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[sdlgit/SDL-Site.git] / pages / SDL-Cookbook-PDL.html-inc
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162a0989 1<div class="pod">
2<!-- INDEX START -->
3<h3 id="TOP">Index</h3>
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879e3e79 5<ul><li><a href="#NAME">NAME</a>
60f74f6f 6<ul><li><a href="#CATEGORY">CATEGORY</a></li>
7</ul>
8</li>
ca0a3441 9<li><a href="#Creating_a_SDL_Surface_piddle">Creating a SDL Surface piddle</a>
10<ul><li><a href="#Creating_a_simple_piddle">Creating a simple piddle</a></li>
11<li><a href="#Operating_on_the_Surface_safely">Operating on the Surface safely</a></li>
12<li><a href="#Error_due_to_BPP_at_blitting">Error due to BPP at blitting</a>
162a0989 13</li>
162a0989 14</ul>
15</li>
162a0989 16</ul><hr />
17<!-- INDEX END -->
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879e3e79 19<h1 id="NAME">NAME</h1><p><a href="#TOP" class="toplink">Top</a></p>
20<div id="NAME_CONTENT">
21<p>SDL::CookBook::PDL -- CookBook for SDL + PDL</p>
162a0989 22<p>PDL provides great number crunching capabilities to Perl and SDL provides game-developer quality real-time bitmapping and sound. You can use PDL and SDL ''together'' to create real-time, responsive animations and simulations. In this section we will go through the pleasures and pitfalls of working with both powerhouse libraries.</p>
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28</div>
60f74f6f 29<h2 id="CATEGORY">CATEGORY</h2>
30<div id="CATEGORY_CONTENT">
31<p>Cookbook</p>
32
33</div>
ca0a3441 34<h1 id="Creating_a_SDL_Surface_piddle">Creating a SDL Surface piddle</h1><p><a href="#TOP" class="toplink">Top</a></p>
35<div id="Creating_a_SDL_Surface_piddle_CONTEN">
36<p>PDL's core type is a piddle. Once a piddle is provided to PDL it can go do a numerous amounts of things. Please see the example in 'examples/cookbook/pdl.pl' that came with this module.</p>
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38</div>
ca0a3441 39<h2 id="Creating_a_simple_piddle">Creating a simple piddle</h2>
40<div id="Creating_a_simple_piddle_CONTENT">
41<p>First lets get the right modules.</p>
42<pre> use PDL;
43 use SDL::Rect;
44 use SDL::Video;
45 use SDL::Surface;
46 use SDL::PixelFormat;
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48</pre>
ca0a3441 49<p>Suppose you want a surface of size (200,400) and 32 bit (RGBA).</p>
50<pre> my ( $bytes_per_pixel, $width, $height ) = ( 4, 200, 400 );
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52</pre>
ca0a3441 53<p>Define the $width, $height and $bytes_per_pixel. Your $bytes_per_pixel is the number of bits (in this case 32) divided by 8 bits per byte. Therefore for our 32 bpp we have 4 Bpp;</p>
54<pre> my $piddle = zeros( byte, $bytes_per_pixel, $width, $height );
162a0989 55
56</pre>
ca0a3441 57<p>Create a normal $piddle with zeros, byte format and the Bpp x width x height dimensions.</p>
58<pre> my $pointer = $piddle-&gt;get_dataref();
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60</pre>
ca0a3441 61<p>Here is where we get the acutal data the piddle is pointing to. We will have SDL create a new surface from this function.</p>
62<pre> my $surface = SDL::Surface-&gt;new_from( $pointer, $width, $height, 32,
63 $width * $bytes_per_pixel );
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65</pre>
ca0a3441 66<p>Using the same dimensions we create the surface using new_form. The width * Bpp is the scanline (pitch) of the surface in bytes.</p>
67<pre> warn &quot;Made surface of $width, $height and &quot;. $surface-&gt;format-&gt;BytesPerPixel;
68 return ( $piddle, $surface );
162a0989 69
70</pre>
ca0a3441 71<p>Finally make sure that the surface acutally has the correct dimensions we gave.</p>
72<p><strong>NOTE:</strong> $surface-&gt;format-&gt;BytesPerPixel must return 1,2,3,4. !!</p>
73<p>Now you can blit and use the surface as needed; and do PDL operations as required.</p>
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79</div>
ca0a3441 80<h2 id="Operating_on_the_Surface_safely">Operating on the Surface safely</h2>
81<div id="Operating_on_the_Surface_safely_CONT">
82<p>To make sure SDL is in sync with the data. You must call SDL::Video::lock <strong>before</strong> doing PDL operations on the piddle.</p>
83<pre> SDL::Video::lock_surface($surface);
162a0989 84
505f308d 85 $piddle-&gt;mslice( 'X', [ rand(400), rand(400), 1 ], [ rand(200), rand(200), 1 ] )
86 .= pdl( rand(225), rand(225), rand(255), 255 );
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88</pre>
ca0a3441 89<p>After that you can unlock the surface to blit.</p>
90<pre> SDL::Video::unlock_surface($surface);
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92</pre>
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94</div>
ca0a3441 95<h2 id="Error_due_to_BPP_at_blitting">Error due to BPP at blitting</h2>
96<div id="Error_due_to_BPP_at_blitting_CONTENT">
97<p>When blitting the new surface check for the return value to see if there has been a problem.</p>
98<pre> my $b = SDL::Video::blit_surface(
99 $surface, SDL::Rect-&gt;new( 0, 0, $surface-&gt;w, $surface-&gt;h ),
100 $app, SDL::Rect-&gt;new( ( $app-&gt;w - $surface-&gt;w ) / 2, ( $app-&gt;h - $surface-&gt;h ) / 2, $app-&gt;w, $app-&gt;h )
101 );
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ca0a3441 103 die &quot;Could not blit: &quot; . SDL::get_error() if ( $b == -1 );
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105</pre>
ca0a3441 106<p>If the error message is 'Blit combination not supported' that means that the BPP is incorrect or incosistent with the dimensions.
107After that a simple update_rect will so your new surface on the screen.</p>
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109</div>
110</div>