3 <h3 id="TOP">Index</h3>
5 <ul><li><a href="#NAME">NAME</a></li>
6 <li><a href="#CATEGORY">CATEGORY</a></li>
7 <li><a href="#SYNOPSIS">SYNOPSIS</a></li>
8 <li><a href="#Core_Functions">Core Functions</a>
9 <ul><li><a href="#get_video_surface">get_video_surface</a></li>
10 <li><a href="#get_video_info">get_video_info</a></li>
11 <li><a href="#video_driver_name">video_driver_name</a></li>
12 <li><a href="#list_modes_formats_flags">list_modes(formats,flags)</a></li>
13 <li><a href="#video_mode_ok_width_height_bpp_flags">video_mode_ok(width,height,bpp,flags)</a></li>
14 <li><a href="#set_video_mode_width_height_bpp_flag">set_video_mode(width,height,bpp,flags)</a>
15 <ul><li><a href="#List_of_avalaibles_flags">List of avalaibles flags</a></li>
18 <li><a href="#convert_surface_surface_format_flags">convert_surface(surface,format,flags)</a></li>
19 <li><a href="#display_format">display_format</a></li>
20 <li><a href="#display_format_alpha">display_format_alpha</a></li>
21 <li><a href="#load_BMP_filename">load_BMP(filename)</a></li>
22 <li><a href="#save_BMP_surface_filename">save_BMP(surface,filename)</a></li>
23 <li><a href="#set_color_key_surface_flag_key">set_color_key(surface,flag,key)</a></li>
24 <li><a href="#set_alpha_surface_flag_key">set_alpha(surface,flag,key)</a></li>
25 <li><a href="#fill_rect_dest_dest_rect_pixel">fill_rect(dest,dest_rect,pixel)</a></li>
28 <li><a href="#Surface_locking_and_unlocking">Surface locking and unlocking</a>
29 <ul><li><a href="#lock_surface_surface">lock_surface(surface)</a></li>
30 <li><a href="#unlock_surface_surface">unlock_surface(surface)</a></li>
31 <li><a href="#MUSTLOCK_surface">MUSTLOCK(surface)</a></li>
34 <li><a href="#Screen_Updating_Functions">Screen Updating Functions</a>
35 <ul><li><a href="#set_clip_rect_surface_rect">set_clip_rect(surface,rect)</a></li>
36 <li><a href="#get_clip_rect_surface_rect">get_clip_rect(surface,rect)</a></li>
37 <li><a href="#blit_surface_src_src_rect_dest_dest_">blit_surface(src,src_rect,dest,dest_rect)</a></li>
38 <li><a href="#update_rect_surface_x_y_width_height">update_rect(surface,x,y,width,height)</a></li>
39 <li><a href="#update_rects_surface_rects">update_rects(surface,rects) </a></li>
40 <li><a href="#flip_surface">flip(surface)</a></li>
43 <li><a href="#Palette_Color_and_Pixel_Functions">Palette, Color and Pixel Functions</a>
44 <ul><li><a href="#set_colors_surface_start_colors">set_colors(surface,start,colors)</a></li>
45 <li><a href="#set_palette_surface_flags_start_colo">set_palette(surface,flags,start,colors)</a></li>
46 <li><a href="#set_gamma_r_g_b">set_gamma(r,g,b)</a></li>
47 <li><a href="#get_gamma_ramp_rt_gt_bt">get_gamma_ramp(rt,gt,bt)</a></li>
48 <li><a href="#set_gamma_ramp_rt_gt_bt">set_gamma_ramp(rt,gt,bt)</a></li>
49 <li><a href="#map_RGB_pixel_format_r_g_b">map_RGB(pixel_format,r,g,b)</a></li>
50 <li><a href="#map_RGBA_pixel_format_r_g_b_a">map_RGBA(pixel_format,r,g,b,a)</a></li>
51 <li><a href="#get_RGB_pixel_format_pixel">get_RGB(pixel_format,pixel)</a></li>
52 <li><a href="#get_RGBA_pixel_format_pixel">get_RGBA(pixel_format,pixel)</a></li>
55 <li><a href="#GL_Methods">GL Methods</a>
56 <ul><li><a href="#GL_load_library_path">GL_load_library(path)</a></li>
57 <li><a href="#GL_get_proc_address_proc">GL_get_proc_address(proc)</a></li>
58 <li><a href="#GL_get_attribute_attr">GL_get_attribute(attr)</a></li>
59 <li><a href="#GL_set_attribute_attr_value">GL_set_attribute(attr,value)</a></li>
60 <li><a href="#GL_swap_buffers">GL_swap_buffers</a></li>
61 <li><a href="#GL_attr_to_be_coded">GL_attr *** to be coded</a></li>
64 <li><a href="#Video_Overlay_Functions">Video Overlay Functions</a>
65 <ul><li><a href="#lock_YUV_overlay_overlay">lock_YUV_overlay(overlay)</a></li>
66 <li><a href="#unlock_YUV_overlay_overlay">unlock_YUV_overlay(overlay)</a></li>
67 <li><a href="#display_YUV_overlay_overlay_dstrect">display_YUV_overlay(overlay,dstrect)</a></li>
70 <li><a href="#Window_Management_Functions">Window Management Functions</a>
71 <ul><li><a href="#wm_set_caption_title_icon">wm_set_caption(title,icon)</a></li>
72 <li><a href="#wm_get_caption">wm_get_caption()</a></li>
73 <li><a href="#wm_set_icon_icon">wm_set_icon(icon)</a></li>
74 <li><a href="#wm_grab_input_mode">wm_grab_input(mode)</a></li>
75 <li><a href="#wm_iconify_window">wm_iconify_window()</a></li>
76 <li><a href="#wm_toggle_fullscreen_surface">wm_toggle_fullscreen(surface)</a></li>
79 <li><a href="#SEE_ALSO">SEE ALSO</a>
80 <ul><li><a href="#Category_Objects">Category Objects</a>
85 <!-- INDEX END --><a href="assets/Video.png" target="_blank"><img src="assets/Video.png" style="height: 160px" alt="Video.png"/></a><a href="assets/Video_lock_surface.png" target="_blank"><img src="assets/Video_lock_surface.png" style="height: 160px" alt="Video_lock_surface.png"/></a><hr />
87 <h1 id="NAME">NAME</h1><p><a href="#TOP" class="toplink">Top</a></p>
88 <div id="NAME_CONTENT">
89 <p>SDL::Video - Bindings to the video category in SDL API</p>
92 <h1 id="CATEGORY">CATEGORY</h1><p><a href="#TOP" class="toplink">Top</a></p>
93 <div id="CATEGORY_CONTENT">
97 <h1 id="SYNOPSIS">SYNOPSIS</h1><p><a href="#TOP" class="toplink">Top</a></p>
98 <div id="SYNOPSIS_CONTENT">
104 # the size of the window box or the screen resolution if fullscreen
105 my $screen_width = 800;
106 my $screen_height = 600;
108 SDL::init(SDL_INIT_VIDEO);
111 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
113 # drawing something somewhere
114 my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue
115 SDL::Video::fill_rect($screen_surface,
116 SDL::Rect->new($screen_width / 4, $screen_height / 4,
117 $screen_width / 2, $screen_height / 2), $mapped_color);
119 # update an area on the screen so its visible
120 SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height);
122 sleep(5); # just to have time to see it
129 <h1 id="Core_Functions">Core Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
130 <div id="Core_Functions_CONTENT">
133 <h2 id="get_video_surface">get_video_surface</h2>
134 <div id="get_video_surface_CONTENT">
135 <pre> my $surface = SDL::Video::get_video_surface();
138 <p>This function returns the current display <a href="/SDL-Surface.html">SDL::Surface</a>. If SDL is doing format conversion on the display surface, this
139 function returns the publicly visible surface, not the real video surface.</p>
141 <pre> # somewhere after you set the video mode
142 my $surface = SDL::Video::get_video_surface();
144 printf( "our screen is %d pixels wide and %d pixels high\n", $surface->w, $surface->h );
149 <h2 id="get_video_info">get_video_info</h2>
150 <div id="get_video_info_CONTENT">
151 <pre> my $video_info = SDL::Video::get_video_info();
154 <p>This function returns a read-only <a href="/SDL-VideoInfo.html">SDL::VideoInfo</a> containing information about the video hardware. If it is called before
155 <a href="#set_video_mode_width_height_bpp_flag">SDL::Video::set_video_mode</a>, the <code>vfmt</code> member of the returned structure will contain the pixel
156 format of the <strong>best</strong> video mode. </p>
161 use SDL::PixelFormat;
163 SDL::init(SDL_INIT_VIDEO);
165 my $video_info = SDL::Video::get_video_info();
167 printf( "we can have %dbits per pixel\n", $video_info->vfmt->BitsPerPixel );
174 <h2 id="video_driver_name">video_driver_name</h2>
175 <div id="video_driver_name_CONTENT">
176 <pre> my $driver_name = SDL::Video::video_driver_name();
179 <p>This function will return the name of the initialized video driver up to a maximum of 1024 characters. The driver name is a simple one
180 word identifier like <code>"x11"</code>, <code>"windib"</code> or <code>"directx"</code>.</p>
181 <p><strong>Note</strong>: Some platforms allow selection of the video driver through the <code>SDL_VIDEODRIVER</code> environment variable. </p>
186 SDL::init(SDL_INIT_VIDEO);
188 print SDL::Video::video_driver_name() . "\n";
195 <h2 id="list_modes_formats_flags">list_modes(formats,flags)</h2>
196 <div id="list_modes_formats_flags_CONTENT">
197 <pre> my @modes = @{ SDL::Video::list_modes( $pixel_format, $flags ) };
200 <p>Returns a ref to an array of available screen dimensions for the given format and video flags,
201 or it return undef if no modes are available.</p>
206 use SDL::PixelFormat;
209 SDL::init(SDL_INIT_VIDEO);
211 my $video_info = SDL::Video::get_video_info();
213 my @modes = @{ SDL::Video::list_modes($video_info->vfmt, SDL_NOFRAME) };
217 print("available modes:\n");
218 foreach my $index ( @modes )
220 printf("%03d: %d x %d\n", $index, $modes[$index]->w, $modes[$index]->h );
225 printf("%s video modes available\n", $modes[0]);
233 <h2 id="video_mode_ok_width_height_bpp_flags">video_mode_ok(width,height,bpp,flags)</h2>
234 <div id="video_mode_ok_width_height_bpp_flags-2">
235 <pre> my $bpp_ok = SDL::Video::video_mode_ok( $width, $height, $bpp, $flags );
238 <p>This function is used to check whether the requested mode is supported by the current video device. The arguments passed to this function
239 are the same as those you would pass to <a href="#set_video_mode_width_height_bpp_flag">SDL::Video::set_video_mode</a>.
240 It returns <code>0</code> if the mode is not supported at all, otherwise the suggested <code>bpp</code>.</p>
245 SDL::init(SDL_INIT_VIDEO);
247 my $video_mode_ok = SDL::Video::video_mode_ok( 800, 600, 32, SDL_SWSURFACE );
249 unless($video_mode_ok)
251 printf( "this video mode is not supported\n" );
259 <h2 id="set_video_mode_width_height_bpp_flag">set_video_mode(width,height,bpp,flags)</h2>
260 <div id="set_video_mode_width_height_bpp_flag-2">
261 <pre> my $surface = SDL::Video::set_video_mode( 800, 600, 32, SDL_SWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN);
264 <p>Sets up a video mode with the specified width, height, bits-per-pixel and flags.
265 <code>set_video_mode</code> returns a <a href="/SDL-Surface.html">SDL::Surface</a> on success otherwise it returns undef on error, the error message is retrieved
266 using <code>SDL::get_error</code>.</p>
269 <h3 id="List_of_avalaibles_flags">List of avalaibles flags</h3>
270 <div id="List_of_avalaibles_flags_CONTENT">
272 <dt><code>SDL_SWSURFACE</code></dt>
274 <p>Create the video surface in system memory</p>
276 <dt><code>SDL_HWSURFACE</code></dt>
278 <p>Create the video surface in video memory</p>
280 <dt><code>SDL_ASYNCBLIT</code></dt>
282 <p>Enables the use of asynchronous updates of the display surface.
283 This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.</p>
285 <dt><code>SDL_ANYFORMAT</code></dt>
287 <p>Normally, if a video surface of the requested bits-per-pixel (bpp) is not available, SDL will emulate one with a shadow surface.
288 Passing <code>SDL_ANYFORMAT</code> prevents this and causes SDL to use the video surface, regardless of its pixel depth.</p>
290 <dt><code>SDL_HWPALETTE</code></dt>
292 <p>Give SDL exclusive palette access. Without this flag you may not always get the colors you request with SDL::set_colors or SDL::set_palette.</p>
294 <dt><code>SDL_DOUBLEBUF</code></dt>
296 <p>Enable hardware double buffering; only valid with <code>SDL_HWSURFACE</code>. Calling <a href="#flip_surface">SDL::Video::flip</a> will flip the buffers and update
298 All drawing will take place on the surface that is not displayed at the moment.
299 If double buffering could not be enabled then <a href="#flip_surface">SDL::Video::flip</a> will just perform a
300 <a href="#update_rect_surface_x_y_width_height">SDL::Video::update_rect</a> on the entire screen.</p>
302 <dt><code>SDL_FULLSCREEN</code></dt>
304 <p>SDL will attempt to use a fullscreen mode. If a hardware resolution change is not possible (for whatever reason),
305 the next higher resolution will be used and the display window centered on a black background.</p>
307 <dt><code>SDL_OPENGL</code></dt>
309 <p>Create an OpenGL rendering context. You should have previously set OpenGL video attributes with
310 <a href="#GL_set_attribute_attr_value">SDL::Video::GL_set_attribute</a>.</p>
312 <dt><code>SDL_OPENGLBLIT</code></dt>
314 <p>Create an OpenGL rendering context, like above, but allow normal blitting operations.
315 The screen (2D) surface may have an alpha channel, and SDL::update_rects must be used for updating changes to the screen surface.
316 NOTE: This option is kept for compatibility only, and will be removed in next versions. Is not recommended for new code.</p>
318 <dt><code>SDL_RESIZABLE</code></dt>
320 <p>Create a resizable window.
321 When the window is resized by the user a <code>SDL_VIDEORESIZE</code> event is generated and
322 <a href="#set_video_mode_width_height_bpp_flag">SDL::Video::set_video_mode</a> can be called again with the new size.</p>
324 <dt><code>SDL_NOFRAME</code></dt>
326 <p>If possible, SDL_NOFRAME causes SDL to create a window with no title bar or frame decoration.
327 Fullscreen modes automatically have this flag set.</p>
330 <p><strong>Note 1</strong>: Use <code>SDL_SWSURFACE</code> if you plan on doing per-pixel manipulations, or blit surfaces with alpha channels, and require a high framerate.
331 When you use hardware surfaces (by passing the flag <code>SDL_HWSURFACE</code> as parameter), SDL copies the surfaces from video memory to system memory
332 when you lock them, and back when you unlock them. This can cause a major performance hit. Be aware that you may request a hardware surface,
333 but receive a software surface because the video driver doesn't support hardware surface. Many platforms can only provide a hardware surface
334 when using <code>SDL_FULLSCREEN</code>. The <code>SDL_HWSURFACE</code> flag is best used when the surfaces you'll be blitting can also be stored in video memory.</p>
335 <p><strong>Note 2</strong>: If you want to control the position on the screen when creating a windowed surface, you may do so by setting the environment
336 variables <code>SDL_VIDEO_CENTERED=center</code> or <code>SDL_VIDEO_WINDOW_POS=x,y</code>. You can also set them via <code>SDL::putenv</code>.</p>
337 <p><strong>Note 3</strong>: This function should be called in the main thread of your application.</p>
338 <p><strong>User note 1</strong>: Some have found that enabling OpenGL attributes like <code>SDL_GL_STENCIL_SIZE</code> (the stencil buffer size) before the video mode has
339 been set causes the application to simply ignore those attributes, while enabling attributes after the video mode has been set works fine.</p>
340 <p><strong>User note 2</strong>: Also note that, in Windows, setting the video mode resets the current OpenGL context. You must execute again the OpenGL
341 initialization code (set the clear color or the shade model, or reload textures, for example) after calling SDL::set_video_mode. In Linux,
342 however, it works fine, and the initialization code only needs to be executed after the first call to
343 <a href="#set_video_mode_width_height_bpp_flag">SDL::Video::set_video_mode</a> (although there is no harm in executing the initialization code after
344 each call to <a href="#set_video_mode_width_height_bpp_flag">SDL::Video::set_video_mode</a>, for example for a multiplatform application). </p>
347 <h2 id="convert_surface_surface_format_flags">convert_surface(surface,format,flags)</h2>
348 <div id="convert_surface_surface_format_flags-2">
349 <pre> $converted_surface = SDL::Video::convert_surface( $surface, $format, $flags );
352 <p>Creates a new SDL::surface of the specified <a href="/SDL-PixelFormat.html">SDL::PixelFormat</a>, and then copies and maps the given surface to it.
353 It is also useful for making a copy of a surface.</p>
354 <p>The flags parameter is passed to <code>SDL::Surface->new()</code> and has those semantics.
355 This function is used internally by <code>SDL::Video::display_format</code>.
356 This function can only be called after <code>SDL::init</code>. </p>
357 <p>it returns a <code>SDL::Surface</code> on success or <code>undef</code> on error.</p>
360 <h2 id="display_format">display_format</h2>
361 <div id="display_format_CONTENT">
362 <pre> $new_surface = SDL::Video::display_format( $surface );
365 <p>This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer, suitable for fast
366 blitting onto the display surface. It calls <code>SDL::Video::convert_surface</code>.</p>
367 <p>If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling
369 <p>If you want an alpha channel, see <code>SDL::Video::display_format_alpha</code>.
371 <p><strong>Note</strong>: Remember to use a different variable for the returned surface, otherwise you have a memory leak, since the original surface isn't freed. </p>
374 <h2 id="display_format_alpha">display_format_alpha</h2>
375 <div id="display_format_alpha_CONTENT">
376 <pre> $new_surface = SDL::Video::display_format_alpha( $surface );
379 <p>This function takes a surface and copies it to a new surface of the pixel format and colors of the video framebuffer plus an alpha channel,
380 suitable for fast blitting onto the display surface. It calls <code>SDL::Video::convert_surface</code>.</p>
381 <p>If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling
383 <p>This function can be used to convert a colorkey to an alpha channel, if the <code>SDL_SRCCOLORKEY</code> flag is set on the surface. The generated
384 surface will then be transparent (alpha=0) where the pixels match the colorkey, and opaque (alpha=255) elsewhere.</p>
385 <p><strong>Note</strong>: The video surface must be initialised using <code>SDL::Video::set_video_mode</code> before this function is called, or it will segfault.</p>
388 <h2 id="load_BMP_filename">load_BMP(filename)</h2>
389 <div id="load_BMP_filename_CONTENT">
390 <pre> $surface = SDL::Video::load_BMP( $filename );
393 <p>Loads a <code>SDL::Surface</code> from a named Windows BMP file.
394 <code>SDL::Video::load_BMP</code> returns a <code>SDL::Surface</code> on success or <code>undef</code> on error.</p>
395 <p><strong>Note</strong>: When loading a 24-bit Windows BMP file, pixel data points are loaded as blue, green, red, and NOT red, green, blue (as one might expect). </p>
401 my $screen_width = 640;
402 my $screen_height = 480;
404 SDL::init(SDL_INIT_VIDEO);
406 my $screen = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
408 my $picture = SDL::Video::load_BMP('test.bmp');
410 die(SDL::get_error) unless $picture;
412 my $rect = SDL::Rect->new(0, 0, $screen_width, $screen_height);
414 SDL::Video::blit_surface( $picture, SDL::Rect->new(0, 0, $picture->w, $picture->h),
415 $screen, SDL::Rect->new(0, 0, $screen->w, $screen->h) );
417 SDL::Video::update_rect( $screen, 0, 0, $screen_width, $screen_height );
426 <h2 id="save_BMP_surface_filename">save_BMP(surface,filename)</h2>
427 <div id="save_BMP_surface_filename_CONTENT">
428 <pre> $saved_BMP = SDL::Video::save_BMP( $surface, $filename );
431 <p>Saves the given <code>SDL::Surface</code> as a Windows BMP file named filename.
432 it returns 0 on success or -1 on error.</p>
435 <h2 id="set_color_key_surface_flag_key">set_color_key(surface,flag,key)</h2>
436 <div id="set_color_key_surface_flag_key_CONTE">
437 <pre> $set_color_key = SDL::Video::set_color_key( $surface, $flag, $key );
440 <p>Sets the color key (transparent pixel) in a blittable surface and enables or disables RLE blit acceleration.</p>
441 <p>RLE acceleration can substantially speed up blitting of images with large horizontal runs of transparent pixels (i.e., pixels that match
443 The key must be of the same pixel format as the surface, <code>SDL::Video::map_RGB</code> is often useful for obtaining an acceptable value.
444 If flag is <code>SDL_SRCCOLORKEY</code> then key is the transparent pixel value in the source image of a blit.</p>
445 <p>If <code>flag</code> is OR'd with <code>SDL_RLEACCEL</code> then the surface will be drawn using RLE acceleration when drawn with SDL::Blit_surface.
446 The surface will actually be encoded for RLE acceleration the first time <code>SDL::Video::blit_surface</code> or <code>SDL::Video::display_format</code>
447 is called on the surface.
448 If <code>flag</code> is <code>0</code>, this function clears any current color key. </p>
449 <p><code>SDL::Video::set_color_key</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
452 <h2 id="set_alpha_surface_flag_key">set_alpha(surface,flag,key)</h2>
453 <div id="set_alpha_surface_flag_key_CONTENT">
454 <pre> $set_alpha = SDL::Video::set_alpha( $surface, $flag, $key );
457 <p><code>set_alpha</code> is used for setting the per-surface alpha value and/or enabling and disabling alpha blending.</p>
458 <p>The surface parameter specifies which SDL::surface whose alpha attributes you wish to adjust.
459 flags is used to specify whether alpha blending should be used ( <code>SDL_SRCALPHA</code> ) and whether the surface should use RLE acceleration for
460 blitting ( <code>SDL_RLEACCEL</code> ).
461 flags can be an OR'd combination of these two options, one of these options or <code>0</code>.
462 If <code>SDL_SRCALPHA</code> is not passed as a flag then all alpha information is ignored when blitting the surface.
463 The alpha parameter is the per-surface alpha value; a surface need not have an alpha channel to use per-surface alpha and blitting can
464 still be accelerated with <code>SDL_RLEACCEL</code>.</p>
465 <p><strong>Note</strong>: The per-surface alpha value of 128 is considered a special case and is optimised, so it's much faster than other per-surface values.</p>
466 <p>Alpha affects surface blitting in the following ways: </p>
468 <dt>RGBA->RGB with SDL_SRCALPHA</dt>
470 <p>The source is alpha-blended with the destination, using the alpha channel.
471 SDL_SRCCOLORKEY and the per-surface alpha are ignored.</p>
473 <dt>RGBA->RGB without SDL_SRCALPHA</dt>
475 <p>The RGB data is copied from the source. The source alpha channel and the per-surface alpha value are ignored.
476 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
478 <dt>RGB->RGBA with SDL_SRCALPHA</dt>
480 <p>The source is alpha-blended with the destination using the per-surface alpha value.
481 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
482 The alpha channel of the copied pixels is set to opaque.</p>
484 <dt>RGB->RGBA without SDL_SRCALPHA</dt>
486 <p>The RGB data is copied from the source and the alpha value of the copied pixels is set to opaque.
487 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
489 <dt>RGBA->RGBA with SDL_SRCALPHA</dt>
491 <p>The source is alpha-blended with the destination using the source alpha channel.
492 The alpha channel in the destination surface is left untouched. SDL_SRCCOLORKEY is ignored.</p>
494 <dt>RGBA->RGBA without SDL_SRCALPHA</dt>
496 <p>The RGBA data is copied to the destination surface.
497 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
499 <dt>RGB->RGB with SDL_SRCALPHA</dt>
501 <p>The source is alpha-blended with the destination using the per-surface alpha value.
502 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
504 <dt>RGB->RGB without SDL_SRCALPHA</dt>
506 <p>The RGB data is copied from the source.
507 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
510 <p><strong>Note</strong>: When blitting, the presence or absence of <code>SDL_SRCALPHA</code> is relevant only on the source surface, not the destination.
511 <strong>Note</strong>: Note that RGBA->RGBA blits (with <code>SDL_SRCALPHA</code> set) keep the alpha of the destination surface. This means that you cannot compose
512 two arbitrary RGBA surfaces this way and get the result you would expect from "overlaying" them; the destination alpha will work as a mask.</p>
513 <p><strong>Note</strong>: Also note that per-pixel and per-surface alpha cannot be combined; the per-pixel alpha is always used if available. </p>
514 <p><code>SDL::Video::set_alpha</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
517 <h2 id="fill_rect_dest_dest_rect_pixel">fill_rect(dest,dest_rect,pixel)</h2>
518 <div id="fill_rect_dest_dest_rect_pixel_CONTE">
519 <pre> $fill_rect = SDL::Video::fill_rect( $dest, $dest_rect, $pixel );
522 <p>This function performs a fast fill of the given <a href="/SDL-Rect.html">SDL::Rect</a> with the given <a href="/SDL-PixelFormat.html">SDL::PixelFormat</a>. If dest_rect is NULL, the whole surface
523 will be filled with color.</p>
524 <p>The color should be a pixel of the format used by the surface, and can be generated by the <code>SDL::Video::map_RGB</code> or <code>SDL::Video::map_RGBA</code>
525 functions. If the color value contains an alpha value then the destination is simply "filled" with that alpha information, no blending takes
527 <p>If there is a clip rectangle set on the destination (set via <code>SDL::Video::set_clip_rect</code>), then this function will clip based on the
528 intersection of the clip rectangle and the dstrect rectangle, and the dstrect rectangle will be modified to represent the area actually filled.</p>
529 <p>If you call this on the video surface (ie: the value of <code>SDL::Video::get_video_surface</code>) you may have to update the video surface to see the
530 result. This can happen if you are using a shadowed surface that is not double buffered in Windows XP using build 1.2.9. </p>
531 <p><code>SDL::Video::fill_rect</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
532 <p>for an example see <a href="#SYNOPSIS">SYNOPSIS</a>.</p>
535 <h1 id="Surface_locking_and_unlocking">Surface locking and unlocking</h1><p><a href="#TOP" class="toplink">Top</a></p>
536 <div id="Surface_locking_and_unlocking_CONTEN">
539 <h2 id="lock_surface_surface">lock_surface(surface)</h2>
540 <div id="lock_surface_surface_CONTENT">
541 <pre> int SDL::Video::lock_surface( $surface );
544 <p><code>SDL::Video::lock_surface</code> sets up the given <a href="/SDL-Surface.html">SDL::Surface</a> for directly accessing the pixels.
545 Between calls to SDL::lock_surface and SDL::unlock_surface, you can write to ( <code>surface-</code>set_pixels>) and read from ( <code>surface-</code>get_pixels> ),
546 using the pixel format stored in <code>surface-</code>format>.
547 Once you are done accessing the surface, you should use <code>SDL::Video::unlock_surface</code> to release the lock.</p>
548 <p>Not all surfaces require locking. If <code>SDL::Video::MUSTLOCK(surface)</code> evaluates to <code>0</code>, then reading and writing pixels to the surface can
549 be performed at any time, and the pixel format of the surface will not change.
550 No operating system or library calls should be made between the lock/unlock pairs, as critical system locks may be held during this time.
551 <code>SDL::Video::lock_surface</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
552 <p><strong>Note</strong>: Since SDL 1.1.8, the surface locks are recursive. This means that you can lock a surface multiple times, but each lock must have
553 a matching unlock.</p>
568 my($x, $y, $color) = @_;
569 my $lineoffset = $y * ($screen->pitch / 4);
570 $screen->set_pixels( $lineoffset+ $x, $color);
575 if( SDL::Video::MUSTLOCK( $screen) )
577 return if (SDL::Video::lock_surface( $screen ) < 0)
580 my $ticks = SDL::get_ticks();
581 my ($i, $y, $yofs, $ofs) = (0,0,0,0);
582 for ($i = 0; $i < 480; $i++)
584 for (my $j = 0, $ofs = $yofs; $j < 640; $j++, $ofs++)
586 $screen->set_pixels( $ofs, ( $i * $i + $j * $j + $ticks ) );
588 $yofs += $screen->pitch / 4;
591 putpixel(10, 10, 0xff0000);
592 putpixel(11, 10, 0xff0000);
593 putpixel(10, 11, 0xff0000);
594 putpixel(11, 11, 0xff0000);
596 SDL::Video::unlock_surface($screen) if (SDL::Video::MUSTLOCK($screen));
598 SDL::Video::update_rect($screen, 0, 0, 640, 480);
605 carp 'Unable to init SDL: '.SDL::get_error() if( SDL::init(SDL_INIT_VIDEO) < 0);
607 $screen = SDL::Video::set_video_mode( 640, 480, 32, SDL_SWSURFACE);
609 carp 'Unable to set 640x480x32 video' . SDL::get_error() if(!$screen);
615 my $event = SDL::Event->new();
617 while( SDL::Events::poll_event($event) )
619 my $type = $event->type;
620 return 0 if( $type == SDL_KEYDOWN || $type == SDL_QUIT);
622 SDL::Events::pump_events();
633 <h2 id="unlock_surface_surface">unlock_surface(surface)</h2>
634 <div id="unlock_surface_surface_CONTENT">
635 <pre> void SDL::Video::unlock_surface( $surface );
638 <p>Surfaces that were previously locked using <code>SDL::Video::lock_surface</code> must be unlocked with <code>SDL::Video::unlock_surface</code>. Surfaces should
639 be unlocked as soon as possible.
640 <code>SDL::Video::unlock_surface</code> doesn't return anything.</p>
641 <p><strong>Note</strong>: Since 1.1.8, the surface locks are recursive. See <code>SDL::Video::lock_surface</code> for more information. </p>
644 <h2 id="MUSTLOCK_surface">MUSTLOCK(surface)</h2>
645 <div id="MUSTLOCK_surface_CONTENT">
646 <pre> int SDL::Video::MUSTLOCK( $surface );
649 <p><code>MUSTLOCK</code> returns <code>0</code> if the surface does not have to be locked during pixel operations, otherwise <code>1</code>.</p>
652 <h1 id="Screen_Updating_Functions">Screen Updating Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
653 <div id="Screen_Updating_Functions_CONTENT">
656 <h2 id="set_clip_rect_surface_rect">set_clip_rect(surface,rect)</h2>
657 <div id="set_clip_rect_surface_rect_CONTENT">
658 <pre> SDL::Video::set_clip_rect( $surface, $rect );
661 <p>Sets the clipping rectangle for the given <a href="/SDL-Surface.html">SDL::Surface</a>. When this surface is the destination of a blit, only the area within the clip
662 rectangle will be drawn into.
663 The rectangle pointed to by rect will be clipped to the edges of the surface so that the clip rectangle for a surface can never fall
664 outside the edges of the surface.
665 If rect is NULL the clipping rectangle will be set to the full size of the surface.
666 <code>SDL::Video::set_clip_rect</code> doesn't returns anything.</p>
669 <h2 id="get_clip_rect_surface_rect">get_clip_rect(surface,rect)</h2>
670 <div id="get_clip_rect_surface_rect_CONTENT">
671 <pre> SDL::Video::get_clip_rect( $surface, $rect );
674 <p>Gets the clipping rectangle for the given <a href="/SDL-Surface.html">SDL::Surface</a>. When this surface is the destination of a blit, only the area within the clip
675 rectangle is drawn into.
676 The rectangle pointed to by rect will be filled with the clipping rectangle of the surface.
677 <code>SDL::Video::get_clip_rect</code> doesn't returns anything;</p>
683 my $screen_width = 640;
684 my $screen_height = 480;
686 SDL::init(SDL_INIT_VIDEO);
688 my $screen = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
690 my $rect = SDL::Rect->new(0, 0, 0, 0);
692 SDL::Video::get_clip_rect($screen, $rect);
694 printf( "rect is %d, %d, %d, %d\n", $rect->x, $rect->y, $rect->w, $rect->h);
701 <h2 id="blit_surface_src_src_rect_dest_dest_">blit_surface(src,src_rect,dest,dest_rect)</h2>
702 <div id="blit_surface_src_src_rect_dest_dest_-2">
703 <pre> SDL::Video::blit_surface( $src_surface, $src_rect, $dest_surface, $dest_rect );
706 <p>This performs a fast blit from the given source <a href="/SDL-Surface.html">SDL::Surface</a> to the given destination <a href="/SDL-Surface.html">SDL::Surface</a>.
707 The width and height in <code>src_surface</code> determine the size of the copied rectangle. Only the position is used in the <code>dst_rect</code>
708 (the width and height are ignored). Blits with negative <code>dst_rect</code> coordinates will be clipped properly.
709 If <code>src_rect</code> is NULL, the entire surface is copied. If <code>dst_rect</code> is NULL, then the destination position (upper left corner) is (0, 0).
710 The final blit rectangle is saved in <code>dst_rect</code> after all clipping is performed (<code>src_rect</code> is not modified).
711 The blit function should not be called on a locked surface. I.e. when you use your own drawing functions you may need to lock a surface,
712 but this is not the case with <code>SDL::Video::blit_surface</code>. Like most surface manipulation functions in SDL, it should not be used together
714 <p>The results of blitting operations vary greatly depending on whether <code>SDL_SRCALPHA</code> is set or not. See <code>SDL::Video::set_alpha</code> for an
715 explanation of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting.
716 <code>SDL::Video::blit_surface</code> doesn't returns anything.</p>
717 <p>For an example see <a href="#load_BMP_filename">load_BMP</a>.</p>
720 <h2 id="update_rect_surface_x_y_width_height">update_rect(surface,x,y,width,height)</h2>
721 <div id="update_rect_surface_x_y_width_height-2">
722 <pre> update_rect( $surface, $left, $top, $width, $height );
725 <p>Makes sure the given area is updated on the given screen.
726 The rectangle must be confined within the screen boundaries because there's no clipping.
727 update_rect doesn't returns any value.</p>
728 <p><strong>Note</strong>: This function should not be called while screen is locked by <a href="#lock_surface_surface">SDL::Video::lock_surface</a></p>
729 <p><strong>Note2</strong>: If <code>x</code>, <code>y</code>, <code>width</code> and <code>height</code> are all equal to 0, <code>update_rect</code> will update the entire screen. </p>
730 <p>For an example see <a href="#SYNOPSIS">SYNOPSIS</a></p>
733 <h2 id="update_rects_surface_rects">update_rects(surface,rects) </h2>
734 <div id="update_rects_surface_rects_CONTENT">
735 <pre> update_rects( $surface, @rects );
738 <p>Makes sure the given list of rectangles is updated on the given screen.
739 The rectangle must be confined within the screen boundaries because there's no clipping.
740 <code>update_rects</code> doesn't returns any value.</p>
741 <p><strong>Note</strong>: This function should not be called while screen is locked by <a href="#lock_surface_surface">SDL::Video::lock_surface</a>.</p>
748 # the size of the window box or the screen resolution if fullscreen
749 my $screen_width = 800;
750 my $screen_height = 600;
752 SDL::init(SDL_INIT_VIDEO);
755 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
757 # drawing the whole screen blue
758 my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue
759 SDL::Video::fill_rect($screen_surface,
760 SDL::Rect->new(0, 0, $screen_width, $screen_height),
764 push(@rects, SDL::Rect->new(200, 0, 400, 600));
765 push(@rects, SDL::Rect->new( 0, 150, 800, 300));
767 # updating parts of the screen (should look like a cross)
768 SDL::Video::update_rects($screen_surface, @rects);
777 <h2 id="flip_surface">flip(surface)</h2>
778 <div id="flip_surface_CONTENT">
779 <pre> $flip = SDL::Video::flip( $screen_surface );
782 <p>On hardware that supports double-buffering, this function sets up a flip and returns.
783 The hardware will wait for vertical retrace, and then swap video buffers before the next video surface blit or lock will return.
784 On hardware that doesn't support double-buffering or if <code>SDL_SWSURFACE</code> was set, this is equivalent to calling
785 <code>SDL::Video::update_rect( $screen, 0, 0, 0, 0 )</code>.</p>
786 <p>A software screen surface is also updated automatically when parts of a SDL window are redrawn, caused by overlapping windows or by
787 restoring from an iconified state. As a result there is no proper double buffer behavior in windowed mode for a software screen, in
788 contrast to a full screen software mode.</p>
789 <p>The <code>SDL_DOUBLEBUF</code> flag must have been passed to <code>SDL::Video::set_video_mode</code>, when setting the video mode for this function to
790 perform hardware flipping.</p>
791 <p><code>flip</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
792 <p><strong>Note</strong>: If you want to swap the buffers of an initialized OpenGL context, use the function <code>SDL::Video::GL_swap_buffers</code> instead. </p>
798 # the size of the window box or the screen resolution if fullscreen
799 my $screen_width = 800;
800 my $screen_height = 600;
802 SDL::init(SDL_INIT_VIDEO);
805 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_DOUBLEBUF|SDL_FULLSCREEN);
807 # do some video operations here
809 # doing page flipping
810 unless( SDL::Video::flip($screen_surface) == 0 )
812 printf( STDERR "failed to swap buffers: %s\n", SDL::get_error() );
820 <h1 id="Palette_Color_and_Pixel_Functions">Palette, Color and Pixel Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
821 <div id="Palette_Color_and_Pixel_Functions_CO">
824 <h2 id="set_colors_surface_start_colors">set_colors(surface,start,colors)</h2>
825 <div id="set_colors_surface_start_colors_CONT">
826 <pre> $set_colors = SDL::Video::set_colors( $surface, $start, $color1, $color2, ... )
829 <p>Sets a portion of the colormap for the given 8-bit surface. </p>
830 <p>When surface is the surface associated with the current display, the display colormap will be updated with the requested colors.
831 If <code>SDL_HWPALETTE</code> was set in <code>SDL::Video::set_video_mode</code> flags, <code>SDL::Video::set_colors</code> will always return 1, and the palette is
832 guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation.
833 The color components of a <a href="/SDL-Color.html">SDL::Color</a> structure are 8-bits in size, giving you a total of 2563 = 16777216 colors.
834 Palettized (8-bit) screen surfaces with the <code>SDL_HWPALETTE</code> flag have two palettes, a logical palette that is used for mapping blits to/from
835 the surface and a physical palette (that determines how the hardware will map the colors to the display).
836 <code>SDL::Video::set_colors</code> modifies both palettes (if present), and is equivalent to calling <code>SDL::Video::set_palette</code> with the flags set to
837 ( <code>SDL_LOGPAL | SDL_PHYSPAL</code> ). </p>
838 <p>If <code>surface</code> is not a palettized surface, this function does nothing, returning 0.
839 If all of the colors were set as passed to <code>SDL::Video::set_colors</code>, it will return 1.
840 If not all the color entries were set exactly as given, it will return 0, and you should look at the surface palette to determine the
841 actual color palette.</p>
844 <h2 id="set_palette_surface_flags_start_colo">set_palette(surface,flags,start,colors)</h2>
845 <div id="set_palette_surface_flags_start_colo-2">
846 <pre> $set_palette = set_palette( $surface, $flags, $start, $color1, $color2, ... );
849 <p>Sets a portion of the palette for the given 8-bit surface.</p>
850 <p>Palettized (8-bit) screen surfaces with the <code>SDL_HWPALETTE</code> flag have two palettes, a logical palette that is used for mapping blits to/from
851 the surface and a physical palette (that determines how the hardware will map the colors to the display).
852 Non screen surfaces have a logical palette only. <code>SDL::Video::blit</code> always uses the logical palette when blitting surfaces (if it has to
853 convert between surface pixel formats). Because of this, it is often useful to modify only one or the other palette to achieve various
854 special color effects (e.g., screen fading, color flashes, screen dimming).</p>
855 <p>This function can modify either the logical or physical palette by specifying <code>SDL_LOGPAL</code> or <code>SDL_PHYSPAL</code> the in the flags parameter.</p>
856 <p>When surface is the surface associated with the current display, the display colormap will be updated with the requested colors.
857 If <code>SDL_HWPALETTE</code> was set in <code>SDL::Video::set_video_mode</code> flags, <code>SDL::Video::set_palette</code> will always return 1, and the palette is
858 guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation.
859 The color components of a <code>SDL::Color</code> structure are 8-bits in size, giving you a total of 2563 = 16777216 colors. </p>
860 <p>If <code>surface</code> is not a palettized surface, this function does nothing, returning <code>0</code>. If all of the colors were set as passed to <code>set_palette</code>,
861 it will return <code>1</code>. If not all the color entries were set exactly as given, it will return <code>0</code>, and you should look at the surface palette
862 to determine the actual color palette.</p>
865 <h2 id="set_gamma_r_g_b">set_gamma(r,g,b)</h2>
866 <div id="set_gamma_r_g_b_CONTENT">
867 <pre> $set_gamma = SDL::Video::set_gamma( $red_gamma, $green_gamma, $blue_gamma );
870 <p>Sets the "gamma function" for the display of each color component. Gamma controls the brightness/contrast of colors displayed on the screen.
871 A gamma value of 1.0 is identity (i.e., no adjustment is made).</p>
872 <p>This function adjusts the gamma based on the "gamma function" parameter, you can directly specify lookup tables for gamma adjustment
873 with SDL::set_gamma_ramp.</p>
874 <p><strong>Note</strong>: Not all display hardware is able to change gamma.</p>
875 <p><code>SDL::Video::set_gamma</code> returns <code>-1</code> on error.</p>
876 <p><strong>Warning</strong>: Under Linux (X.org Gnome and Xfce), gamma settings affects the entire display (including the desktop)! </p>
882 use Time::HiRes qw( usleep );
884 # the size of the window box or the screen resolution if fullscreen
885 my $screen_width = 800;
886 my $screen_height = 600;
888 SDL::init(SDL_INIT_VIDEO);
891 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
893 # drawing something somewhere
894 my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 128, 128, 128); # gray
895 SDL::Video::fill_rect($screen_surface,
896 SDL::Rect->new($screen_width / 4, $screen_height / 4, $screen_width / 2, $screen_height / 2),
899 # update the whole screen
900 SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height);
906 SDL::Video::set_gamma( 1 - $_ / 20, 1, 1 );
912 SDL::Video::set_gamma( $_ / 20, 1, 1 );
916 SDL::Video::set_gamma( 1, 1, 1 );
925 <h2 id="get_gamma_ramp_rt_gt_bt">get_gamma_ramp(rt,gt,bt)</h2>
926 <div id="get_gamma_ramp_rt_gt_bt_CONTENT">
927 <pre> $get_gamma_ramp = SDL::Video::get_gamma_ramp( \@red_table, \@green_table, \@blue_table );
930 <p>Gets the gamma translation lookup tables currently used by the display. Each table is an array of 256 Uint16 values.
931 <code>SDL::Video::get_gamma_ramp</code> returns -1 on error.</p>
935 SDL::init(SDL_INIT_VIDEO);
937 my (@red, @green, @blue);
939 my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );
943 print( "an error occoured" );
947 printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] );
948 printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] );
949 printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0], $green[0], $blue[0] );
957 <h2 id="set_gamma_ramp_rt_gt_bt">set_gamma_ramp(rt,gt,bt)</h2>
958 <div id="set_gamma_ramp_rt_gt_bt_CONTENT">
959 <pre> $set_gamma_ramp = SDL::Video::set_gamma_ramp( \@red_table, \@green_table, \@blue_table );
962 <p>Sets the gamma lookup tables for the display for each color component. Each table is an array ref of 256 Uint16 values, representing a
963 mapping between the input and output for that channel.
964 The input is the index into the array, and the output is the 16-bit gamma value at that index, scaled to the output color precision.
965 You may pass NULL to any of the channels to leave them unchanged.</p>
966 <p>This function adjusts the gamma based on lookup tables, you can also have the gamma calculated based on a "gamma function" parameter
967 with <code>SDL::Video::set_gamma</code>.</p>
968 <p>Not all display hardware is able to change gamma.
969 <code>SDL::Video::set_gamma_ramp</code> returns <code>-1</code> on error (or if gamma adjustment is not supported).</p>
974 SDL::init(SDL_INIT_VIDEO);
976 my (@red, @green, @blue);
978 my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );
982 $ret = SDL::Video::set_gamma_ramp( \@red, \@green, \@blue );
984 $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );
988 print( "an error occoured" );
992 printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] );
993 printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] );
994 printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0], $green[0], $blue[0] );
1002 <h2 id="map_RGB_pixel_format_r_g_b">map_RGB(pixel_format,r,g,b)</h2>
1003 <div id="map_RGB_pixel_format_r_g_b_CONTENT">
1004 <pre> $pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b );
1007 <p>Maps the RGB color value to the specified <a href="/SDL-PixelFormat.html">SDL::PixelFormat</a> and returns the pixel value as a 32-bit int.
1008 If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned.
1009 If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque). </p>
1010 <p><code>SDL::Video::map_RGB</code> returns a pixel value best approximating the given RGB color value for a given pixel format.
1011 If the <a href="/SDL-PixelFormat.html">SDL::PixelFormat</a>'s bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored
1012 (e.g., with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format).</p>
1015 use SDL::PixelFormat;
1018 SDL::init(SDL_INIT_VIDEO);
1020 my $screen_surface = SDL::Video::set_video_mode(640, 480, 16, SDL_SWSURFACE);
1021 # ^-- 16 bits per pixel
1027 printf( "for 24bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b);
1029 my $_16bit = SDL::Video::map_RGB( $screen_surface->format, $r, $g, $b );
1031 # 16bpp is 5 bits red, 6 bits green and 5 bits blue
1032 # we will obtain the values for each color and calculating them back to 24/32bit color system
1033 ($r, $g, $b) = @{ SDL::Video::get_RGB( $screen_surface->format, $_16bit ) };
1035 printf( "for 16bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b );
1037 # so color #9CDC67 becomes #9CDF63
1044 <h2 id="map_RGBA_pixel_format_r_g_b_a">map_RGBA(pixel_format,r,g,b,a)</h2>
1045 <div id="map_RGBA_pixel_format_r_g_b_a_CONTEN">
1046 <pre> $pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b, $a );
1049 <p>Maps the RGBA color value to the specified <a href="/SDL-PixelFormat.html">SDL::PixelFormat</a> and returns the pixel value as a 32-bit int.
1050 If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned.
1051 If the specified pixel format has no alpha component the alpha value will be ignored (as it will be in formats with a palette). </p>
1052 <p>A pixel value best approximating the given RGBA color value for a given pixel format.
1053 If the pixel format bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored (e.g.,
1054 with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format).</p>
1057 <h2 id="get_RGB_pixel_format_pixel">get_RGB(pixel_format,pixel)</h2>
1058 <div id="get_RGB_pixel_format_pixel_CONTENT">
1059 <pre> $rgb_array_ref = SDL::Video::get_RGB( $pixel_format, $pixel );
1062 <p>Returns RGB values from a pixel in the specified pixel format. The pixel is an integer (e.g. 16bit RGB565, 24/32bit RGB888).
1063 This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB
1064 component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).</p>
1065 <p>For an example see <code>SDL::Video::map_RGB</code>.</p>
1068 <h2 id="get_RGBA_pixel_format_pixel">get_RGBA(pixel_format,pixel)</h2>
1069 <div id="get_RGBA_pixel_format_pixel_CONTENT">
1070 <pre> $rgba_array_ref = SDL::Video::get_RGBA( $pixel_format, $pixel );
1073 <p>Gets RGBA values from a pixel in the specified pixel format.
1074 This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB
1075 component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).</p>
1076 <p>If the surface has no alpha component, the alpha will be returned as 0xff (100% opaque). </p>
1079 <h1 id="GL_Methods">GL Methods</h1><p><a href="#TOP" class="toplink">Top</a></p>
1080 <div id="GL_Methods_CONTENT">
1083 <h2 id="GL_load_library_path">GL_load_library(path)</h2>
1084 <div id="GL_load_library_path_CONTENT">
1085 <p>If you wish, you may load the OpenGL library from the given path at runtime, this must be done before <code>SDL::Video::set_video_mode</code> is called.
1086 You must then use <code>SDL::Video::GL_get_proc_address</code> to retrieve function pointers to GL functions. </p>
1087 <p>SDL::GL_load_library returns 0 on success or -1 or error.</p>
1090 <h2 id="GL_get_proc_address_proc">GL_get_proc_address(proc)</h2>
1091 <div id="GL_get_proc_address_proc_CONTENT">
1092 <p>Returns the address of the GL function proc, or NULL if the function is not found. If the GL library is loaded at runtime, with
1093 SDL::GL_load_library, then all GL functions must be retrieved this way. Usually this is used to retrieve function pointers to OpenGL
1094 extensions. Note that this function needs an OpenGL context to function properly, so it should be called after SDL::set_video_mode
1095 has been called (with the SDL_OPENGL flag).</p>
1096 <p>OpenGL function pointers must be declared APIENTRY . This will ensure the proper calling convention is followed on platforms where this
1097 matters (Win32) thereby avoiding stack corruption. In a Win32 build environment, APIENTRY should be defined as __stdcall. </p>
1098 <p>it returns undef if the function is not found.</p>
1101 <h2 id="GL_get_attribute_attr">GL_get_attribute(attr)</h2>
1102 <div id="GL_get_attribute_attr_CONTENT">
1103 <p>It returns SDL/OpenGL attribute attr . This is useful after a call to SDL::set_video_mode to check whether your attributes have been set
1105 SDL::GL_get_attribute returns undef if the attribute is not found.</p>
1108 <h2 id="GL_set_attribute_attr_value">GL_set_attribute(attr,value)</h2>
1109 <div id="GL_set_attribute_attr_value_CONTENT">
1110 <p>This function sets the given OpenGL attribute attr to value. The requested attributes will take effect after a call to SDL::set_video_mode.
1111 You should use SDL::GL_get_attribute to check the values after a SDL::set_video_mode call, since the values obtained can differ from the
1113 See SDL_GLattr for the full list of available attributes.
1114 SDL::GL_set_attribute returns 0 on success or -1 on error.</p>
1115 <p>Note : The SDL_DOUBLEBUF flag is not required to enable double buffering when setting an OpenGL video mode. Double buffering is enabled
1116 or disabled using the SDL_GL_DOUBLEBUFFER attribute. </p>
1119 <h2 id="GL_swap_buffers">GL_swap_buffers</h2>
1120 <div id="GL_swap_buffers_CONTENT">
1121 <p>Swap the OpenGL buffers, if double-buffering is supported.
1122 SDL::GL_swap_buffers doesn't returns any value.</p>
1125 <h2 id="GL_attr_to_be_coded">GL_attr *** to be coded</h2>
1126 <div id="GL_attr_to_be_coded_CONTENT">
1133 <h1 id="Video_Overlay_Functions">Video Overlay Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
1134 <div id="Video_Overlay_Functions_CONTENT">
1135 <p>see <a href="/SDL-Overlay.html">SDL::Overlay</a> </p>
1138 <h2 id="lock_YUV_overlay_overlay">lock_YUV_overlay(overlay)</h2>
1139 <div id="lock_YUV_overlay_overlay_CONTENT">
1140 <p>Much the same as <code>SDL::lock_surface</code>, SDL::lock_YUV_overlay locks the overlay for direct access to pixel data.
1141 It returns 0 on success or -1 on error.</p>
1144 <h2 id="unlock_YUV_overlay_overlay">unlock_YUV_overlay(overlay)</h2>
1145 <div id="unlock_YUV_overlay_overlay_CONTENT">
1146 <p>The opposite to <code>SDL::lock_YUV_overlay</code>. Unlocks a previously locked overlay. An overlay must be unlocked before it can be displayed.
1147 It returns 0 on success or -1 on error.</p>
1150 <h2 id="display_YUV_overlay_overlay_dstrect">display_YUV_overlay(overlay,dstrect)</h2>
1151 <div id="display_YUV_overlay_overlay_dstrect_">
1152 <p>Blit the overlay to the display surface specified when the overlay was created. The SDL::rect structure, dstrect, specifies a rectangle
1153 on the display where the overlay is drawn. The .x and .y fields of dstrect specify the upper left location in display coordinates.
1154 The overlay is scaled (independently in x and y dimensions) to the size specified by dstrect, and is optimized for 2x scaling</p>
1155 <p>It returns 0 on success or -1 on error.</p>
1158 <h1 id="Window_Management_Functions">Window Management Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
1159 <div id="Window_Management_Functions_CONTENT">
1162 <h2 id="wm_set_caption_title_icon">wm_set_caption(title,icon)</h2>
1163 <div id="wm_set_caption_title_icon_CONTENT">
1164 <pre> SDL::Video::wm_set_caption( $title, $icon );
1167 <p>Sets the title-bar and icon name of the display window.</p>
1168 <p><code>title</code> is a UTF-8 encoded null-terminated string which will serve as the window title (the text at the top of the window). The function
1169 does not change the string. You may free the string after the function returns.</p>
1170 <p><code>icon</code> is a UTF-8 encoded null-terminated string which will serve as the iconified window title (the text which is displayed in the menu
1171 bar or desktop when the window is minimized). As with title this string may be freed after the function returns. </p>
1177 SDL::init(SDL_INIT_VIDEO);
1179 my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);
1181 SDL::Video::wm_set_caption( 'maximized title', 'minimized title' );
1190 <h2 id="wm_get_caption">wm_get_caption()</h2>
1191 <div id="wm_get_caption_CONTENT">
1192 <pre> SDL::Video::wm_get_caption( $title, $icon );
1195 <p>Retrieves the title-bar and icon name of the display window.</p>
1201 SDL::init(SDL_INIT_VIDEO);
1203 my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);
1205 SDL::Video::wm_set_caption( 'maximized title', 'minimized title' );
1207 my ($title, $icon) = @{ SDL::Video::wm_get_caption() };
1209 printf( "title is '%s' and icon is '%s'\n", $title, $icon );
1216 <h2 id="wm_set_icon_icon">wm_set_icon(icon)</h2>
1217 <div id="wm_set_icon_icon_CONTENT">
1218 <pre> SDL::Video::wm_set_icon( $icon );
1221 <p>Sets the icon for the display window. Win32 icons must be 32x32.</p>
1222 <p>This function must be called before the first call to <code>SDL::Video::set_video_mode</code>. Note that this means <code>SDL::Image</code> cannot be used.</p>
1223 <p>The shape is determined by the colorkey or alpha channel of the icon, if any. If neither of those are present, the icon is made opaque
1224 (no transparency).</p>
1226 <pre> SDL::Video::wm_set_icon(SDL::Video::load_BMP("icon.bmp"));
1229 <p>Another option, if your icon image does not have a colorkey set, is to use the SDL::Video::set_color_key to set the transparency.</p>
1231 <pre> my $image = SDL::Video::load_BMP("icon.bmp");
1233 my colorkey = SDL::Video::map_RGB($image->format, 255, 0, 255); # specify the color that will be transparent
1235 SDL::Video::set_color_key($image, SDL_SRCCOLORKEY, $colorkey);
1237 SDL::Video::wm_set_icon($image);
1242 <h2 id="wm_grab_input_mode">wm_grab_input(mode)</h2>
1243 <div id="wm_grab_input_mode_CONTENT">
1244 <pre> $grab_mode = SDL::Video::wm_grab_input($mode);
1247 <p>Grabbing means that the mouse is confined to the application window, and nearly all keyboard input is passed directly to the application,
1248 and not interpreted by a window manager, if any.</p>
1249 <p>When mode is <code>SDL_GRAB_QUERY</code> the grab mode is not changed, but the current grab mode is returned.</p>
1250 <p><code>mode</code> and the return value of <code>wm_grab_input</code> can be one of the following:</p>
1252 <li><code>SDL_GRAB_QUERY</code> </li>
1253 <li><code>SDL_GRAB_OFF</code> </li>
1254 <li><code>SDL_GRAB_ON</code></li>
1259 <h2 id="wm_iconify_window">wm_iconify_window()</h2>
1260 <div id="wm_iconify_window_CONTENT">
1261 <pre> $iconify_window = SDL::Video::wm_iconify_window();
1264 <p>If the application is running in a window managed environment SDL attempts to iconify/minimise it. If <code>wm_iconify_window</code> is successful,
1265 the application will receive a <code>SDL_APPACTIVE</code> loss event (see Application visibility events at <a href="/SDL-Event.html">SDL::Event</a>).</p>
1266 <p>Returns non-zero on success or 0 if iconification is not supported or was refused by the window manager. </p>
1272 SDL::init(SDL_INIT_VIDEO);
1274 my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);
1278 SDL::Video::wm_iconify_window();
1287 <h2 id="wm_toggle_fullscreen_surface">wm_toggle_fullscreen(surface)</h2>
1288 <div id="wm_toggle_fullscreen_surface_CONTENT">
1289 <pre> $toggle = SDL::Video::wm_toggle_fullscreen( $surface );
1292 <p>Toggles the application between windowed and fullscreen mode, if supported. (X11 is the only target currently supported, BeOS support
1293 is experimental).</p>
1296 <h1 id="SEE_ALSO">SEE ALSO</h1><p><a href="#TOP" class="toplink">Top</a></p>
1297 <div id="SEE_ALSO_CONTENT">
1300 <h2 id="Category_Objects">Category Objects</h2>
1301 <div id="Category_Objects_CONTENT">
1302 <p><a href="/SDL-Surface.html">SDL::Surface</a>, <a href="/SDL-Overlay.html">SDL::Overlay</a>, <a href="/SDL-Color.html">SDL::Color</a>,
1303 <a href="/SDL-Rect.html">SDL::Rect</a>, <a href="/SDL-Palette.html">SDL::Palette</a>, <a href="/SDL-PixelFormat.html">SDL::PixelFormat</a>,
1304 <a href="/SDL-VideoInfo.html">SDL::VideoInfo</a></p>