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docs/html/video.html
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docs/html/video.html
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<HTML
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><HEAD
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><TITLE
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>Video</TITLE
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><META
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NAME="GENERATOR"
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CONTENT="Modular DocBook HTML Stylesheet Version 1.61
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"><LINK
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REL="HOME"
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TITLE="SDL Library Documentation"
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HREF="index.html"><LINK
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REL="UP"
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TITLE="SDL Reference"
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HREF="reference.html"><LINK
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REL="PREVIOUS"
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TITLE="SDL_WasInit"
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HREF="sdlwasinit.html"><LINK
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REL="NEXT"
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TITLE="SDL_GetVideoSurface"
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HREF="sdlgetvideosurface.html"><META
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NAME="KEYWORD"
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CONTENT="video"><META
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NAME="KEYWORD"
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CONTENT="function"></HEAD
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><BODY
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CLASS="CHAPTER"
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BGCOLOR="#FFF8DC"
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TEXT="#000000"
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LINK="#0000ee"
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VLINK="#551a8b"
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ALINK="#ff0000"
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><DIV
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CLASS="NAVHEADER"
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><TABLE
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||||
WIDTH="100%"
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||||
BORDER="0"
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CELLPADDING="0"
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CELLSPACING="0"
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><TR
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><TH
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COLSPAN="3"
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ALIGN="center"
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>SDL Library Documentation</TH
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></TR
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><TR
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><TD
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WIDTH="10%"
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ALIGN="left"
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VALIGN="bottom"
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><A
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HREF="sdlwasinit.html"
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>Prev</A
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></TD
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><TD
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WIDTH="80%"
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ALIGN="center"
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VALIGN="bottom"
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></TD
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><TD
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WIDTH="10%"
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ALIGN="right"
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VALIGN="bottom"
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><A
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HREF="sdlgetvideosurface.html"
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>Next</A
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></TD
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></TR
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></TABLE
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><HR
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ALIGN="LEFT"
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WIDTH="100%"></DIV
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><DIV
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CLASS="CHAPTER"
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><H1
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><A
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NAME="VIDEO"
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>Chapter 6. Video</A
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></H1
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><DIV
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CLASS="TOC"
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><DL
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><DT
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><B
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>Table of Contents</B
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></DT
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><DT
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><A
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HREF="sdlgetvideosurface.html"
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>SDL_GetVideoSurface</A
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> — returns a pointer to the current display surface</DT
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><DT
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><A
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HREF="sdlgetvideoinfo.html"
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>SDL_GetVideoInfo</A
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> — returns a pointer to information about the video hardware</DT
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><DT
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><A
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HREF="sdlvideodrivername.html"
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>SDL_VideoDriverName</A
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> — Obtain the name of the video driver</DT
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><DT
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><A
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HREF="sdllistmodes.html"
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>SDL_ListModes</A
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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</DT
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><DT
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><A
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HREF="sdlvideomodeok.html"
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>SDL_VideoModeOK</A
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> — Check to see if a particular video mode is supported.</DT
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><DT
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><A
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HREF="sdlsetvideomode.html"
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>SDL_SetVideoMode</A
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> — Set up a video mode with the specified width, height and bits-per-pixel.</DT
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><DT
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><A
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HREF="sdlupdaterect.html"
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>SDL_UpdateRect</A
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> — Makes sure the given area is updated on the given screen.</DT
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><DT
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><A
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HREF="sdlupdaterects.html"
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>SDL_UpdateRects</A
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> — Makes sure the given list of rectangles is updated on the given screen.</DT
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><DT
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><A
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HREF="sdlflip.html"
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>SDL_Flip</A
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> — Swaps screen buffers</DT
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><DT
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><A
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HREF="sdlsetcolors.html"
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>SDL_SetColors</A
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> — Sets a portion of the colormap for the given 8-bit surface.</DT
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><DT
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><A
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HREF="sdlsetpalette.html"
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>SDL_SetPalette</A
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> — Sets the colors in the palette of an 8-bit surface.</DT
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><DT
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><A
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HREF="sdlsetgamma.html"
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>SDL_SetGamma</A
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> — Sets the color gamma function for the display</DT
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><DT
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><A
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HREF="sdlgetgammaramp.html"
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>SDL_GetGammaRamp</A
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> — Gets the color gamma lookup tables for the display</DT
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><DT
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><A
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HREF="sdlsetgammaramp.html"
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>SDL_SetGammaRamp</A
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> — Sets the color gamma lookup tables for the display</DT
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><DT
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><A
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HREF="sdlmaprgb.html"
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>SDL_MapRGB</A
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> — Map a RGB color value to a pixel format.</DT
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><DT
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><A
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HREF="sdlmaprgba.html"
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>SDL_MapRGBA</A
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> — Map a RGBA color value to a pixel format.</DT
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><DT
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><A
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HREF="sdlgetrgb.html"
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>SDL_GetRGB</A
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> — Get RGB values from a pixel in the specified pixel format.</DT
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><DT
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><A
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HREF="sdlgetrgba.html"
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>SDL_GetRGBA</A
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> — Get RGBA values from a pixel in the specified pixel format.</DT
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><DT
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><A
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HREF="sdlcreatergbsurface.html"
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>SDL_CreateRGBSurface</A
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> — Create an empty SDL_Surface</DT
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><DT
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><A
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HREF="sdlcreatergbsurfacefrom.html"
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>SDL_CreateRGBSurfaceFrom</A
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> — Create an SDL_Surface from pixel data</DT
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><DT
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><A
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HREF="sdlfreesurface.html"
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>SDL_FreeSurface</A
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> — Frees (deletes) and SDL_Surface</DT
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><DT
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><A
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HREF="sdllocksurface.html"
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>SDL_LockSurface</A
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> — Lock a surface for directly access.</DT
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><DT
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><A
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HREF="sdlunlocksurface.html"
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>SDL_UnlockSurface</A
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> — Unlocks a previously locked surface.</DT
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><DT
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><A
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HREF="sdlloadbmp.html"
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>SDL_LoadBMP</A
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> — Load a Windows BMP file into an SDL_Surface.</DT
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><DT
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><A
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HREF="sdlsavebmp.html"
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>SDL_SaveBMP</A
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> — Save an SDL_Surface as a Windows BMP file.</DT
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><DT
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><A
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HREF="sdlsetcolorkey.html"
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>SDL_SetColorKey</A
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> — Sets the color key (transparent pixel) in a blittable surface and
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RLE acceleration.</DT
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><DT
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><A
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HREF="sdlsetalpha.html"
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>SDL_SetAlpha</A
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> — Adjust the alpha properties of a surface</DT
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><DT
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><A
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HREF="sdlsetcliprect.html"
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>SDL_SetClipRect</A
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> — Sets the clipping rectangle for a surface.</DT
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><DT
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><A
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HREF="sdlgetcliprect.html"
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>SDL_GetClipRect</A
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> — Gets the clipping rectangle for a surface.</DT
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><DT
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><A
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HREF="sdlconvertsurface.html"
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>SDL_ConvertSurface</A
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> — Converts a surface to the same format as another surface.</DT
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><DT
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><A
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HREF="sdlblitsurface.html"
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>SDL_BlitSurface</A
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> — This performs a fast blit from the source surface to the destination surface.</DT
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><DT
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><A
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HREF="sdlfillrect.html"
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>SDL_FillRect</A
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> — This function performs a fast fill of the given rectangle with some color</DT
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><DT
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><A
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HREF="sdldisplayformat.html"
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>SDL_DisplayFormat</A
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> — Convert a surface to the display format</DT
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><DT
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><A
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HREF="sdldisplayformatalpha.html"
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>SDL_DisplayFormatAlpha</A
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> — Convert a surface to the display format</DT
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><DT
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><A
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HREF="sdlwarpmouse.html"
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>SDL_WarpMouse</A
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> — Set the position of the mouse cursor.</DT
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><DT
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><A
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HREF="sdlcreatecursor.html"
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>SDL_CreateCursor</A
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> — Creates a new mouse cursor.</DT
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><DT
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><A
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HREF="sdlfreecursor.html"
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>SDL_FreeCursor</A
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> — Frees a cursor created with SDL_CreateCursor.</DT
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><DT
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><A
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HREF="sdlsetcursor.html"
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>SDL_SetCursor</A
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> — Set the currently active mouse cursor.</DT
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><DT
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><A
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HREF="sdlgetcursor.html"
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>SDL_GetCursor</A
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> — Get the currently active mouse cursor.</DT
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><DT
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><A
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HREF="sdlshowcursor.html"
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>SDL_ShowCursor</A
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> — Toggle whether or not the cursor is shown on the screen.</DT
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><DT
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><A
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HREF="sdlglloadlibrary.html"
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>SDL_GL_LoadLibrary</A
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> — Specify an OpenGL library</DT
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><DT
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><A
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HREF="sdlglgetprocaddress.html"
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>SDL_GL_GetProcAddress</A
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> — Get the address of a GL function</DT
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><DT
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><A
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HREF="sdlglgetattribute.html"
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>SDL_GL_GetAttribute</A
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> — Get the value of a special SDL/OpenGL attribute</DT
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><DT
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><A
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HREF="sdlglsetattribute.html"
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>SDL_GL_SetAttribute</A
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> — Set a special SDL/OpenGL attribute</DT
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><DT
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><A
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HREF="sdlglswapbuffers.html"
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>SDL_GL_SwapBuffers</A
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> — Swap OpenGL framebuffers/Update Display</DT
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><DT
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><A
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HREF="sdlcreateyuvoverlay.html"
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>SDL_CreateYUVOverlay</A
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> — Create a YUV video overlay</DT
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><DT
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><A
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HREF="sdllockyuvoverlay.html"
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>SDL_LockYUVOverlay</A
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> — Lock an overlay</DT
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><DT
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><A
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HREF="sdlunlockyuvoverlay.html"
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>SDL_UnlockYUVOverlay</A
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> — Unlock an overlay</DT
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><DT
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><A
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HREF="sdldisplayyuvoverlay.html"
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>SDL_DisplayYUVOverlay</A
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> — Blit the overlay to the display</DT
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><DT
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><A
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HREF="sdlfreeyuvoverlay.html"
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>SDL_FreeYUVOverlay</A
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> — Free a YUV video overlay</DT
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><DT
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><A
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HREF="sdlglattr.html"
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>SDL_GLattr</A
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> — SDL GL Attributes</DT
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><DT
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><A
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HREF="sdlrect.html"
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>SDL_Rect</A
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> — Defines a rectangular area</DT
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><DT
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><A
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HREF="sdlcolor.html"
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>SDL_Color</A
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> — Format independent color description</DT
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><DT
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><A
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HREF="sdlpalette.html"
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>SDL_Palette</A
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> — Color palette for 8-bit pixel formats</DT
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><DT
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><A
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HREF="sdlpixelformat.html"
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>SDL_PixelFormat</A
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> — Stores surface format information</DT
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><DT
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><A
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HREF="sdlsurface.html"
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>SDL_Surface</A
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> — Graphical Surface Structure</DT
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><DT
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><A
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HREF="sdlvideoinfo.html"
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>SDL_VideoInfo</A
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> — Video Target information</DT
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><DT
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><A
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HREF="sdloverlay.html"
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>SDL_Overlay</A
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> — YUV video overlay</DT
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></DL
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></DIV
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><P
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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 <A
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||||
HREF="sdlupdaterects.html"
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>update</A
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> function which will
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guarantee that the desired portion of the screen is updated.</P
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><P
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>Before you call any of the SDL video functions, you must first call
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<SPAN
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CLASS="TOKEN"
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>SDL_Init(SDL_INIT_VIDEO)</SPAN
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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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||||
<SPAN
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||||
CLASS="RETURNVALUE"
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||||
>0</SPAN
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||||
>, to see if there were any errors in starting up.</P
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><P
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>If you use both sound and video in your application, you need to call
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<SPAN
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CLASS="TOKEN"
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||||
>SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO)</SPAN
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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.</P
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><P
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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
|
||||
depth and just initialize the video, checking for errors. You will probably
|
||||
get what you want, but SDL may be emulating your requested mode and converting
|
||||
the display on update. The best way is to
|
||||
<A
|
||||
HREF="sdlgetvideoinfo.html"
|
||||
>query</A
|
||||
>, for the best
|
||||
video mode closest to the desired one, and then
|
||||
<A
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||||
HREF="sdldisplayformat.html"
|
||||
>convert</A
|
||||
>
|
||||
your images to that pixel format.</P
|
||||
><P
|
||||
>SDL currently supports any bit depth >= 8 bits per pixel. 8 bpp formats are
|
||||
considered 8-bit palettized modes, while 12, 15, 16, 24, and 32 bits per pixel
|
||||
are considered "packed pixel" modes, meaning each pixel contains the RGB color
|
||||
components packed in the bits of the pixel.</P
|
||||
><P
|
||||
>After you have initialized your video mode, you can take the surface that was
|
||||
returned, and write to it like any other framebuffer, calling the update
|
||||
routine as you go.</P
|
||||
><P
|
||||
>When you have finished your video access and are ready to quit your
|
||||
application, you should call "<SPAN
|
||||
CLASS="TOKEN"
|
||||
>SDL_Quit()</SPAN
|
||||
>" to shutdown the
|
||||
video and events.</P
|
||||
></DIV
|
||||
><DIV
|
||||
CLASS="NAVFOOTER"
|
||||
><HR
|
||||
ALIGN="LEFT"
|
||||
WIDTH="100%"><TABLE
|
||||
WIDTH="100%"
|
||||
BORDER="0"
|
||||
CELLPADDING="0"
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||||
CELLSPACING="0"
|
||||
><TR
|
||||
><TD
|
||||
WIDTH="33%"
|
||||
ALIGN="left"
|
||||
VALIGN="top"
|
||||
><A
|
||||
HREF="sdlwasinit.html"
|
||||
>Prev</A
|
||||
></TD
|
||||
><TD
|
||||
WIDTH="34%"
|
||||
ALIGN="center"
|
||||
VALIGN="top"
|
||||
><A
|
||||
HREF="index.html"
|
||||
>Home</A
|
||||
></TD
|
||||
><TD
|
||||
WIDTH="33%"
|
||||
ALIGN="right"
|
||||
VALIGN="top"
|
||||
><A
|
||||
HREF="sdlgetvideosurface.html"
|
||||
>Next</A
|
||||
></TD
|
||||
></TR
|
||||
><TR
|
||||
><TD
|
||||
WIDTH="33%"
|
||||
ALIGN="left"
|
||||
VALIGN="top"
|
||||
>SDL_WasInit</TD
|
||||
><TD
|
||||
WIDTH="34%"
|
||||
ALIGN="center"
|
||||
VALIGN="top"
|
||||
><A
|
||||
HREF="reference.html"
|
||||
>Up</A
|
||||
></TD
|
||||
><TD
|
||||
WIDTH="33%"
|
||||
ALIGN="right"
|
||||
VALIGN="top"
|
||||
>SDL_GetVideoSurface</TD
|
||||
></TR
|
||||
></TABLE
|
||||
></DIV
|
||||
></BODY
|
||||
></HTML
|
||||
>
|
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