<ul><li><a href="#NAME">NAME</a></li>
<li><a href="#CATEGORY">CATEGORY</a></li>
<li><a href="#SYNOPSIS">SYNOPSIS</a></li>
+<li><a href="#CONSTANTS">CONSTANTS</a></li>
<li><a href="#Core_Functions">Core Functions</a>
<ul><li><a href="#get_video_surface">get_video_surface</a></li>
<li><a href="#get_video_info">get_video_info</a></li>
</div>
<h1 id="SYNOPSIS">SYNOPSIS</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="SYNOPSIS_CONTENT">
-<pre> use SDL;
- use SDL::Video;
+<pre> use SDL ':init';
+ use SDL::Video ':all';
use SDL::Surface;
use SDL::Rect;
SDL::init(SDL_INIT_VIDEO);
# setting video mode
- my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);
+ 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
</pre>
</div>
+<h1 id="CONSTANTS">CONSTANTS</h1><p><a href="#TOP" class="toplink">Top</a></p>
+<div id="CONSTANTS_CONTENT">
+<p>The constants are exported by default. You can avoid this by doing:</p>
+<pre> use SDL::Video ();
+
+</pre>
+<p>and access them directly:</p>
+<pre> SDL::Video::SDL_SWSURFACE;
+
+</pre>
+<p>or by choosing the export tags below:</p>
+<p>Export tag: ':surface'</p>
+<pre> SDL_ASYNCBLIT Use asynchronous blit if possible
+ SDL_SWSURFACE Stored in the system memory.
+ SDL_HWSURFACE Stored in video memory
+
+</pre>
+<p>Export tag: ':video'</p>
+<pre> 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
+
+</pre>
+<p>Export tag ':overlay'</p>
+<pre> 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)
+
+</pre>
+<p>Export tag ':palette'</p>
+<pre> 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
+
+</pre>
+<p>Export tag ':grab'</p>
+<pre> SDL_GRAB_QUERY
+ SDL_GRAB_OFF
+ SDL_GRAB_ON
+ SDL_GRAB_FULLSCREEN Used interally
+
+</pre>
+<p>Export tag ':gl'</p>
+<pre> 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
+
+</pre>
+
+</div>
<h1 id="Core_Functions">Core Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="Core_Functions_CONTENT">