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">list_modes</a></li>
13 <li><a href="#video_mode_ok">video_mode_ok</a></li>
14 <li><a href="#set_video_mode">set_video_mode</a>
15 <ul><li><a href="#List_of_avalaibles_flags">List of avalaibles flags</a></li>
18 <li><a href="#convert_surface">convert_surface</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">load_BMP</a></li>
22 <li><a href="#save_BMP">save_BMP</a></li>
23 <li><a href="#set_color_key">set_color_key</a></li>
24 <li><a href="#set_alpha">set_alpha</a></li>
25 <li><a href="#fill_rect">fill_rect</a></li>
28 <li><a href="#Surface_Locking_and_Unlocking">Surface Locking and Unlocking</a>
29 <ul><li><a href="#lock_surface">lock_surface</a></li>
30 <li><a href="#unlock_surface">unlock_surface</a></li>
31 <li><a href="#MUSTLOCK">MUSTLOCK</a></li>
34 <li><a href="#Screen_Updating_Functions">Screen Updating Functions</a>
35 <ul><li><a href="#set_clip_rect">set_clip_rect</a></li>
36 <li><a href="#get_clip_rect">get_clip_rect</a></li>
37 <li><a href="#blit_surface">blit_surface</a></li>
38 <li><a href="#update_rect">update_rect</a></li>
39 <li><a href="#update_rects">update_rects</a></li>
40 <li><a href="#flip">flip</a></li>
43 <li><a href="#Palette_Color_and_Pixel_Functions">Palette, Color and Pixel Functions</a>
44 <ul><li><a href="#set_colors">set_colors</a></li>
45 <li><a href="#set_palette">set_palette</a></li>
46 <li><a href="#set_gamma">set_gamma</a></li>
47 <li><a href="#get_gamma_ramp">get_gamma_ramp</a></li>
48 <li><a href="#set_gamma_ramp">set_gamma_ramp</a></li>
49 <li><a href="#map_RGB">map_RGB</a></li>
50 <li><a href="#map_RGBA">map_RGBA</a></li>
51 <li><a href="#get_RGB">get_RGB</a></li>
52 <li><a href="#get_RGBA">get_RGBA</a></li>
55 <li><a href="#GL_Methods">GL Methods</a>
56 <ul><li><a href="#GL_load_library">GL_load_library</a></li>
57 <li><a href="#GL_get_proc_address">GL_get_proc_address</a></li>
58 <li><a href="#GL_get_attribute">GL_get_attribute</a></li>
59 <li><a href="#GL_set_attribute">GL_set_attribute</a></li>
60 <li><a href="#GL_swap_buffers">GL_swap_buffers</a></li>
63 <li><a href="#Video_Overlay_Functions">Video Overlay Functions</a>
64 <ul><li><a href="#lock_YUV_overlay">lock_YUV_overlay</a></li>
65 <li><a href="#unlock_YUV_overlay">unlock_YUV_overlay</a></li>
66 <li><a href="#display_YUV_overlay">display_YUV_overlay</a></li>
69 <li><a href="#Window_Management_Functions">Window Management Functions</a>
70 <ul><li><a href="#wm_set_caption">wm_set_caption</a></li>
71 <li><a href="#wm_get_caption">wm_get_caption</a></li>
72 <li><a href="#wm_set_icon">wm_set_icon</a></li>
73 <li><a href="#wm_grab_input">wm_grab_input</a></li>
74 <li><a href="#wm_iconify_window">wm_iconify_window</a></li>
75 <li><a href="#wm_toggle_fullscreen">wm_toggle_fullscreen</a></li>
78 <li><a href="#AUTHOR">AUTHOR</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">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">list_modes</h2>
196 <div id="list_modes_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">video_mode_ok</h2>
234 <div id="video_mode_ok_CONTENT">
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">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">set_video_mode</h2>
260 <div id="set_video_mode_CONTENT">
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">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">SDL::Video::flip</a> will just perform a
300 <a href="#update_rect">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">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">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">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">SDL::Video::set_video_mode</a>, for example for a multiplatform application). </p>
347 <h2 id="convert_surface">convert_surface</h2>
348 <div id="convert_surface_CONTENT">
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 <a href="SDL-Surface.html">SDL::Surface</a><code>->new</code> and has those semantics.
355 This function is used internally by <a href="#display_format">SDL::Video::display_format</a>.
356 This function can only be called after <code>SDL::init</code>. </p>
357 <p>it returns a <a href="SDL-Surface.html">SDL::Surface</a> 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 <a href="#conver_surface">SDL::Video::convert_surface</a>.</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 <a href="#convert_surface">SDL::Video::convert_surface</a>.</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 <a href="#set_video_mode">SDL::Video::set_video_mode</a> before this function is called, or it will
389 <h2 id="load_BMP">load_BMP</h2>
390 <div id="load_BMP_CONTENT">
391 <pre> $surface = SDL::Video::load_BMP( $filename );
394 <p>Loads a <a href="SDL-Surface.html">SDL::Surface</a> from a named Windows BMP file.
395 <code>SDL::Video::load_BMP</code> returns a <a href="SDL-Surface.html">SDL::Surface</a> on success or <code>undef</code> on error.</p>
396 <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>
402 my $screen_width = 640;
403 my $screen_height = 480;
405 SDL::init(SDL_INIT_VIDEO);
407 my $screen = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
409 my $picture = SDL::Video::load_BMP('test.bmp');
411 die(SDL::get_error) unless $picture;
413 my $rect = SDL::Rect->new(0, 0, $screen_width, $screen_height);
415 SDL::Video::blit_surface( $picture, SDL::Rect->new(0, 0, $picture->w, $picture->h),
416 $screen, SDL::Rect->new(0, 0, $screen->w, $screen->h) );
418 SDL::Video::update_rect( $screen, 0, 0, $screen_width, $screen_height );
427 <h2 id="save_BMP">save_BMP</h2>
428 <div id="save_BMP_CONTENT">
429 <pre> $saved_BMP = SDL::Video::save_BMP( $surface, $filename );
432 <p>Saves the given <a href="SDL-Surface.html">SDL::Surface</a> as a Windows BMP file named filename.
433 it returns 0 on success or -1 on error.</p>
436 <h2 id="set_color_key">set_color_key</h2>
437 <div id="set_color_key_CONTENT">
438 <pre> $set_color_key = SDL::Video::set_color_key( $surface, $flag, $key );
441 <p>Sets the color key (transparent pixel) in a blittable surface and enables or disables RLE blit acceleration.</p>
442 <p>RLE acceleration can substantially speed up blitting of images with large horizontal runs of transparent pixels (i.e., pixels that match
444 The key must be of the same pixel format as the surface, <a href="#map_RGB">SDL::Video::map_RGB</a> is often useful for obtaining an acceptable value.
445 If flag is <code>SDL_SRCCOLORKEY</code> then key is the transparent pixel value in the source image of a blit.</p>
446 <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.
447 The surface will actually be encoded for RLE acceleration the first time <a href="#blit_surface">SDL::Video::blit_surface</a> or
448 <code>SDL::Video::display_format|/display_format</code> is called on the surface.
449 If <code>flag</code> is <code>0</code>, this function clears any current color key. </p>
450 <p><code>SDL::Video::set_color_key</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
453 <h2 id="set_alpha">set_alpha</h2>
454 <div id="set_alpha_CONTENT">
455 <pre> $set_alpha = SDL::Video::set_alpha( $surface, $flag, $key );
458 <p><code>set_alpha</code> is used for setting the per-surface alpha value and/or enabling and disabling alpha blending.</p>
459 <p>The surface parameter specifies which SDL::surface whose alpha attributes you wish to adjust.
460 flags is used to specify whether alpha blending should be used ( <code>SDL_SRCALPHA</code> ) and whether the surface should use RLE acceleration for
461 blitting ( <code>SDL_RLEACCEL</code> ).
462 flags can be an OR'd combination of these two options, one of these options or <code>0</code>.
463 If <code>SDL_SRCALPHA</code> is not passed as a flag then all alpha information is ignored when blitting the surface.
464 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
465 still be accelerated with <code>SDL_RLEACCEL</code>.</p>
466 <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>
467 <p>Alpha affects surface blitting in the following ways: </p>
469 <dt>RGBA->RGB with <code>SDL_SRCALPHA</code></dt>
471 <p>The source is alpha-blended with the destination, using the alpha channel.
472 SDL_SRCCOLORKEY and the per-surface alpha are ignored.</p>
474 <dt>RGBA->RGB without <code>SDL_SRCALPHA</code></dt>
476 <p>The RGB data is copied from the source. The source alpha channel and the per-surface alpha value are ignored.
477 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
479 <dt>RGB->RGBA with <code>SDL_SRCALPHA</code></dt>
481 <p>The source is alpha-blended with the destination using the per-surface alpha value.
482 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
483 The alpha channel of the copied pixels is set to opaque.</p>
485 <dt>RGB->RGBA without <code>SDL_SRCALPHA</code></dt>
487 <p>The RGB data is copied from the source and the alpha value of the copied pixels is set to opaque.
488 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
490 <dt>RGBA->RGBA with <code>SDL_SRCALPHA</code></dt>
492 <p>The source is alpha-blended with the destination using the source alpha channel.
493 The alpha channel in the destination surface is left untouched. SDL_SRCCOLORKEY is ignored.</p>
495 <dt>RGBA->RGBA without <code>SDL_SRCALPHA</code></dt>
497 <p>The RGBA data is copied to the destination surface.
498 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
500 <dt>RGB->RGB with <code>SDL_SRCALPHA</code></dt>
502 <p>The source is alpha-blended with the destination using the per-surface alpha value.
503 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
505 <dt>RGB->RGB without <code>SDL_SRCALPHA</code></dt>
507 <p>The RGB data is copied from the source.
508 If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.</p>
511 <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.
512 <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
513 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>
514 <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>
515 <p><code>SDL::Video::set_alpha</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
518 <h2 id="fill_rect">fill_rect</h2>
519 <div id="fill_rect_CONTENT">
520 <pre> $fill_rect = SDL::Video::fill_rect( $dest, $dest_rect, $pixel );
523 <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
524 will be filled with color.</p>
525 <p>The color should be a pixel of the format used by the surface, and can be generated by the <a href="#map_RGB">SDL::Video::map_RGB</a> or
526 <code>SDL::Video::map_RGBA|/map_RGBA</code> functions. If the color value contains an alpha value then the destination is simply "filled" with that
527 alpha information, no blending takes place.</p>
528 <p>If there is a clip rectangle set on the destination (set via <a href="#set_clip_rect">SDL::Video::set_clip_rect</a>), then this function will clip based
529 on the intersection of the clip rectangle and the dstrect rectangle, and the dstrect rectangle will be modified to represent the area actually
531 <p>If you call this on the video surface (ie: the value of <a href="#get_video_surface">SDL::Video::get_video_surface</a>) you may have to update the video
532 surface to see the 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>
533 <p><code>SDL::Video::fill_rect</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
534 <p>for an example see <a href="#SYNOPSIS">SYNOPSIS</a>.</p>
537 <h1 id="Surface_Locking_and_Unlocking">Surface Locking and Unlocking</h1><p><a href="#TOP" class="toplink">Top</a></p>
538 <div id="Surface_Locking_and_Unlocking_CONTEN">
541 <h2 id="lock_surface">lock_surface</h2>
542 <div id="lock_surface_CONTENT">
543 <pre> int SDL::Video::lock_surface( $surface );
546 <p><code>SDL::Video::lock_surface</code> sets up the given <a href="SDL-Surface.html">SDL::Surface</a> for directly accessing the pixels.
547 Between calls to SDL::lock_surface and SDL::unlock_surface, you can write to ( <code>surface-</code>set_pixels>) and read from ( <code>surface-</code>get_pixels> ),
548 using the pixel format stored in <code>surface-</code>format>.
549 Once you are done accessing the surface, you should use <a href="#unlock_surface">SDL::Video::unlock_surface</a> to release the lock.</p>
550 <p>Not all surfaces require locking. If <a href="#MUSTLOCK">SDL::Video::MUSTLOCK</a> evaluates to <code>0</code>, then reading and writing pixels to the surface can
551 be performed at any time, and the pixel format of the surface will not change.
552 No operating system or library calls should be made between the lock/unlock pairs, as critical system locks may be held during this time.
553 <code>SDL::Video::lock_surface</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
554 <p><strong>Note</strong>: Since SDL 1.1.8, the surface locks are recursive. This means that you can lock a surface multiple times, but each lock must have
555 a matching unlock.</p>
570 my($x, $y, $color) = @_;
571 my $lineoffset = $y * ($screen->pitch / 4);
572 $screen->set_pixels( $lineoffset+ $x, $color);
577 if( SDL::Video::MUSTLOCK( $screen) )
579 return if (SDL::Video::lock_surface( $screen ) < 0)
582 my $ticks = SDL::get_ticks();
583 my ($i, $y, $yofs, $ofs) = (0,0,0,0);
584 for ($i = 0; $i < 480; $i++)
586 for (my $j = 0, $ofs = $yofs; $j < 640; $j++, $ofs++)
588 $screen->set_pixels( $ofs, ( $i * $i + $j * $j + $ticks ) );
590 $yofs += $screen->pitch / 4;
593 putpixel(10, 10, 0xff0000);
594 putpixel(11, 10, 0xff0000);
595 putpixel(10, 11, 0xff0000);
596 putpixel(11, 11, 0xff0000);
598 SDL::Video::unlock_surface($screen) if (SDL::Video::MUSTLOCK($screen));
600 SDL::Video::update_rect($screen, 0, 0, 640, 480);
607 carp 'Unable to init SDL: '.SDL::get_error() if( SDL::init(SDL_INIT_VIDEO) < 0);
609 $screen = SDL::Video::set_video_mode( 640, 480, 32, SDL_SWSURFACE);
611 carp 'Unable to set 640x480x32 video' . SDL::get_error() if(!$screen);
617 my $event = SDL::Event->new();
619 while( SDL::Events::poll_event($event) )
621 my $type = $event->type;
622 return 0 if( $type == SDL_KEYDOWN || $type == SDL_QUIT);
624 SDL::Events::pump_events();
635 <h2 id="unlock_surface">unlock_surface</h2>
636 <div id="unlock_surface_CONTENT">
637 <pre> SDL::Video::unlock_surface( $surface );
640 <p>Surfaces that were previously locked using <a href="#lock_sruface">SDL::Video::lock_surface</a> must be unlocked with <code>SDL::Video::unlock_surface</code>.
641 Surfaces should be unlocked as soon as possible.
642 <code>SDL::Video::unlock_surface</code> doesn't return anything.</p>
643 <p><strong>Note</strong>: Since 1.1.8, the surface locks are recursive. See <a href="#lock_sruface">SDL::Video::lock_surface</a> for more information. </p>
646 <h2 id="MUSTLOCK">MUSTLOCK</h2>
647 <div id="MUSTLOCK_CONTENT">
648 <pre> int SDL::Video::MUSTLOCK( $surface );
651 <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>
654 <h1 id="Screen_Updating_Functions">Screen Updating Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
655 <div id="Screen_Updating_Functions_CONTENT">
658 <h2 id="set_clip_rect">set_clip_rect</h2>
659 <div id="set_clip_rect_CONTENT">
660 <pre> SDL::Video::set_clip_rect( $surface, $rect );
663 <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
664 rectangle will be drawn into.
665 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
666 outside the edges of the surface.
667 If rect is NULL the clipping rectangle will be set to the full size of the surface.
668 <code>SDL::Video::set_clip_rect</code> doesn't returns anything.</p>
671 <h2 id="get_clip_rect">get_clip_rect</h2>
672 <div id="get_clip_rect_CONTENT">
673 <pre> SDL::Video::get_clip_rect( $surface, $rect );
676 <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
677 rectangle is drawn into.
678 The rectangle pointed to by rect will be filled with the clipping rectangle of the surface.
679 <code>SDL::Video::get_clip_rect</code> doesn't returns anything;</p>
685 my $screen_width = 640;
686 my $screen_height = 480;
688 SDL::init(SDL_INIT_VIDEO);
690 my $screen = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
692 my $rect = SDL::Rect->new(0, 0, 0, 0);
694 SDL::Video::get_clip_rect($screen, $rect);
696 printf( "rect is %d, %d, %d, %d\n", $rect->x, $rect->y, $rect->w, $rect->h);
703 <h2 id="blit_surface">blit_surface</h2>
704 <div id="blit_surface_CONTENT">
705 <pre> SDL::Video::blit_surface( $src_surface, $src_rect, $dest_surface, $dest_rect );
708 <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>.
709 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>
710 (the width and height are ignored). Blits with negative <code>dst_rect</code> coordinates will be clipped properly.
711 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).
712 The final blit rectangle is saved in <code>dst_rect</code> after all clipping is performed (<code>src_rect</code> is not modified).
713 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,
714 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
716 <p>The results of blitting operations vary greatly depending on whether <code>SDL_SRCALPHA</code> is set or not. See <a href="#set_alpha">SDL::Video::set_alpha</a>
717 for an explanation of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting.
718 <code>SDL::Video::blit_surface</code> doesn't returns anything.</p>
719 <p>For an example see <a href="#load_BMP">SDL::Video::load_BMP</a>.</p>
722 <h2 id="update_rect">update_rect</h2>
723 <div id="update_rect_CONTENT">
724 <pre> update_rect( $surface, $left, $top, $width, $height );
727 <p>Makes sure the given area is updated on the given screen.
728 The rectangle must be confined within the screen boundaries because there's no clipping.
729 update_rect doesn't returns any value.</p>
730 <p><strong>Note</strong>: This function should not be called while screen is locked by <a href="#lock_surface">SDL::Video::lock_surface</a></p>
731 <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>
732 <p>For an example see <a href="#SYNOPSIS">SYNOPSIS</a></p>
735 <h2 id="update_rects">update_rects</h2>
736 <div id="update_rects_CONTENT">
737 <pre> update_rects( $surface, @rects );
740 <p>Makes sure the given list of rectangles is updated on the given screen.
741 The rectangle must be confined within the screen boundaries because there's no clipping.
742 <code>update_rects</code> doesn't returns any value.</p>
743 <p><strong>Note</strong>: This function should not be called while screen is locked by <a href="#lock_surface">SDL::Video::lock_surface</a>.</p>
750 # the size of the window box or the screen resolution if fullscreen
751 my $screen_width = 800;
752 my $screen_height = 600;
754 SDL::init(SDL_INIT_VIDEO);
757 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
759 # drawing the whole screen blue
760 my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue
761 SDL::Video::fill_rect($screen_surface,
762 SDL::Rect->new(0, 0, $screen_width, $screen_height),
766 push(@rects, SDL::Rect->new(200, 0, 400, 600));
767 push(@rects, SDL::Rect->new( 0, 150, 800, 300));
769 # updating parts of the screen (should look like a cross)
770 SDL::Video::update_rects($screen_surface, @rects);
779 <h2 id="flip">flip</h2>
780 <div id="flip_CONTENT">
781 <pre> $flip = SDL::Video::flip( $screen_surface );
784 <p>On hardware that supports double-buffering, this function sets up a flip and returns.
785 The hardware will wait for vertical retrace, and then swap video buffers before the next video surface blit or lock will return.
786 On hardware that doesn't support double-buffering or if <code>SDL_SWSURFACE</code> was set, this is equivalent to calling
787 <code>SDL::Video::update_rect( $screen, 0, 0, 0, 0 )</code>.</p>
788 <p>A software screen surface is also updated automatically when parts of a SDL window are redrawn, caused by overlapping windows or by
789 restoring from an iconified state. As a result there is no proper double buffer behavior in windowed mode for a software screen, in
790 contrast to a full screen software mode.</p>
791 <p>The <code>SDL_DOUBLEBUF</code> flag must have been passed to <a href="#set_video_mode">SDL::Video::set_video_mode</a>, when setting the video mode for this function
792 to perform hardware flipping.</p>
793 <p><code>flip</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
794 <p><strong>Note</strong>: If you want to swap the buffers of an initialized OpenGL context, use the function <a href="#GL_swap_buffers">SDL::Video::GL_swap_buffers</a>
801 # the size of the window box or the screen resolution if fullscreen
802 my $screen_width = 800;
803 my $screen_height = 600;
805 SDL::init(SDL_INIT_VIDEO);
808 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_DOUBLEBUF|SDL_FULLSCREEN);
810 # do some video operations here
812 # doing page flipping
813 unless( SDL::Video::flip($screen_surface) == 0 )
815 printf( STDERR "failed to swap buffers: %s\n", SDL::get_error() );
823 <h1 id="Palette_Color_and_Pixel_Functions">Palette, Color and Pixel Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
824 <div id="Palette_Color_and_Pixel_Functions_CO">
827 <h2 id="set_colors">set_colors</h2>
828 <div id="set_colors_CONTENT">
829 <pre> $set_colors = SDL::Video::set_colors( $surface, $start, $color1, $color2, ... )
832 <p>Sets a portion of the colormap for the given 8-bit surface. </p>
833 <p>When surface is the surface associated with the current display, the display colormap will be updated with the requested colors.
834 If <code>SDL_HWPALETTE</code> was set in <a href="#set_video_mode">SDL::Video::set_video_mode</a> flags, <code>SDL::Video::set_colors</code> will always return 1, and the
835 palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation.
836 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.
837 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
838 the surface and a physical palette (that determines how the hardware will map the colors to the display).
839 <code>SDL::Video::set_colors</code> modifies both palettes (if present), and is equivalent to calling <a href="#set_palette">SDL::Video::set_palette</a> with the
840 flags set to ( <code>SDL_LOGPAL | SDL_PHYSPAL</code> ). </p>
841 <p>If <code>surface</code> is not a palettized surface, this function does nothing, returning 0.
842 If all of the colors were set as passed to <code>SDL::Video::set_colors</code>, it will return 1.
843 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
844 actual color palette.</p>
847 <h2 id="set_palette">set_palette</h2>
848 <div id="set_palette_CONTENT">
849 <pre> $set_palette = set_palette( $surface, $flags, $start, $color1, $color2, ... );
852 <p>Sets a portion of the palette for the given 8-bit surface.</p>
853 <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
854 the surface and a physical palette (that determines how the hardware will map the colors to the display).
855 Non screen surfaces have a logical palette only. <a href="#blit">SDL::Video::blit</a> always uses the logical palette when blitting surfaces (if it has to
856 convert between surface pixel formats). Because of this, it is often useful to modify only one or the other palette to achieve various
857 special color effects (e.g., screen fading, color flashes, screen dimming).</p>
858 <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>
859 <p>When surface is the surface associated with the current display, the display colormap will be updated with the requested colors.
860 If <code>SDL_HWPALETTE</code> was set in <a href="#set_video_mode">SDL::Video::set_video_mode</a> flags, <code>SDL::Video::set_palette</code> will always return 1, and the
861 palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation.
862 The color components of a <code>SDL::Color</code> structure are 8-bits in size, giving you a total of 2563 = 16777216 colors. </p>
863 <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>,
864 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
865 to determine the actual color palette.</p>
868 <h2 id="set_gamma">set_gamma</h2>
869 <div id="set_gamma_CONTENT">
870 <pre> $set_gamma = SDL::Video::set_gamma( $red_gamma, $green_gamma, $blue_gamma );
873 <p>Sets the "gamma function" for the display of each color component. Gamma controls the brightness/contrast of colors displayed on the screen.
874 A gamma value of 1.0 is identity (i.e., no adjustment is made).</p>
875 <p>This function adjusts the gamma based on the "gamma function" parameter, you can directly specify lookup tables for gamma adjustment
876 with SDL::set_gamma_ramp.</p>
877 <p><strong>Note</strong>: Not all display hardware is able to change gamma.</p>
878 <p><code>SDL::Video::set_gamma</code> returns <code>-1</code> on error.</p>
879 <p><strong>Warning</strong>: Under Linux (X.org Gnome and Xfce), gamma settings affects the entire display (including the desktop)! </p>
885 use Time::HiRes qw( usleep );
887 # the size of the window box or the screen resolution if fullscreen
888 my $screen_width = 800;
889 my $screen_height = 600;
891 SDL::init(SDL_INIT_VIDEO);
894 my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
896 # drawing something somewhere
897 my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 128, 128, 128); # gray
898 SDL::Video::fill_rect($screen_surface,
899 SDL::Rect->new($screen_width / 4, $screen_height / 4, $screen_width / 2, $screen_height / 2),
902 # update the whole screen
903 SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height);
909 SDL::Video::set_gamma( 1 - $_ / 20, 1, 1 );
915 SDL::Video::set_gamma( $_ / 20, 1, 1 );
919 SDL::Video::set_gamma( 1, 1, 1 );
928 <h2 id="get_gamma_ramp">get_gamma_ramp</h2>
929 <div id="get_gamma_ramp_CONTENT">
930 <pre> $get_gamma_ramp = SDL::Video::get_gamma_ramp( \@red_table, \@green_table, \@blue_table );
933 <p>Gets the gamma translation lookup tables currently used by the display. Each table is an array of 256 Uint16 values.
934 <code>SDL::Video::get_gamma_ramp</code> returns -1 on error.</p>
938 SDL::init(SDL_INIT_VIDEO);
940 my (@red, @green, @blue);
942 my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );
946 print( "an error occoured" );
950 printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] );
951 printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] );
952 printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0], $green[0], $blue[0] );
960 <h2 id="set_gamma_ramp">set_gamma_ramp</h2>
961 <div id="set_gamma_ramp_CONTENT">
962 <pre> $set_gamma_ramp = SDL::Video::set_gamma_ramp( \@red_table, \@green_table, \@blue_table );
965 <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
966 mapping between the input and output for that channel.
967 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.
968 You may pass NULL to any of the channels to leave them unchanged.</p>
969 <p>This function adjusts the gamma based on lookup tables, you can also have the gamma calculated based on a "gamma function" parameter
970 with <a href="#set_gamma">SDL::Video::set_gamma</a>.</p>
971 <p>Not all display hardware is able to change gamma.
972 <code>SDL::Video::set_gamma_ramp</code> returns <code>-1</code> on error (or if gamma adjustment is not supported).</p>
977 SDL::init(SDL_INIT_VIDEO);
979 my (@red, @green, @blue);
981 my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );
985 $ret = SDL::Video::set_gamma_ramp( \@red, \@green, \@blue );
987 $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );
991 print( "an error occoured" );
995 printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] );
996 printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] );
997 printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0], $green[0], $blue[0] );
1005 <h2 id="map_RGB">map_RGB</h2>
1006 <div id="map_RGB_CONTENT">
1007 <pre> $pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b );
1010 <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.
1011 If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned.
1012 If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque). </p>
1013 <p><code>SDL::Video::map_RGB</code> returns a pixel value best approximating the given RGB color value for a given pixel format.
1014 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
1015 (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>
1018 use SDL::PixelFormat;
1021 SDL::init(SDL_INIT_VIDEO);
1023 my $screen_surface = SDL::Video::set_video_mode(640, 480, 16, SDL_SWSURFACE);
1024 # ^-- 16 bits per pixel
1030 printf( "for 24bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b);
1032 my $_16bit = SDL::Video::map_RGB( $screen_surface->format, $r, $g, $b );
1034 # 16bpp is 5 bits red, 6 bits green and 5 bits blue
1035 # we will obtain the values for each color and calculating them back to 24/32bit color system
1036 ($r, $g, $b) = @{ SDL::Video::get_RGB( $screen_surface->format, $_16bit ) };
1038 printf( "for 16bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b );
1040 # so color #9CDC67 becomes #9CDF63
1047 <h2 id="map_RGBA">map_RGBA</h2>
1048 <div id="map_RGBA_CONTENT">
1049 <pre> $pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b, $a );
1052 <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.
1053 If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned.
1054 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>
1055 <p>A pixel value best approximating the given RGBA color value for a given pixel format.
1056 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.,
1057 with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format).</p>
1060 <h2 id="get_RGB">get_RGB</h2>
1061 <div id="get_RGB_CONTENT">
1062 <pre> $rgb_array_ref = SDL::Video::get_RGB( $pixel_format, $pixel );
1065 <p>Returns RGB values from a pixel in the specified pixel format. The pixel is an integer (e.g. 16bit RGB565, 24/32bit RGB888).
1066 This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB
1067 component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).</p>
1068 <p>For an example see <a href="#map_RGB">SDL::Video::map_RGB</a>.</p>
1071 <h2 id="get_RGBA">get_RGBA</h2>
1072 <div id="get_RGBA_CONTENT">
1073 <pre> $rgba_array_ref = SDL::Video::get_RGBA( $pixel_format, $pixel );
1076 <p>Gets RGBA values from a pixel in the specified pixel format.
1077 This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB
1078 component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).</p>
1079 <p>If the surface has no alpha component, the alpha will be returned as 0xff (100% opaque). </p>
1082 <h1 id="GL_Methods">GL Methods</h1><p><a href="#TOP" class="toplink">Top</a></p>
1083 <div id="GL_Methods_CONTENT">
1086 <h2 id="GL_load_library">GL_load_library</h2>
1087 <div id="GL_load_library_CONTENT">
1088 <pre> $gl_load_lib = SDL::Video::GL_load_library( 'path/to/static/glfunctions.dll' );
1091 <p>If you wish, you may load the OpenGL library from the given path at runtime, this must be done before
1092 <a href="#set_video_mode">SDL::Video::set_video_mode</a> is called. You must then use <a href="#GL_get_proc_address">SDL::Video::GL_get_proc_address</a> to retrieve
1093 function pointers to GL functions. </p>
1094 <p><code>GL_load_library</code> returns <code>0</code> on success or <code>-1</code> or error.</p>
1097 <h2 id="GL_get_proc_address">GL_get_proc_address</h2>
1098 <div id="GL_get_proc_address_CONTENT">
1099 <pre> $proc_address = SDL::Video::GL_get_proc_address( $proc );
1102 <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
1103 <a href="#GL_load_library">SDL::Video::GL_load_library</a>, then all GL functions must be retrieved this way. Usually this is used to retrieve function
1104 pointers to OpenGL extensions. Note that this function needs an OpenGL context to function properly, so it should be called after
1105 <a href="#set_video_mode">SDL::Video::set_video_mode</a> has been called (with the <code>SDL_OPENGL</code> flag).</p>
1106 <p>It returns undef if the function is not found.</p>
1108 <pre> my $has_multitexture = 1;
1110 # Get function pointer
1111 $gl_active_texture_ARB_ptr = SDL::Video::GL_get_proc_address("glActiveTextureARB");
1113 # Check for a valid function ptr
1114 unless($gl_active_texture_ARB_ptr)
1116 printf( STDERR "Multitexture Extensions not present.\n" );
1117 $has_multitexture = 0;
1120 $gl_active_texture_ARB_ptr(GL_TEXTURE0_ARB) if $has_multitexture;
1125 <h2 id="GL_get_attribute">GL_get_attribute</h2>
1126 <div id="GL_get_attribute_CONTENT">
1127 <pre> $value = SDL::Video::GL_get_attribute( $attr );
1130 <p>It returns SDL/OpenGL attribute <code>attr</code>. This is useful after a call to <a href="#set_video_mode">SDL::Video::set_video_mode</a> to check whether your
1131 attributes have been set as you expected.
1132 <code>SDL::Video::GL_get_attribute</code> returns <code>undef</code> if the attribute is not found.</p>
1134 <pre> print( SDL::Video::GL_set_attribute(SDL_GL_RED_SIZE) );
1139 <h2 id="GL_set_attribute">GL_set_attribute</h2>
1140 <div id="GL_set_attribute_CONTENT">
1141 <pre> $set_attr = SDL::Video::GL_set_attribute( $attr, $value );
1144 <p>This function sets the given OpenGL attribute <code>attr</code> to <code>value</code>. The requested attributes will take effect after a call to
1145 <a href="#set_video_mode">SDL::Video::set_video_mode</a>.
1146 You should use <code>SDL::Video::GL_get_attribute|/GL_get_attribute</code> to check the values after a <a href="#set_video_mode">SDL::Video::set_video_mode</a> call,
1147 since the values obtained can differ from the requested ones.</p>
1148 <p>Available attributes:</p>
1150 <li><code>SDL_GL_RED_SIZE</code> </li>
1151 <li><code>SDL_GL_GREEN_SIZE</code> </li>
1152 <li><code>SDL_GL_BLUE_SIZE</code> </li>
1153 <li><code>SDL_GL_ALPHA_SIZE</code> </li>
1154 <li><code>SDL_GL_BUFFER_SIZE</code> </li>
1155 <li><code>SDL_GL_DOUBLEBUFFER</code> </li>
1156 <li><code>SDL_GL_DEPTH_SIZE</code> </li>
1157 <li><code>SDL_GL_STENCIL_SIZE</code> </li>
1158 <li><code>SDL_GL_ACCUM_RED_SIZE</code> </li>
1159 <li><code>SDL_GL_ACCUM_GREEN_SIZE</code> </li>
1160 <li><code>SDL_GL_ACCUM_BLUE_SIZE</code> </li>
1161 <li><code>SDL_GL_ACCUM_ALPHA_SIZE</code> </li>
1162 <li><code>SDL_GL_STEREO</code> </li>
1163 <li><code>SDL_GL_MULTISAMPLEBUFFERS</code> </li>
1164 <li><code>SDL_GL_MULTISAMPLESAMPLES</code> </li>
1165 <li><code>SDL_GL_ACCELERATED_VISUAL</code> </li>
1166 <li><code>SDL_GL_SWAP_CONTROL</code></li>
1169 <p><code>GL_set_attribute</code> returns <code>0</code> on success or <code>-1</code> on error.</p>
1170 <p><strong>Note</strong>: The <code>SDL_DOUBLEBUF</code> flag is not required to enable double buffering when setting an OpenGL video mode. Double buffering is enabled
1171 or disabled using the <code>SDL_GL_DOUBLEBUFFER</code> attribute. </p>
1173 <pre> SDL::Video::GL_set_attribute(SDL_GL_RED_SIZE, 5);
1178 <h2 id="GL_swap_buffers">GL_swap_buffers</h2>
1179 <div id="GL_swap_buffers_CONTENT">
1180 <pre> SDL::Video::GL_swap_buffers();
1183 <p>Swap the OpenGL buffers, if double-buffering is supported.
1184 <code>SDL::Video::GL_swap_buffers</code> doesn't returns any value.</p>
1187 <h1 id="Video_Overlay_Functions">Video Overlay Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
1188 <div id="Video_Overlay_Functions_CONTENT">
1189 <p>see <a href="SDL-Overlay.html">SDL::Overlay</a> </p>
1192 <h2 id="lock_YUV_overlay">lock_YUV_overlay</h2>
1193 <div id="lock_YUV_overlay_CONTENT">
1194 <pre> $lock_overlay = SDL::Video::lock_YUV_overlay( $overlay );
1197 <p>Much the same as <a href="#lock_surface">SDL::Video::lock_surface</a>, <code>lock_YUV_overlay</code> locks the overlay for direct access to pixel data.
1198 It returns <code>0</code> on success or <code>-1</code> on error.</p>
1201 <h2 id="unlock_YUV_overlay">unlock_YUV_overlay</h2>
1202 <div id="unlock_YUV_overlay_CONTENT">
1203 <pre> SDL::Video::unlock_YUV_overlay( $overlay );
1206 <p>The opposite to <a href="#sock_YUV_overlay">SDL::Video::lock_YUV_overlay</a>. Unlocks a previously locked overlay. An overlay must be unlocked before it
1207 can be displayed. <code>unlock_YUV_overlay</code> does not return anything.</p>
1210 <h2 id="display_YUV_overlay">display_YUV_overlay</h2>
1211 <div id="display_YUV_overlay_CONTENT">
1212 <pre> $display_overlay = SDL::Video::display_YUV_overlay( $overlay, $dstrect );
1215 <p>Blit the overlay to the display surface specified when the overlay was created. The <a href="SDL-Rect.html">SDL::Rect</a> structure, <code>dstrect</code>, specifies a rectangle
1216 on the display where the overlay is drawn. The <code>x</code> and <code>y</code> fields of <code>dstrect</code> specify the upper left location in display coordinates.
1217 The overlay is scaled (independently in x and y dimensions) to the size specified by dstrect, and is <code>optimized</code> for 2x scaling</p>
1218 <p>It returns <code>0</code> on success or <code>-1</code> on error.</p>
1221 <h1 id="Window_Management_Functions">Window Management Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
1222 <div id="Window_Management_Functions_CONTENT">
1225 <h2 id="wm_set_caption">wm_set_caption</h2>
1226 <div id="wm_set_caption_CONTENT">
1227 <pre> SDL::Video::wm_set_caption( $title, $icon );
1230 <p>Sets the title-bar and icon name of the display window.</p>
1231 <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
1232 does not change the string. You may free the string after the function returns.</p>
1233 <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
1234 bar or desktop when the window is minimized). As with title this string may be freed after the function returns. </p>
1240 SDL::init(SDL_INIT_VIDEO);
1242 my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);
1244 SDL::Video::wm_set_caption( 'maximized title', 'minimized title' );
1253 <h2 id="wm_get_caption">wm_get_caption</h2>
1254 <div id="wm_get_caption_CONTENT">
1255 <pre> SDL::Video::wm_get_caption( $title, $icon );
1258 <p>Retrieves the title-bar and icon name of the display window.</p>
1264 SDL::init(SDL_INIT_VIDEO);
1266 my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);
1268 SDL::Video::wm_set_caption( 'maximized title', 'minimized title' );
1270 my ($title, $icon) = @{ SDL::Video::wm_get_caption() };
1272 printf( "title is '%s' and icon is '%s'\n", $title, $icon );
1279 <h2 id="wm_set_icon">wm_set_icon</h2>
1280 <div id="wm_set_icon_CONTENT">
1281 <pre> SDL::Video::wm_set_icon( $icon );
1284 <p>Sets the icon for the display window. Win32 icons must be 32x32.</p>
1285 <p>This function must be called before the first call to <a href="#set_video_mode">SDL::Video::set_video_mode</a>. Note that this means <a href="SDL-Image.html">SDL::Image</a>
1287 <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
1288 (no transparency).</p>
1290 <pre> SDL::Video::wm_set_icon(SDL::Video::load_BMP("icon.bmp"));
1293 <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>
1295 <pre> my $image = SDL::Video::load_BMP("icon.bmp");
1297 my colorkey = SDL::Video::map_RGB($image->format, 255, 0, 255); # specify the color that will be transparent
1299 SDL::Video::set_color_key($image, SDL_SRCCOLORKEY, $colorkey);
1301 SDL::Video::wm_set_icon($image);
1306 <h2 id="wm_grab_input">wm_grab_input</h2>
1307 <div id="wm_grab_input_CONTENT">
1308 <pre> $grab_mode = SDL::Video::wm_grab_input($mode);
1311 <p>Grabbing means that the mouse is confined to the application window, and nearly all keyboard input is passed directly to the application,
1312 and not interpreted by a window manager, if any.</p>
1313 <p>When mode is <code>SDL_GRAB_QUERY</code> the grab mode is not changed, but the current grab mode is returned.</p>
1314 <p><code>mode</code> and the return value of <code>wm_grab_input</code> can be one of the following:</p>
1316 <li><code>SDL_GRAB_QUERY</code> </li>
1317 <li><code>SDL_GRAB_OFF</code> </li>
1318 <li><code>SDL_GRAB_ON</code></li>
1323 <h2 id="wm_iconify_window">wm_iconify_window</h2>
1324 <div id="wm_iconify_window_CONTENT">
1325 <pre> $iconify_window = SDL::Video::wm_iconify_window();
1328 <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,
1329 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>
1330 <p>Returns non-zero on success or 0 if iconification is not supported or was refused by the window manager. </p>
1336 SDL::init(SDL_INIT_VIDEO);
1338 my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);
1342 SDL::Video::wm_iconify_window();
1351 <h2 id="wm_toggle_fullscreen">wm_toggle_fullscreen</h2>
1352 <div id="wm_toggle_fullscreen_CONTENT">
1353 <pre> $toggle = SDL::Video::wm_toggle_fullscreen( $surface );
1356 <p>Toggles the application between windowed and fullscreen mode, if supported. (X11 is the only target currently supported, BeOS support
1357 is experimental).</p>
1360 <h1 id="AUTHOR">AUTHOR</h1><p><a href="#TOP" class="toplink">Top</a></p>
1361 <div id="AUTHOR_CONTENT">
1362 <p>magnet, Tobias Leich (FROGGS)</p>
1365 <h1 id="SEE_ALSO">SEE ALSO</h1><p><a href="#TOP" class="toplink">Top</a></p>
1366 <div id="SEE_ALSO_CONTENT">
1369 <h2 id="Category_Objects">Category Objects</h2>
1370 <div id="Category_Objects_CONTENT">
1371 <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>,
1372 <a href="SDL-Rect.html">SDL::Rect</a>, <a href="SDL-Palette.html">SDL::Palette</a>, <a href="SDL-PixelFormat.html">SDL::PixelFormat</a>,
1373 <a href="SDL-VideoInfo.html">SDL::VideoInfo</a></p>