<h1 id="CONSTANTS">CONSTANTS</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="CONSTANTS_CONTENT">
<p>The constants are not exported by default. You can export them into your namespace by doing:</p>
-<pre> use SDL::Surface ':flags';
+<pre> use SDL::Video ':flags';
</pre>
<p>or</p>
-<pre> use SDL::Surface ':all';
+<pre> use SDL::Video ':all';
</pre>
<p>or access them directly:</p>
-<pre> SDL::Surface::SDL_SWSURFACE;
+<pre> SDL::Video::SDL_SWSURFACE;
</pre>
<p>Available constants: see <a href="#flags">flags</a></p>
</div>
<h4 id="flags">flags</h4>
<div id="flags_CONTENT">
-<p>Available for new()</p>
+<p>Available flags for new() are exported by SDL::Video</p>
<dl>
<dt>SDL_ASYNCBLIT</dt>
<dd>
</dd>
<dt>SDL_SWSURFACE</dt>
<dd>
- <p>Stored in the system memory. SDL_SWSURFACE is not actually a flag (it is defined as 0). A lack of SDL_HWSURFACE implies SDL_SWSURFACE</p>
+ <p>Stored in the system memory.</p>
</dd>
<dt>SDL_HWSURFACE</dt>
<dd>
<h1 id="SYNOPSIS">SYNOPSIS</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="SYNOPSIS_CONTENT">
<pre> use SDL ':init';
- use SDL::Video ':flags';
+ use SDL::Video ':all';
use SDL::Surface;
use SDL::Rect;
</div>
<h1 id="CONSTANTS">CONSTANTS</h1><p><a href="#TOP" class="toplink">Top</a></p>
<div id="CONSTANTS_CONTENT">
-<p>Available flags for <a href="/SDL-Video.html#set_video_mode">SDL::Video::set_video_mode</a>:</p>
-<dl>
- <dt>SDL_ANYFORMAT</dt>
- <dd>
- <p>Allow any pixel-format *</p>
- </dd>
- <dt>SDL_HWPALETTE</dt>
- <dd>
- <p>Have an exclusive palette</p>
- </dd>
- <dt>SDL_DOUBLEBUF</dt>
- <dd>
- <p>Double buffered *</p>
- </dd>
- <dt>SDL_FULLSCREEN</dt>
- <dd>
- <p>Full screen surface *</p>
- </dd>
- <dt>SDL_OPENGL</dt>
- <dd>
- <p>Have an OpenGL context *</p>
- </dd>
- <dt>SDL_OPENGLBLIT</dt>
- <dd>
- <p>Support OpenGL blitting *. NOTE: This option is kept for compatibility only, and is not recommended for new code.</p>
- </dd>
- <dt>SDL_RESIZABLE</dt>
- <dd>
- <p>Resizable surface *</p>
- </dd>
- <dt>SDL_NOFRAME</dt>
- <dd>
- <p>No window caption or edge frame</p>
- </dd>
-</dl>
-<p>Used internally</p>
-<dl>
- <dt>SDL_HWACCEL</dt>
- <dd>
- <p>Use hardware acceleration blit</p>
- </dd>
- <dt>SDL_SRCCOLORKEY</dt>
- <dd>
- <p>Use colorkey blitting</p>
- </dd>
- <dt>SDL_RLEACCELOK</dt>
- <dd>
- <p>Private flag</p>
- </dd>
- <dt>SDL_RLEACCEL</dt>
- <dd>
- <p>Accelerated colorkey blitting with RLE</p>
- </dd>
- <dt>SDL_SRCALPHA</dt>
- <dd>
- <p>Use alpha blending blit</p>
- </dd>
- <dt>SDL_PREALLOC</dt>
- <dd>
- <p>Use preallocated memory</p>
- </dd>
-</dl>
+<p>The constants are not exported by default. You can export them into your namespace by doing:</p>
+<pre> use SDL::Video ':all';
+</pre>
+<p>or 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>
</div>
<h1 id="Core_Functions">Core Functions</h1><p><a href="#TOP" class="toplink">Top</a></p>