SDL::Video - Bindings to the video category in SDL API
Core, Video
use SDL; use SDL::Video; use SDL::Surface; use SDL::Rect; # the size of the window box or the screen resolution if fullscreen my $screen_width = 800; my $screen_height = 600; SDL::init(SDL_INIT_VIDEO); # setting video mode my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_ANYFORMAT); # drawing something somewhere my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue SDL::Video::fill_rect($screen_surface, SDL::Rect->new($screen_width / 4, $screen_height / 4, $screen_width / 2, $screen_height / 2), $mapped_color); # update an area on the screen so its visible SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height); sleep(5); # just to have time to see it SDL::quit();
The constants are exported by default. You can avoid this by doing:
use SDL::Video ();
and access them directly:
SDL::Video::SDL_SWSURFACE;
or by choosing the export tags below:
Export tag: ':surface'
SDL_ASYNCBLIT Use asynchronous blit if possible SDL_SWSURFACE Stored in the system memory. SDL_HWSURFACE Stored in video memory
Export tag: ':video'
SDL_ANYFORMAT Allow any pixel-format SDL_HWPALETTE Have an exclusive palette SDL_DOUBLEBUF Double buffered SDL_FULLSCREEN Full screen surface SDL_OPENGL Have an OpenGL context SDL_OPENGLBLIT Support OpenGL blitting. NOTE: This option is kept for compatibility only, and is not recommended for new code. SDL_RESIZABLE Resizable surface SDL_NOFRAME No window caption or edge frame SDL_HWACCEL Use Hardware acceleration blit SDL_SRCCOLORKEY Use colorkey blitting SDL_RLEACCELOK Private flag SDL_RLEACCEL Accelerated colorkey blitting with RLE SDL_SRCALPHA Use alpha blending blit SDL_PREALLOC Use preallocated memory
Export tag ':overlay'
SDL_YV12_OVERLAY Planar mode: Y + V + U (3 planes) SDL_IYUV_OVERLAY Planar mode: Y + U + V (3 planes) SDL_YUY2_OVERLAY Packed mode: Y0+U0+Y1+V0 (1 plane) SDL_UYVY_OVERLAY Packed mode: U0+Y0+V0+Y1 (1 plane) SDL_YVYU_OVERLAY Packed mode: Y0+V0+Y1+U0 (1 plane)
Export tag ':palette'
SDL_LOGPAL Logical palette, which controls how blits are mapped to/from the surface SDL_PHYSPAL Physical palette, which controls how pixels look on the screen
Export tag ':grab'
SDL_GRAB_QUERY SDL_GRAB_OFF SDL_GRAB_ON SDL_GRAB_FULLSCREEN Used interally
Export tag ':gl'
SDL_GL_RED_SIZE SDL_GL_GREEN_SIZE SDL_GL_BLUE_SIZE SDL_GL_ALPHA_SIZE SDL_GL_BUFFER_SIZE SDL_GL_DOUBLEBUFFER SDL_GL_DEPTH_SIZE SDL_GL_STENCIL_SIZE SDL_GL_ACCUM_RED_SIZE SDL_GL_ACCUM_GREEN_SIZE SDL_GL_ACCUM_BLUE_SIZE SDL_GL_ACCUM_ALPHA_SIZE SDL_GL_STEREO SDL_GL_MULTISAMPLEBUFFERS SDL_GL_MULTISAMPLESAMPLES SDL_GL_ACCELERATED_VISUAL SDL_GL_SWAP_CONTROL
my $surface = SDL::Video::get_video_surface();
This function returns the current display SDL::Surface. If SDL is doing format conversion on the display surface, this function returns the publicly visible surface, not the real video surface.
Example:
# somewhere after you set the video mode my $surface = SDL::Video::get_video_surface(); printf( "our screen is %d pixels wide and %d pixels high\n", $surface->w, $surface->h );
my $video_info = SDL::Video::get_video_info();
This function returns a read-only SDL::VideoInfo containing information about the video hardware. If it is called before
SDL::Video::set_video_mode, the vfmt
member of the returned structure will contain the pixel
format of the best video mode.
Example:
use SDL; use SDL::Video; use SDL::VideoInfo; use SDL::PixelFormat; SDL::init(SDL_INIT_VIDEO); my $video_info = SDL::Video::get_video_info(); printf( "we can have %dbits per pixel\n", $video_info->vfmt->BitsPerPixel ); SDL::quit();
my $driver_name = SDL::Video::video_driver_name();
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
word identifier like "x11"
, "windib"
or "directx"
.
Note: Some platforms allow selection of the video driver through the SDL_VIDEODRIVER
environment variable.
Example:
use SDL; use SDL::Video; SDL::init(SDL_INIT_VIDEO); print SDL::Video::video_driver_name() . "\n"; SDL::quit();
my @modes = @{ SDL::Video::list_modes( $pixel_format, $flags ) };
Returns a reference to an array:
SDL::Rect
's) for the given format and video flags. Note: <list_modes> should be called before the video_mode ist set. Otherwise you will always get 'all'.
Example:
use SDL; use SDL::Video; use SDL::VideoInfo; use SDL::PixelFormat; use SDL::Rect; SDL::init(SDL_INIT_VIDEO); my $video_info = SDL::Video::get_video_info(); my @modes = @{ SDL::Video::list_modes($video_info->vfmt, SDL_NOFRAME) }; if($#modes > 0) { print("available modes:\n"); foreach my $mode ( @modes ) { printf("%d x %d\n", $mode->w, $mode->h ); } } elsif($#modes == 0) { printf("%s video modes available\n", $modes[0]); } SDL::quit();
my $bpp_ok = SDL::Video::video_mode_ok( $width, $height, $bpp, $flags );
This function is used to check whether the requested mode is supported by the current video device. The arguments passed to this function
are the same as those you would pass to SDL::Video::set_video_mode.
It returns 0
if the mode is not supported at all, otherwise the suggested bpp
.
Example:
use SDL; use SDL::Video; SDL::init(SDL_INIT_VIDEO); my $video_mode_ok = SDL::Video::video_mode_ok( 800, 600, 32, SDL_SWSURFACE ); unless($video_mode_ok) { printf( "this video mode is not supported\n" ); } SDL::quit();
my $surface = SDL::Video::set_video_mode( 800, 600, 32, SDL_SWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN);
Sets up a video mode with the specified width, height, bits-per-pixel and flags.
set_video_mode
returns a SDL::Surface on success otherwise it returns undef on error, the error message is retrieved
using SDL::get_error
.
SDL_SWSURFACE
Create the video surface in system memory
SDL_HWSURFACE
Create the video surface in video memory
SDL_ASYNCBLIT
Enables the use of asynchronous updates of the display surface. This will usually slow down blitting on single CPU machines, but may provide a speed increase on SMP systems.
SDL_ANYFORMAT
Normally, if a video surface of the requested bits-per-pixel (bpp) is not available, SDL will emulate one with a shadow surface.
Passing SDL_ANYFORMAT
prevents this and causes SDL to use the video surface, regardless of its pixel depth.
SDL_HWPALETTE
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.
SDL_DOUBLEBUF
Enable hardware double buffering; only valid with SDL_HWSURFACE
. Calling SDL::Video::flip will flip the buffers and update
the screen.
All drawing will take place on the surface that is not displayed at the moment.
If double buffering could not be enabled then SDL::Video::flip will just perform a
SDL::Video::update_rect on the entire screen.
SDL_FULLSCREEN
SDL will attempt to use a fullscreen mode. If a hardware resolution change is not possible (for whatever reason), the next higher resolution will be used and the display window centered on a black background.
SDL_OPENGL
Create an OpenGL rendering context. You should have previously set OpenGL video attributes with SDL::Video::GL_set_attribute.
SDL_OPENGLBLIT
Create an OpenGL rendering context, like above, but allow normal blitting operations. The screen (2D) surface may have an alpha channel, and SDL::update_rects must be used for updating changes to the screen surface. NOTE: This option is kept for compatibility only, and will be removed in next versions. Is not recommended for new code.
SDL_RESIZABLE
Create a resizable window.
When the window is resized by the user a SDL_VIDEORESIZE
event is generated and
SDL::Video::set_video_mode can be called again with the new size.
SDL_NOFRAME
If possible, SDL_NOFRAME causes SDL to create a window with no title bar or frame decoration. Fullscreen modes automatically have this flag set.
Note 1: Use SDL_SWSURFACE
if you plan on doing per-pixel manipulations, or blit surfaces with alpha channels, and require a high framerate.
When you use hardware surfaces (by passing the flag SDL_HWSURFACE
as parameter), SDL copies the surfaces from video memory to system memory
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,
but receive a software surface because the video driver doesn't support hardware surface. Many platforms can only provide a hardware surface
when using SDL_FULLSCREEN
. The SDL_HWSURFACE
flag is best used when the surfaces you'll be blitting can also be stored in video memory.
Note 2: If you want to control the position on the screen when creating a windowed surface, you may do so by setting the environment
variables SDL_VIDEO_CENTERED=center
or SDL_VIDEO_WINDOW_POS=x,y
. You can also set them via SDL::putenv
.
Note 3: This function should be called in the main thread of your application.
User note 1: Some have found that enabling OpenGL attributes like SDL_GL_STENCIL_SIZE
(the stencil buffer size) before the video mode has
been set causes the application to simply ignore those attributes, while enabling attributes after the video mode has been set works fine.
User note 2: Also note that, in Windows, setting the video mode resets the current OpenGL context. You must execute again the OpenGL initialization code (set the clear color or the shade model, or reload textures, for example) after calling SDL::set_video_mode. In Linux, however, it works fine, and the initialization code only needs to be executed after the first call to SDL::Video::set_video_mode (although there is no harm in executing the initialization code after each call to SDL::Video::set_video_mode, for example for a multiplatform application).
$converted_surface = SDL::Video::convert_surface( $surface, $format, $flags );
Creates a new SDL::surface of the specified SDL::PixelFormat, and then copies and maps the given surface to it. It is also useful for making a copy of a surface.
The flags parameter is passed to SDL::Surface->new
and has those semantics.
This function is used internally by SDL::Video::display_format.
This function can only be called after SDL::init
.
it returns a SDL::Surface on success or undef
on error.
$new_surface = SDL::Video::display_format( $surface );
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 blitting onto the display surface. It calls SDL::Video::convert_surface.
If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this function.
If you want an alpha channel, see SDL::Video::display_format_alpha
.
Return Value
Note: Remember to use a different variable for the returned surface, otherwise you have a memory leak, since the original surface isn't freed.
$new_surface = SDL::Video::display_format_alpha( $surface );
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, suitable for fast blitting onto the display surface. It calls SDL::Video::convert_surface.
If you want to take advantage of hardware colorkey or alpha blit acceleration, you should set the colorkey and alpha value before calling this function.
This function can be used to convert a colorkey to an alpha channel, if the SDL_SRCCOLORKEY
flag is set on the surface. The generated
surface will then be transparent (alpha=0) where the pixels match the colorkey, and opaque (alpha=255) elsewhere.
Note: The video surface must be initialised using SDL::Video::set_video_mode before this function is called, or it will segfault.
$surface = SDL::Video::load_BMP( $filename );
Loads a SDL::Surface from a named Windows BMP file.
SDL::Video::load_BMP
returns a SDL::Surface on success or undef
on error.
Note: 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).
use SDL; use SDL::Video; use SDL::Rect; use SDL::Surface; my $screen_width = 640; my $screen_height = 480; SDL::init(SDL_INIT_VIDEO); my $screen = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE); my $picture = SDL::Video::load_BMP('test.bmp'); die(SDL::get_error) unless $picture; my $rect = SDL::Rect->new(0, 0, $screen_width, $screen_height); SDL::Video::blit_surface( $picture, SDL::Rect->new(0, 0, $picture->w, $picture->h), $screen, SDL::Rect->new(0, 0, $screen->w, $screen->h) ); SDL::Video::update_rect( $screen, 0, 0, $screen_width, $screen_height ); sleep(2); SDL::quit;
$saved_BMP = SDL::Video::save_BMP( $surface, $filename );
Saves the given SDL::Surface as a Windows BMP file named filename. it returns 0 on success or -1 on error.
$set_color_key = SDL::Video::set_color_key( $surface, $flag, $key );
Sets the color key (transparent pixel) in a blittable surface and enables or disables RLE blit acceleration.
RLE acceleration can substantially speed up blitting of images with large horizontal runs of transparent pixels (i.e., pixels that match
the key value).
The key must be of the same pixel format as the surface, SDL::Video::map_RGB is often useful for obtaining an acceptable value.
If flag is SDL_SRCCOLORKEY
then key is the transparent pixel value in the source image of a blit.
If flag
is OR'd with SDL_RLEACCEL
then the surface will be drawn using RLE acceleration when drawn with SDL::Blit_surface.
The surface will actually be encoded for RLE acceleration the first time SDL::Video::blit_surface or
SDL::Video::display_format|/display_format
is called on the surface.
If flag
is 0
, this function clears any current color key.
SDL::Video::set_color_key
returns 0
on success or -1
on error.
$set_alpha = SDL::Video::set_alpha( $surface, $flag, $key );
set_alpha
is used for setting the per-surface alpha value and/or enabling and disabling alpha blending.
The surface parameter specifies which SDL::surface whose alpha attributes you wish to adjust.
flags is used to specify whether alpha blending should be used ( SDL_SRCALPHA
) and whether the surface should use RLE acceleration for
blitting ( SDL_RLEACCEL
).
flags can be an OR'd combination of these two options, one of these options or 0
.
If SDL_SRCALPHA
is not passed as a flag then all alpha information is ignored when blitting the surface.
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
still be accelerated with SDL_RLEACCEL
.
Note: 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.
Alpha affects surface blitting in the following ways:
SDL_SRCALPHA
The source is alpha-blended with the destination, using the alpha channel. SDL_SRCCOLORKEY and the per-surface alpha are ignored.
SDL_SRCALPHA
The RGB data is copied from the source. The source alpha channel and the per-surface alpha value are ignored. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
SDL_SRCALPHA
The source is alpha-blended with the destination using the per-surface alpha value. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied. The alpha channel of the copied pixels is set to opaque.
SDL_SRCALPHA
The RGB data is copied from the source and the alpha value of the copied pixels is set to opaque. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
SDL_SRCALPHA
The source is alpha-blended with the destination using the source alpha channel. The alpha channel in the destination surface is left untouched. SDL_SRCCOLORKEY is ignored.
SDL_SRCALPHA
The RGBA data is copied to the destination surface. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
SDL_SRCALPHA
The source is alpha-blended with the destination using the per-surface alpha value. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
SDL_SRCALPHA
The RGB data is copied from the source. If SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey value are copied.
Note: When blitting, the presence or absence of SDL_SRCALPHA
is relevant only on the source surface, not the destination.
Note: Note that RGBA->RGBA blits (with SDL_SRCALPHA
set) keep the alpha of the destination surface. This means that you cannot compose
two arbitrary RGBA surfaces this way and get the result you would expect from "overlaying" them; the destination alpha will work as a mask.
Note: Also note that per-pixel and per-surface alpha cannot be combined; the per-pixel alpha is always used if available.
SDL::Video::set_alpha
returns 0
on success or -1
on error.
$fill_rect = SDL::Video::fill_rect( $dest, $dest_rect, $pixel );
This function performs a fast fill of the given SDL::Rect with the given SDL::PixelFormat. If dest_rect is NULL, the whole surface will be filled with color.
The color should be a pixel of the format used by the surface, and can be generated by the SDL::Video::map_RGB or
SDL::Video::map_RGBA|/map_RGBA
functions. If the color value contains an alpha value then the destination is simply "filled" with that
alpha information, no blending takes place.
If there is a clip rectangle set on the destination (set via SDL::Video::set_clip_rect), then this function will clip based on the intersection of the clip rectangle and the dstrect rectangle, and the dstrect rectangle will be modified to represent the area actually filled.
If you call this on the video surface (ie: the value of SDL::Video::get_video_surface) you may have to update the video 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.
SDL::Video::fill_rect
returns 0
on success or -1
on error.
for an example see http://search.cpan.org/perldoc?.
int SDL::Video::lock_surface( $surface );
SDL::Video::lock_surface
sets up the given SDL::Surface for directly accessing the pixels.
Between calls to SDL::lock_surface and SDL::unlock_surface, you can write to ( surface-
set_pixels>) and read from ( surface-
get_pixels> ),
using the pixel format stored in surface-
format>.
Once you are done accessing the surface, you should use SDL::Video::unlock_surface to release the lock.
Not all surfaces require locking. If SDL::Video::MUSTLOCK evaluates to 0
, then reading and writing pixels to the surface can
be performed at any time, and the pixel format of the surface will not change.
No operating system or library calls should be made between the lock/unlock pairs, as critical system locks may be held during this time.
SDL::Video::lock_surface
returns 0
on success or -1
on error.
Note: 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 a matching unlock.
use strict; use warnings; use Carp; use SDL v2.3; use SDL::Video; use SDL::Event; use SDL::Events; use SDL::Surface; my $screen; sub putpixel { my($x, $y, $color) = @_; my $lineoffset = $y * ($screen->pitch / 4); $screen->set_pixels( $lineoffset+ $x, $color); } sub render { if( SDL::Video::MUSTLOCK( $screen) ) { return if (SDL::Video::lock_surface( $screen ) < 0) } my $ticks = SDL::get_ticks(); my ($i, $y, $yofs, $ofs) = (0,0,0,0); for ($i = 0; $i < 480; $i++) { for (my $j = 0, $ofs = $yofs; $j < 640; $j++, $ofs++) { $screen->set_pixels( $ofs, ( $i * $i + $j * $j + $ticks ) ); } $yofs += $screen->pitch / 4; } putpixel(10, 10, 0xff0000); putpixel(11, 10, 0xff0000); putpixel(10, 11, 0xff0000); putpixel(11, 11, 0xff0000); SDL::Video::unlock_surface($screen) if (SDL::Video::MUSTLOCK($screen)); SDL::Video::update_rect($screen, 0, 0, 640, 480); return 0; } sub main { Carp::cluck 'Unable to init SDL: '.SDL::get_error() if( SDL::init(SDL_INIT_VIDEO) < 0); $screen = SDL::Video::set_video_mode( 640, 480, 32, SDL_SWSURFACE); Carp::cluck 'Unable to set 640x480x32 video' . SDL::get_error() if(!$screen); while(1) { render(); my $event = SDL::Event->new(); while( SDL::Events::poll_event($event) ) { my $type = $event->type; return 0 if( $type == SDL_KEYDOWN || $type == SDL_QUIT); } SDL::Events::pump_events(); } } main(); SDL::quit;
SDL::Video::unlock_surface( $surface );
Surfaces that were previously locked using SDL::Video::lock_surface must be unlocked with SDL::Video::unlock_surface
.
Surfaces should be unlocked as soon as possible.
SDL::Video::unlock_surface
doesn't return anything.
Note: Since 1.1.8, the surface locks are recursive. See SDL::Video::lock_surface for more information.
int SDL::Video::MUSTLOCK( $surface );
MUSTLOCK
returns 0
if the surface does not have to be locked during pixel operations, otherwise 1
.
SDL::Video::set_clip_rect( $surface, $rect );
Sets the clipping rectangle for the given SDL::Surface. When this surface is the destination of a blit, only the area within the clip
rectangle will be drawn into.
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
outside the edges of the surface.
If rect is NULL the clipping rectangle will be set to the full size of the surface.
SDL::Video::set_clip_rect
doesn't returns anything.
SDL::Video::get_clip_rect( $surface, $rect );
Gets the clipping rectangle for the given SDL::Surface. When this surface is the destination of a blit, only the area within the clip
rectangle is drawn into.
The rectangle pointed to by rect will be filled with the clipping rectangle of the surface.
SDL::Video::get_clip_rect
doesn't returns anything;
use SDL; use SDL::Video; use SDL::Rect; use SDL::Surface; my $screen_width = 640; my $screen_height = 480; SDL::init(SDL_INIT_VIDEO); my $screen = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE); my $rect = SDL::Rect->new(0, 0, 0, 0); SDL::Video::get_clip_rect($screen, $rect); printf( "rect is %d, %d, %d, %d\n", $rect->x, $rect->y, $rect->w, $rect->h); SDL::quit;
SDL::Video::blit_surface( $src_surface, $src_rect, $dest_surface, $dest_rect );
This performs a fast blit from the given source SDL::Surface to the given destination SDL::Surface.
The width and height in src_surface
determine the size of the copied rectangle. Only the position is used in the dst_rect
(the width and height are ignored). Blits with negative dst_rect
coordinates will be clipped properly.
If src_rect
is NULL, the entire surface is copied. If dst_rect
is NULL, then the destination position (upper left corner) is (0, 0).
The final blit rectangle is saved in dst_rect
after all clipping is performed (src_rect
is not modified).
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,
but this is not the case with SDL::Video::blit_surface
. Like most surface manipulation functions in SDL, it should not be used together
with OpenGL.
The results of blitting operations vary greatly depending on whether SDL_SRCALPHA
is set or not. See SDL::Video::set_alpha
for an explanation of how this affects your results. Colorkeying and alpha attributes also interact with surface blitting.
SDL::Video::blit_surface
doesn't returns anything.
For an example see SDL::Video::load_BMP.
update_rect( $surface, $left, $top, $width, $height );
Makes sure the given area is updated on the given screen. The rectangle must be confined within the screen boundaries because there's no clipping. update_rect doesn't returns any value.
Note: This function should not be called while screen is locked by SDL::Video::lock_surface
Note2: If x
, y
, width
and height
are all equal to 0, update_rect
will update the entire screen.
For an example see SYNOPSIS
update_rects( $surface, @rects );
Makes sure the given list of rectangles is updated on the given screen.
The rectangle must be confined within the screen boundaries because there's no clipping.
update_rects
doesn't returns any value.
Note: This function should not be called while screen is locked by SDL::Video::lock_surface.
Example:
use SDL; use SDL::Video; use SDL::Surface; use SDL::Rect; # the size of the window box or the screen resolution if fullscreen my $screen_width = 800; my $screen_height = 600; SDL::init(SDL_INIT_VIDEO); # setting video mode my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE); # drawing the whole screen blue my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue SDL::Video::fill_rect($screen_surface, SDL::Rect->new(0, 0, $screen_width, $screen_height), $mapped_color); my @rects = (); push(@rects, SDL::Rect->new(200, 0, 400, 600)); push(@rects, SDL::Rect->new( 0, 150, 800, 300)); # updating parts of the screen (should look like a cross) SDL::Video::update_rects($screen_surface, @rects); sleep(2); SDL::quit();
$flip = SDL::Video::flip( $screen_surface );
On hardware that supports double-buffering, this function sets up a flip and returns.
The hardware will wait for vertical retrace, and then swap video buffers before the next video surface blit or lock will return.
On hardware that doesn't support double-buffering or if SDL_SWSURFACE
was set, this is equivalent to calling
SDL::Video::update_rect( $screen, 0, 0, 0, 0 )
.
A software screen surface is also updated automatically when parts of a SDL window are redrawn, caused by overlapping windows or by restoring from an iconified state. As a result there is no proper double buffer behavior in windowed mode for a software screen, in contrast to a full screen software mode.
The SDL_DOUBLEBUF
flag must have been passed to SDL::Video::set_video_mode, when setting the video mode for this function
to perform hardware flipping.
flip
returns 0
on success or -1
on error.
Note: If you want to swap the buffers of an initialized OpenGL context, use the function SDL::Video::GL_swap_buffers instead.
Example:
use SDL; use SDL::Video; use SDL::Surface; # the size of the window box or the screen resolution if fullscreen my $screen_width = 800; my $screen_height = 600; SDL::init(SDL_INIT_VIDEO); # setting video mode my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_DOUBLEBUF|SDL_FULLSCREEN); # do some video operations here # doing page flipping unless( SDL::Video::flip($screen_surface) == 0 ) { printf( STDERR "failed to swap buffers: %s\n", SDL::get_error() ); } SDL::quit();
$set_colors = SDL::Video::set_colors( $surface, $start, $color1, $color2, ... )
Sets a portion of the colormap for the given 8-bit surface.
When surface is the surface associated with the current display, the display colormap will be updated with the requested colors.
If SDL_HWPALETTE
was set in SDL::Video::set_video_mode flags, SDL::Video::set_colors
will always return 1, and the
palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation.
The color components of a SDL::Color structure are 8-bits in size, giving you a total of 2563 = 16777216 colors.
Palettized (8-bit) screen surfaces with the SDL_HWPALETTE
flag have two palettes, a logical palette that is used for mapping blits to/from
the surface and a physical palette (that determines how the hardware will map the colors to the display).
SDL::Video::set_colors
modifies both palettes (if present), and is equivalent to calling SDL::Video::set_palette with the
flags set to ( SDL_LOGPAL | SDL_PHYSPAL
).
If surface
is not a palettized surface, this function does nothing, returning 0.
If all of the colors were set as passed to SDL::Video::set_colors
, it will return 1.
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
actual color palette.
$set_palette = set_palette( $surface, $flags, $start, $color1, $color2, ... );
Sets a portion of the palette for the given 8-bit surface.
Palettized (8-bit) screen surfaces with the SDL_HWPALETTE
flag have two palettes, a logical palette that is used for mapping blits to/from
the surface and a physical palette (that determines how the hardware will map the colors to the display).
Non screen surfaces have a logical palette only. SDL::Video::blit always uses the logical palette when blitting surfaces (if it has to
convert between surface pixel formats). Because of this, it is often useful to modify only one or the other palette to achieve various
special color effects (e.g., screen fading, color flashes, screen dimming).
This function can modify either the logical or physical palette by specifying SDL_LOGPAL
or SDL_PHYSPAL
the in the flags parameter.
When surface is the surface associated with the current display, the display colormap will be updated with the requested colors.
If SDL_HWPALETTE
was set in SDL::Video::set_video_mode flags, SDL::Video::set_palette
will always return 1, and the
palette is guaranteed to be set the way you desire, even if the window colormap has to be warped or run under emulation.
The color components of a SDL::Color
structure are 8-bits in size, giving you a total of 2563 = 16777216 colors.
If surface
is not a palettized surface, this function does nothing, returning 0
. If all of the colors were set as passed to set_palette
,
it will return 1
. 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 actual color palette.
$set_gamma = SDL::Video::set_gamma( $red_gamma, $green_gamma, $blue_gamma );
Sets the "gamma function" for the display of each color component. Gamma controls the brightness/contrast of colors displayed on the screen. A gamma value of 1.0 is identity (i.e., no adjustment is made).
This function adjusts the gamma based on the "gamma function" parameter, you can directly specify lookup tables for gamma adjustment with SDL::set_gamma_ramp.
Note: Not all display hardware is able to change gamma.
SDL::Video::set_gamma
returns -1
on error.
Warning: Under Linux (X.org Gnome and Xfce), gamma settings affects the entire display (including the desktop)!
Example:
use SDL; use SDL::Video; use SDL::Surface; use SDL::Rect; use Time::HiRes qw( usleep ); # the size of the window box or the screen resolution if fullscreen my $screen_width = 800; my $screen_height = 600; SDL::init(SDL_INIT_VIDEO); # setting video mode my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE); # drawing something somewhere my $mapped_color = SDL::Video::map_RGB($screen_surface->format(), 128, 128, 128); # gray SDL::Video::fill_rect($screen_surface, SDL::Rect->new($screen_width / 4, $screen_height / 4, $screen_width / 2, $screen_height / 2), $mapped_color); # update the whole screen SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height); usleep(500000); for(1..20) { SDL::Video::set_gamma( 1 - $_ / 20, 1, 1 ); usleep(40000); } for(1..20) { SDL::Video::set_gamma( $_ / 20, 1, 1 ); usleep(40000); } SDL::Video::set_gamma( 1, 1, 1 ); usleep(500000); SDL::quit();
$get_gamma_ramp = SDL::Video::get_gamma_ramp( \@red_table, \@green_table, \@blue_table );
Gets the gamma translation lookup tables currently used by the display. Each table is an array of 256 Uint16 values.
SDL::Video::get_gamma_ramp
returns -1 on error.
use SDL; use SDL::Video; SDL::init(SDL_INIT_VIDEO); my (@red, @green, @blue); my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue ); if( -1 == $ret ) { print( "an error occoured" ); } else { printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] ); printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] ); printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0], $green[0], $blue[0] ); } SDL::quit();
$set_gamma_ramp = SDL::Video::set_gamma_ramp( \@red_table, \@green_table, \@blue_table );
Sets the gamma lookup tables for the display for each color component. Each table is an array ref of 256 Uint16 values, representing a mapping between the input and output for that channel. 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. You may pass NULL to any of the channels to leave them unchanged.
This function adjusts the gamma based on lookup tables, you can also have the gamma calculated based on a "gamma function" parameter with SDL::Video::set_gamma.
Not all display hardware is able to change gamma.
SDL::Video::set_gamma_ramp
returns -1
on error (or if gamma adjustment is not supported).
Example:
use SDL; use SDL::Video; SDL::init(SDL_INIT_VIDEO); my (@red, @green, @blue); my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue ); $red[127] = 0xFF00; $ret = SDL::Video::set_gamma_ramp( \@red, \@green, \@blue ); $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue ); if( -1 == $ret ) { print( "an error occoured" ); } else { printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] ); printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] ); printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0], $green[0], $blue[0] ); } SDL::quit();
$pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b );
Maps the RGB color value to the specified SDL::PixelFormat and returns the pixel value as a 32-bit int. If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned. If the specified pixel format has an alpha component it will be returned as all 1 bits (fully opaque).
SDL::Video::map_RGB
returns a pixel value best approximating the given RGB color value for a given pixel format.
If the SDL::PixelFormat's bpp (color depth) is less than 32-bpp then the unused upper bits of the return value can safely be ignored
(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).
use SDL; use SDL::Video; use SDL::PixelFormat; use SDL::Surface; SDL::init(SDL_INIT_VIDEO); my $screen_surface = SDL::Video::set_video_mode(640, 480, 16, SDL_SWSURFACE); # ^-- 16 bits per pixel $r = 0x9C; $g = 0xDC; $b = 0x67; printf( "for 24bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b); my $_16bit = SDL::Video::map_RGB( $screen_surface->format, $r, $g, $b ); # 16bpp is 5 bits red, 6 bits green and 5 bits blue # we will obtain the values for each color and calculating them back to 24/32bit color system ($r, $g, $b) = @{ SDL::Video::get_RGB( $screen_surface->format, $_16bit ) }; printf( "for 16bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b ); # so color #9CDC67 becomes #9CDF63 SDL::quit();
$pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b, $a );
Maps the RGBA color value to the specified SDL::PixelFormat and returns the pixel value as a 32-bit int. If the format has a palette (8-bit) the index of the closest matching color in the palette will be returned. If the specified pixel format has no alpha component the alpha value will be ignored (as it will be in formats with a palette).
A pixel value best approximating the given RGBA color value for a given pixel format. 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., with a 16-bpp format the return value can be assigned to a Uint16, and similarly a Uint8 for an 8-bpp format).
$rgb_array_ref = SDL::Video::get_RGB( $pixel_format, $pixel );
Returns RGB values from a pixel in the specified pixel format. The pixel is an integer (e.g. 16bit RGB565, 24/32bit RGB888). This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
For an example see SDL::Video::map_RGB.
$rgba_array_ref = SDL::Video::get_RGBA( $pixel_format, $pixel );
Gets RGBA values from a pixel in the specified pixel format. This function uses the entire 8-bit [0..255] range when converting color components from pixel formats with less than 8-bits per RGB component (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).
If the surface has no alpha component, the alpha will be returned as 0xff (100% opaque).
$gl_load_lib = SDL::Video::GL_load_library( 'path/to/static/glfunctions.dll' );
If you wish, you may load the OpenGL library from the given path at runtime, this must be done before SDL::Video::set_video_mode is called. You must then use SDL::Video::GL_get_proc_address to retrieve function pointers to GL functions.
GL_load_library
returns 0
on success or -1
or error.
$proc_address = SDL::Video::GL_get_proc_address( $proc );
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
SDL::Video::GL_load_library, then all GL functions must be retrieved this way. Usually this is used to retrieve function
pointers to OpenGL extensions. Note that this function needs an OpenGL context to function properly, so it should be called after
SDL::Video::set_video_mode has been called (with the SDL_OPENGL
flag).
It returns undef if the function is not found.
Example:
my $has_multitexture = 1; # Get function pointer $gl_active_texture_ARB_ptr = SDL::Video::GL_get_proc_address("glActiveTextureARB"); # Check for a valid function ptr unless($gl_active_texture_ARB_ptr) { printf( STDERR "Multitexture Extensions not present.\n" ); $has_multitexture = 0; } $gl_active_texture_ARB_ptr(GL_TEXTURE0_ARB) if $has_multitexture;
$value = SDL::Video::GL_get_attribute( $attr );
It returns SDL/OpenGL attribute attr
. This is useful after a call to SDL::Video::set_video_mode to check whether your
attributes have been set as you expected.
SDL::Video::GL_get_attribute
returns undef
if the attribute is not found.
Example:
print( SDL::Video::GL_set_attribute(SDL_GL_RED_SIZE) );
$set_attr = SDL::Video::GL_set_attribute( $attr, $value );
This function sets the given OpenGL attribute attr
to value
. The requested attributes will take effect after a call to
SDL::Video::set_video_mode.
You should use SDL::Video::GL_get_attribute|/GL_get_attribute
to check the values after a SDL::Video::set_video_mode call,
since the values obtained can differ from the requested ones.
Available attributes:
SDL_GL_RED_SIZE
SDL_GL_GREEN_SIZE
SDL_GL_BLUE_SIZE
SDL_GL_ALPHA_SIZE
SDL_GL_BUFFER_SIZE
SDL_GL_DOUBLEBUFFER
SDL_GL_DEPTH_SIZE
SDL_GL_STENCIL_SIZE
SDL_GL_ACCUM_RED_SIZE
SDL_GL_ACCUM_GREEN_SIZE
SDL_GL_ACCUM_BLUE_SIZE
SDL_GL_ACCUM_ALPHA_SIZE
SDL_GL_STEREO
SDL_GL_MULTISAMPLEBUFFERS
SDL_GL_MULTISAMPLESAMPLES
SDL_GL_ACCELERATED_VISUAL
SDL_GL_SWAP_CONTROL
GL_set_attribute
returns 0
on success or -1
on error.
Note: The SDL_DOUBLEBUF
flag is not required to enable double buffering when setting an OpenGL video mode. Double buffering is enabled
or disabled using the SDL_GL_DOUBLEBUFFER
attribute.
Example:
SDL::Video::GL_set_attribute(SDL_GL_RED_SIZE, 5);
SDL::Video::GL_swap_buffers();
Swap the OpenGL buffers, if double-buffering is supported.
SDL::Video::GL_swap_buffers
doesn't returns any value.
see SDL::Overlay
$lock_overlay = SDL::Video::lock_YUV_overlay( $overlay );
Much the same as SDL::Video::lock_surface, lock_YUV_overlay
locks the overlay for direct access to pixel data.
It returns 0
on success or -1
on error.
SDL::Video::unlock_YUV_overlay( $overlay );
The opposite to SDL::Video::lock_YUV_overlay. Unlocks a previously locked overlay. An overlay must be unlocked before it
can be displayed. unlock_YUV_overlay
does not return anything.
$display_overlay = SDL::Video::display_YUV_overlay( $overlay, $dstrect );
Blit the overlay to the display surface specified when the overlay was created. The SDL::Rect structure, dstrect
, specifies a rectangle
on the display where the overlay is drawn. The x
and y
fields of dstrect
specify the upper left location in display coordinates.
The overlay is scaled (independently in x and y dimensions) to the size specified by dstrect, and is optimized
for 2x scaling
It returns 0
on success or -1
on error.
SDL::Video::wm_set_icon( $icon );
Sets the icon for the display window. Win32 icons must be 32x32.
This function must be called before the first call to SDL::Video::set_video_mode. Note that this means SDL::Image cannot be used.
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 (no transparency).
Example:
SDL::Video::wm_set_icon(SDL::Video::load_BMP("icon.bmp"));
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.
Example:
my $image = SDL::Video::load_BMP("icon.bmp"); my colorkey = SDL::Video::map_RGB($image->format, 255, 0, 255); # specify the color that will be transparent SDL::Video::set_color_key($image, SDL_SRCCOLORKEY, $colorkey); SDL::Video::wm_set_icon($image);
$grab_mode = SDL::Video::wm_grab_input($mode);
Grabbing means that the mouse is confined to the application window, and nearly all keyboard input is passed directly to the application, and not interpreted by a window manager, if any.
When mode is SDL_GRAB_QUERY
the grab mode is not changed, but the current grab mode is returned.
mode
and the return value of wm_grab_input
can be one of the following:
SDL_GRAB_QUERY
SDL_GRAB_OFF
SDL_GRAB_ON
$iconify_window = SDL::Video::wm_iconify_window();
If the application is running in a window managed environment SDL attempts to iconify/minimise it. If wm_iconify_window
is successful,
the application will receive a SDL_APPACTIVE
loss event (see Application visibility events at SDL::Event).
Returns non-zero on success or 0 if iconification is not supported or was refused by the window manager.
Example:
use SDL; use SDL::Video; use SDL::Surface; SDL::init(SDL_INIT_VIDEO); my $screen = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE); sleep(2); SDL::Video::wm_iconify_window(); sleep(2); SDL::quit;
$toggle = SDL::Video::wm_toggle_fullscreen( $surface );
Toggles the application between windowed and fullscreen mode, if supported. (X11 is the only target currently supported, BeOS support is experimental).
See /SDL.html#AUTHORS.