurface.html"
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>SDL_BlitSurface
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> — This performs a fast blit from the source surface to the destination surface.
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HREF="sdlfillrect.html"
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>SDL_FillRect
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> — This function performs a fast fill of the given rectangle with some color
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HREF="sdldisplayformat.html"
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>SDL_DisplayFormat
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> — Convert a surface to the display format
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HREF="sdldisplayformatalpha.html"
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>SDL_DisplayFormatAlpha
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> — Convert a surface to the display format
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HREF="sdlwarpmouse.html"
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>SDL_WarpMouse
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> — Set the position of the mouse cursor.
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HREF="sdlcreatecursor.html"
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>SDL_CreateCursor
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> — Creates a new mouse cursor.
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HREF="sdlfreecursor.html"
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>SDL_FreeCursor
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> — Frees a cursor created with SDL_CreateCursor.
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HREF="sdlsetcursor.html"
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>SDL_SetCursor
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> — Set the currently active mouse cursor.
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>
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HREF="sdlgetcursor.html"
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>SDL_GetCursor
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> — Get the currently active mouse cursor.
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HREF="sdlshowcursor.html"
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>SDL_ShowCursor
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> — Toggle whether or not the cursor is shown on the screen.
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>
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HREF="sdlglloadlibrary.html"
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>SDL_GL_LoadLibrary
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> — Specify an OpenGL library
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>
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HREF="sdlglgetprocaddress.html"
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>SDL_GL_GetProcAddress
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> — Get the address of a GL function
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HREF="sdlglgetattribute.html"
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>SDL_GL_GetAttribute
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> — Get the value of a special SDL/OpenGL attribute
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HREF="sdlglsetattribute.html"
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>SDL_GL_SetAttribute
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> — Set a special SDL/OpenGL attribute
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>
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HREF="sdlglswapbuffers.html"
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>SDL_GL_SwapBuffers
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> — Swap OpenGL framebuffers/Update Display
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>
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HREF="sdlcreateyuvoverlay.html"
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>SDL_CreateYUVOverlay
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> — Create a YUV video overlay
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HREF="sdllockyuvoverlay.html"
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>SDL_LockYUVOverlay
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> — Lock an overlay
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HREF="sdlunlockyuvoverlay.html"
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>SDL_UnlockYUVOverlay
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> — Unlock an overlay
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HREF="sdldisplayyuvoverlay.html"
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>SDL_DisplayYUVOverlay
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> — Blit the overlay to the display
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HREF="sdlfreeyuvoverlay.html"
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>SDL_FreeYUVOverlay
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> — Free a YUV video overlay
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HREF="sdlglattr.html"
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>SDL_GLattr
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> — SDL GL Attributes
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HREF="sdlrect.html"
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>SDL_Rect
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> — Defines a rectangular area
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HREF="sdlcolor.html"
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>SDL_Color
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> — Format independent color description
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HREF="sdlpalette.html"
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>SDL_Palette
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> — Color palette for 8-bit pixel formats
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HREF="sdlpixelformat.html"
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>SDL_PixelFormat
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> — Stores surface format information
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HREF="sdlsurface.html"
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>SDL_Surface
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> — Graphical Surface Structure
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HREF="sdlvideoinfo.html"
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>SDL_VideoInfo
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> — Video Target information
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HREF="sdloverlay.html"
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>SDL_Overlay
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> — YUV video overlay
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>
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>SDL presents a very simple interface to the display framebuffer.  The
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framebuffer is represented as an offscreen surface to which you can write
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directly.  If you want the screen to show what you have written, call the 
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HREF="sdlupdaterects.html"
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>update
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> function which will
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guarantee that the desired portion of the screen is updated.
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>
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>Before you call any of the SDL video functions, you must first call
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CLASS="TOKEN"
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>SDL_Init(SDL_INIT_VIDEO)
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>, which initializes the video
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and events in the SDL library.  Check the return code, which should be
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CLASS="RETURNVALUE"
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>0
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>, to see if there were any errors in starting up.
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>
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>If you use both sound and video in your application, you need to call
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CLASS="TOKEN"
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>SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)
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> before opening the
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sound device, otherwise under Win32 DirectX, you won't be able to set
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full-screen display modes.
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>
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>After you have initialized the library, you can start up the video display in a
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number of ways.  The easiest way is to pick a common screen resolution and
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depth and just initialize the video, checking for errors.  You will probably
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get what you want, but SDL may be emulating your requested mode and converting
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the display on update.  The best way is to
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HREF="sdlgetvideoinfo.html"
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>query
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>, for the best
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video mode closest to the desired one, and then
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HREF="sdldisplayformat.html"
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>convert
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>
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your images to that pixel format.
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>
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>SDL currently supports any bit depth >= 8 bits per pixel.  8 bpp formats are
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considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
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are considered "packed pixel" modes, meaning each pixel contains the RGB color
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components packed in the bits of the pixel.
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>
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>After you have initialized your video mode, you can take the surface that was
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returned, and write to it like any other framebuffer, calling the update
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routine as you go.
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>
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>When you have finished your video access and are ready to quit your
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application, you should call "
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CLASS="TOKEN"
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>SDL_Quit()
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>" to shutdown the
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video and events.
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>
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CLASS="NAVFOOTER"
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WIDTH="100%"
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>
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WIDTH="33%"
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ALIGN="left"
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VALIGN="top"
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>
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HREF="sdlwasinit.html"
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>Prev
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>
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>
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WIDTH="34%"
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ALIGN="center"
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VALIGN="top"
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>
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HREF="index.html"
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>Home
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>
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>
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WIDTH="33%"
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ALIGN="right"
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VALIGN="top"
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HREF="sdlgetvideosurface.html"
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>Next
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WIDTH="33%"
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ALIGN="left"
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VALIGN="top"
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>SDL_WasInit
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WIDTH="34%"
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ALIGN="center"
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VALIGN="top"
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HREF="reference.html"
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>Up
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>SDL_GetVideoSurface
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