SDL_BlitSurface — This performs a fast blit from the source surface to the destination surface.
#include "SDL.h"
int
SDL_BlitSurface( |
SDL_Surface * | src, |
SDL_Rect * | srcrect, | |
SDL_Surface * | dst, | |
SDL_Rect * | dstrect) ; |
This performs a fast blit from the source surface to the destination surface.
Only the position is used in the dstrect
(the width and height
are ignored).
If either srcrect
or dstrect
are
NULL
, the entire surface
(src
or dst
) is copied.
The final blit rectangle is saved in dstrect
after all clipping is
performed (srcrect
is
not modified).
The blit function should not be called on a locked surface.
The results of blitting operations vary greatly depending
on whether SDL_SRCAPLHA
is set
or not. See SDL_SetAlpha
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.
if (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 }
If the blit is successful, it returns 0
, otherwise it returns -1.
If either of the surfaces were in video memory, and the blit returns -2, the video memory was lost, so it should be reloaded with artwork and re-blitted:
while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) { while ( SDL_LockSurface(image)) < 0 ) Sleep(10); -- Write image pixels to image->pixels -- SDL_UnlockSurface(image); }
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.
SDL_LockSurface(3), SDL_FillRect(3), SDL_Surface(3), SDL_Rect(3)
COPYRIGHT |
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This manual page is taken from the SDL library, licensed under GNU LGPL. |