Subversion Repositories Kolibri OS

Rev

Go to most recent revision | Blame | Last modification | View Log | RSS feed

  1. <HTML
  2. ><HEAD
  3. ><TITLE
  4. >Video</TITLE
  5. ><META
  6. NAME="GENERATOR"
  7. CONTENT="Modular DocBook HTML Stylesheet Version 1.64
  8. "><LINK
  9. REL="HOME"
  10. TITLE="SDL Library Documentation"
  11. HREF="index.html"><LINK
  12. REL="UP"
  13. TITLE="SDL Reference"
  14. HREF="reference.html"><LINK
  15. REL="PREVIOUS"
  16. TITLE="SDL_WasInit"
  17. HREF="sdlwasinit.html"><LINK
  18. REL="NEXT"
  19. TITLE="SDL_GetVideoSurface"
  20. HREF="sdlgetvideosurface.html"><META
  21. NAME="KEYWORD"
  22. CONTENT="video"><META
  23. NAME="KEYWORD"
  24. CONTENT="function"></HEAD
  25. ><BODY
  26. CLASS="CHAPTER"
  27. BGCOLOR="#FFF8DC"
  28. TEXT="#000000"
  29. LINK="#0000ee"
  30. VLINK="#551a8b"
  31. ALINK="#ff0000"
  32. ><DIV
  33. CLASS="NAVHEADER"
  34. ><TABLE
  35. WIDTH="100%"
  36. BORDER="0"
  37. CELLPADDING="0"
  38. CELLSPACING="0"
  39. ><TR
  40. ><TH
  41. COLSPAN="3"
  42. ALIGN="center"
  43. >SDL Library Documentation</TH
  44. ></TR
  45. ><TR
  46. ><TD
  47. WIDTH="10%"
  48. ALIGN="left"
  49. VALIGN="bottom"
  50. ><A
  51. HREF="sdlwasinit.html"
  52. >Prev</A
  53. ></TD
  54. ><TD
  55. WIDTH="80%"
  56. ALIGN="center"
  57. VALIGN="bottom"
  58. ></TD
  59. ><TD
  60. WIDTH="10%"
  61. ALIGN="right"
  62. VALIGN="bottom"
  63. ><A
  64. HREF="sdlgetvideosurface.html"
  65. >Next</A
  66. ></TD
  67. ></TR
  68. ></TABLE
  69. ><HR
  70. ALIGN="LEFT"
  71. WIDTH="100%"></DIV
  72. ><DIV
  73. CLASS="CHAPTER"
  74. ><H1
  75. ><A
  76. NAME="VIDEO"
  77. >Chapter 6. Video</A
  78. ></H1
  79. ><DIV
  80. CLASS="TOC"
  81. ><DL
  82. ><DT
  83. ><B
  84. >Table of Contents</B
  85. ></DT
  86. ><DT
  87. ><A
  88. HREF="sdlgetvideosurface.html"
  89. >SDL_GetVideoSurface</A
  90. > &#8212; returns a pointer to the current display surface</DT
  91. ><DT
  92. ><A
  93. HREF="sdlgetvideoinfo.html"
  94. >SDL_GetVideoInfo</A
  95. > &#8212; returns a pointer to information about the video hardware</DT
  96. ><DT
  97. ><A
  98. HREF="sdlvideodrivername.html"
  99. >SDL_VideoDriverName</A
  100. > &#8212; Obtain the name of the video driver</DT
  101. ><DT
  102. ><A
  103. HREF="sdllistmodes.html"
  104. >SDL_ListModes</A
  105. > &#8212; Returns a pointer to an array of available screen dimensions for
  106. the given format and video flags</DT
  107. ><DT
  108. ><A
  109. HREF="sdlvideomodeok.html"
  110. >SDL_VideoModeOK</A
  111. > &#8212; Check to see if a particular video mode is supported.</DT
  112. ><DT
  113. ><A
  114. HREF="sdlsetvideomode.html"
  115. >SDL_SetVideoMode</A
  116. > &#8212; Set up a video mode with the specified width, height and bits-per-pixel.</DT
  117. ><DT
  118. ><A
  119. HREF="sdlupdaterect.html"
  120. >SDL_UpdateRect</A
  121. > &#8212; Makes sure the given area is updated on the given screen.</DT
  122. ><DT
  123. ><A
  124. HREF="sdlupdaterects.html"
  125. >SDL_UpdateRects</A
  126. > &#8212; Makes sure the given list of rectangles is updated on the given screen.</DT
  127. ><DT
  128. ><A
  129. HREF="sdlflip.html"
  130. >SDL_Flip</A
  131. > &#8212; Swaps screen buffers</DT
  132. ><DT
  133. ><A
  134. HREF="sdlsetcolors.html"
  135. >SDL_SetColors</A
  136. > &#8212; Sets a portion of the colormap for the given 8-bit surface.</DT
  137. ><DT
  138. ><A
  139. HREF="sdlsetpalette.html"
  140. >SDL_SetPalette</A
  141. > &#8212; Sets the colors in the palette of an 8-bit surface.</DT
  142. ><DT
  143. ><A
  144. HREF="sdlsetgamma.html"
  145. >SDL_SetGamma</A
  146. > &#8212; Sets the color gamma function for the display</DT
  147. ><DT
  148. ><A
  149. HREF="sdlgetgammaramp.html"
  150. >SDL_GetGammaRamp</A
  151. > &#8212; Gets the color gamma lookup tables for the display</DT
  152. ><DT
  153. ><A
  154. HREF="sdlsetgammaramp.html"
  155. >SDL_SetGammaRamp</A
  156. > &#8212; Sets the color gamma lookup tables for the display</DT
  157. ><DT
  158. ><A
  159. HREF="sdlmaprgb.html"
  160. >SDL_MapRGB</A
  161. > &#8212; Map a RGB color value to a pixel format.</DT
  162. ><DT
  163. ><A
  164. HREF="sdlmaprgba.html"
  165. >SDL_MapRGBA</A
  166. > &#8212; Map a RGBA color value to a pixel format.</DT
  167. ><DT
  168. ><A
  169. HREF="sdlgetrgb.html"
  170. >SDL_GetRGB</A
  171. > &#8212; Get RGB values from a pixel in the specified pixel format.</DT
  172. ><DT
  173. ><A
  174. HREF="sdlgetrgba.html"
  175. >SDL_GetRGBA</A
  176. > &#8212; Get RGBA values from a pixel in the specified pixel format.</DT
  177. ><DT
  178. ><A
  179. HREF="sdlcreatergbsurface.html"
  180. >SDL_CreateRGBSurface</A
  181. > &#8212; Create an empty SDL_Surface</DT
  182. ><DT
  183. ><A
  184. HREF="sdlcreatergbsurfacefrom.html"
  185. >SDL_CreateRGBSurfaceFrom</A
  186. > &#8212; Create an SDL_Surface from pixel data</DT
  187. ><DT
  188. ><A
  189. HREF="sdlfreesurface.html"
  190. >SDL_FreeSurface</A
  191. > &#8212; Frees (deletes) a SDL_Surface</DT
  192. ><DT
  193. ><A
  194. HREF="sdllocksurface.html"
  195. >SDL_LockSurface</A
  196. > &#8212; Lock a surface for directly access.</DT
  197. ><DT
  198. ><A
  199. HREF="sdlunlocksurface.html"
  200. >SDL_UnlockSurface</A
  201. > &#8212; Unlocks a previously locked surface.</DT
  202. ><DT
  203. ><A
  204. HREF="sdlloadbmp.html"
  205. >SDL_LoadBMP</A
  206. > &#8212; Load a Windows BMP file into an SDL_Surface.</DT
  207. ><DT
  208. ><A
  209. HREF="sdlsavebmp.html"
  210. >SDL_SaveBMP</A
  211. > &#8212; Save an SDL_Surface as a Windows BMP file.</DT
  212. ><DT
  213. ><A
  214. HREF="sdlsetcolorkey.html"
  215. >SDL_SetColorKey</A
  216. > &#8212; Sets the color key (transparent pixel) in a blittable surface and
  217. RLE acceleration.</DT
  218. ><DT
  219. ><A
  220. HREF="sdlsetalpha.html"
  221. >SDL_SetAlpha</A
  222. > &#8212; Adjust the alpha properties of a surface</DT
  223. ><DT
  224. ><A
  225. HREF="sdlsetcliprect.html"
  226. >SDL_SetClipRect</A
  227. > &#8212; Sets the clipping rectangle for a surface.</DT
  228. ><DT
  229. ><A
  230. HREF="sdlgetcliprect.html"
  231. >SDL_GetClipRect</A
  232. > &#8212; Gets the clipping rectangle for a surface.</DT
  233. ><DT
  234. ><A
  235. HREF="sdlconvertsurface.html"
  236. >SDL_ConvertSurface</A
  237. > &#8212; Converts a surface to the same format as another surface.</DT
  238. ><DT
  239. ><A
  240. HREF="sdlblitsurface.html"
  241. >SDL_BlitSurface</A
  242. > &#8212; This performs a fast blit from the source surface to the destination surface.</DT
  243. ><DT
  244. ><A
  245. HREF="sdlfillrect.html"
  246. >SDL_FillRect</A
  247. > &#8212; This function performs a fast fill of the given rectangle with some color</DT
  248. ><DT
  249. ><A
  250. HREF="sdldisplayformat.html"
  251. >SDL_DisplayFormat</A
  252. > &#8212; Convert a surface to the display format</DT
  253. ><DT
  254. ><A
  255. HREF="sdldisplayformatalpha.html"
  256. >SDL_DisplayFormatAlpha</A
  257. > &#8212; Convert a surface to the display format</DT
  258. ><DT
  259. ><A
  260. HREF="sdlwarpmouse.html"
  261. >SDL_WarpMouse</A
  262. > &#8212; Set the position of the mouse cursor.</DT
  263. ><DT
  264. ><A
  265. HREF="sdlcreatecursor.html"
  266. >SDL_CreateCursor</A
  267. > &#8212; Creates a new mouse cursor.</DT
  268. ><DT
  269. ><A
  270. HREF="sdlfreecursor.html"
  271. >SDL_FreeCursor</A
  272. > &#8212; Frees a cursor created with SDL_CreateCursor.</DT
  273. ><DT
  274. ><A
  275. HREF="sdlsetcursor.html"
  276. >SDL_SetCursor</A
  277. > &#8212; Set the currently active mouse cursor.</DT
  278. ><DT
  279. ><A
  280. HREF="sdlgetcursor.html"
  281. >SDL_GetCursor</A
  282. > &#8212; Get the currently active mouse cursor.</DT
  283. ><DT
  284. ><A
  285. HREF="sdlshowcursor.html"
  286. >SDL_ShowCursor</A
  287. > &#8212; Toggle whether or not the cursor is shown on the screen.</DT
  288. ><DT
  289. ><A
  290. HREF="sdlglloadlibrary.html"
  291. >SDL_GL_LoadLibrary</A
  292. > &#8212; Specify an OpenGL library</DT
  293. ><DT
  294. ><A
  295. HREF="sdlglgetprocaddress.html"
  296. >SDL_GL_GetProcAddress</A
  297. > &#8212; Get the address of a GL function</DT
  298. ><DT
  299. ><A
  300. HREF="sdlglgetattribute.html"
  301. >SDL_GL_GetAttribute</A
  302. > &#8212; Get the value of a special SDL/OpenGL attribute</DT
  303. ><DT
  304. ><A
  305. HREF="sdlglsetattribute.html"
  306. >SDL_GL_SetAttribute</A
  307. > &#8212; Set a special SDL/OpenGL attribute</DT
  308. ><DT
  309. ><A
  310. HREF="sdlglswapbuffers.html"
  311. >SDL_GL_SwapBuffers</A
  312. > &#8212; Swap OpenGL framebuffers/Update Display</DT
  313. ><DT
  314. ><A
  315. HREF="sdlcreateyuvoverlay.html"
  316. >SDL_CreateYUVOverlay</A
  317. > &#8212; Create a YUV video overlay</DT
  318. ><DT
  319. ><A
  320. HREF="sdllockyuvoverlay.html"
  321. >SDL_LockYUVOverlay</A
  322. > &#8212; Lock an overlay</DT
  323. ><DT
  324. ><A
  325. HREF="sdlunlockyuvoverlay.html"
  326. >SDL_UnlockYUVOverlay</A
  327. > &#8212; Unlock an overlay</DT
  328. ><DT
  329. ><A
  330. HREF="sdldisplayyuvoverlay.html"
  331. >SDL_DisplayYUVOverlay</A
  332. > &#8212; Blit the overlay to the display</DT
  333. ><DT
  334. ><A
  335. HREF="sdlfreeyuvoverlay.html"
  336. >SDL_FreeYUVOverlay</A
  337. > &#8212; Free a YUV video overlay</DT
  338. ><DT
  339. ><A
  340. HREF="sdlglattr.html"
  341. >SDL_GLattr</A
  342. > &#8212; SDL GL Attributes</DT
  343. ><DT
  344. ><A
  345. HREF="sdlrect.html"
  346. >SDL_Rect</A
  347. > &#8212; Defines a rectangular area</DT
  348. ><DT
  349. ><A
  350. HREF="sdlcolor.html"
  351. >SDL_Color</A
  352. > &#8212; Format independent color description</DT
  353. ><DT
  354. ><A
  355. HREF="sdlpalette.html"
  356. >SDL_Palette</A
  357. > &#8212; Color palette for 8-bit pixel formats</DT
  358. ><DT
  359. ><A
  360. HREF="sdlpixelformat.html"
  361. >SDL_PixelFormat</A
  362. > &#8212; Stores surface format information</DT
  363. ><DT
  364. ><A
  365. HREF="sdlsurface.html"
  366. >SDL_Surface</A
  367. > &#8212; Graphical Surface Structure</DT
  368. ><DT
  369. ><A
  370. HREF="sdlvideoinfo.html"
  371. >SDL_VideoInfo</A
  372. > &#8212; Video Target information</DT
  373. ><DT
  374. ><A
  375. HREF="sdloverlay.html"
  376. >SDL_Overlay</A
  377. > &#8212; YUV video overlay</DT
  378. ></DL
  379. ></DIV
  380. ><P
  381. >SDL presents a very simple interface to the display framebuffer.  The
  382. framebuffer is represented as an offscreen surface to which you can write
  383. directly.  If you want the screen to show what you have written, call the <A
  384. HREF="sdlupdaterects.html"
  385. >update</A
  386. > function which will
  387. guarantee that the desired portion of the screen is updated.</P
  388. ><P
  389. >Before you call any of the SDL video functions, you must first call
  390. <SPAN
  391. CLASS="TOKEN"
  392. >SDL_Init(SDL_INIT_VIDEO)</SPAN
  393. >, which initializes the video
  394. and events in the SDL library.  Check the return code, which should be
  395. <SPAN
  396. CLASS="RETURNVALUE"
  397. >0</SPAN
  398. >, to see if there were any errors in starting up.</P
  399. ><P
  400. >If you use both sound and video in your application, you need to call
  401. <SPAN
  402. CLASS="TOKEN"
  403. >SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN
  404. > before opening the
  405. sound device, otherwise under Win32 DirectX, you won't be able to set
  406. full-screen display modes.</P
  407. ><P
  408. >After you have initialized the library, you can start up the video display in a
  409. number of ways.  The easiest way is to pick a common screen resolution and
  410. depth and just initialize the video, checking for errors.  You will probably
  411. get what you want, but SDL may be emulating your requested mode and converting
  412. the display on update.  The best way is to
  413. <A
  414. HREF="sdlgetvideoinfo.html"
  415. >query</A
  416. >, for the best
  417. video mode closest to the desired one, and then
  418. <A
  419. HREF="sdldisplayformat.html"
  420. >convert</A
  421. >
  422. your images to that pixel format.</P
  423. ><P
  424. >SDL currently supports any bit depth &gt;= 8 bits per pixel.  8 bpp formats are
  425. considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
  426. are considered "packed pixel" modes, meaning each pixel contains the RGB color
  427. components packed in the bits of the pixel.</P
  428. ><P
  429. >After you have initialized your video mode, you can take the surface that was
  430. returned, and write to it like any other framebuffer, calling the update
  431. routine as you go.</P
  432. ><P
  433. >When you have finished your video access and are ready to quit your
  434. application, you should call "<SPAN
  435. CLASS="TOKEN"
  436. >SDL_Quit()</SPAN
  437. >" to shutdown the
  438. video and events.</P
  439. ></DIV
  440. ><DIV
  441. CLASS="NAVFOOTER"
  442. ><HR
  443. ALIGN="LEFT"
  444. WIDTH="100%"><TABLE
  445. WIDTH="100%"
  446. BORDER="0"
  447. CELLPADDING="0"
  448. CELLSPACING="0"
  449. ><TR
  450. ><TD
  451. WIDTH="33%"
  452. ALIGN="left"
  453. VALIGN="top"
  454. ><A
  455. HREF="sdlwasinit.html"
  456. >Prev</A
  457. ></TD
  458. ><TD
  459. WIDTH="34%"
  460. ALIGN="center"
  461. VALIGN="top"
  462. ><A
  463. HREF="index.html"
  464. >Home</A
  465. ></TD
  466. ><TD
  467. WIDTH="33%"
  468. ALIGN="right"
  469. VALIGN="top"
  470. ><A
  471. HREF="sdlgetvideosurface.html"
  472. >Next</A
  473. ></TD
  474. ></TR
  475. ><TR
  476. ><TD
  477. WIDTH="33%"
  478. ALIGN="left"
  479. VALIGN="top"
  480. >SDL_WasInit</TD
  481. ><TD
  482. WIDTH="34%"
  483. ALIGN="center"
  484. VALIGN="top"
  485. ><A
  486. HREF="reference.html"
  487. >Up</A
  488. ></TD
  489. ><TD
  490. WIDTH="33%"
  491. ALIGN="right"
  492. VALIGN="top"
  493. >SDL_GetVideoSurface</TD
  494. ></TR
  495. ></TABLE
  496. ></DIV
  497. ></BODY
  498. ></HTML
  499. >