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 <div class="blog">
 <h1 id="NAME">
-The Future and Beyond!
+Providing direct memory access to SDL_Surface's pixels
 </h1>
 <div class="CONTENT">
-<div style="text-align: right;"><i>I do not think about awesomeness...<br />I just am awesomeness<br />n.n<br />--<a href="http://irclog.perlgeek.de/sdl/2009-10-20#i_1620287">KatrinaTheLamia</a></i><br /></div><br /><h3>Updates</h3>Since the last post SDL Perl has seen an increase of interest to both use and contribute to SDL Perl. Before I dig into the updates, I would like to acknowledge them.<br /><h3>Core Development</h3><b>Acme (<a href="http://use.perl.org/%7Eacme/journal/">Leon Brocard</a>):</b> Has started to work on the Redesign Effort with me. The help is much appreciated! Enjoy your vacation. <br /><br /><h3>Website and Windows Testing</h3><b>FROGGS (Tobias Leich):</b> Came in as a new user to SDL Perl. And after breaking the redesigned SDL Perl in as many ways possible he has decided to help out on the new site. <br /><br /><br /><h3>Last Legacy Release</h3><br />Ok! Now this weekend hopefully we will release our last legacy release, after this we move on! This release will focus on showing of SDL + Perl possibilities.<br /><h3>Pong + SDL::Game::Rect</h3><a href="http://onionstand.blogspot.com/">garu</a> has been working on making SDL object extensions that provide a more perly way to use and play with the SDL bindings. To demonstrate the benefits of this SDL::Tutorial::Pong is done and being polished up. SDL::Game::Rect is a peek in to the design and vision we have for SDL down the road.<br /><h3>Design</h3>The design we have settled on for future release for SDL Perl can be broken in to two layers, SDL::* and SDL::Game::*. Previously the SDL Perl library tried to provide C bindings and provide Perl Idiomatic access. This was messy in regards to the single responsibility principle (do one thing and do it well).<br /><br />We have decided to separate these two focuses into the two name spaces SDL::* and SDL::Game::*. SDL::* will provide straight access to SDL's C API, nothing less and nothing more. SDL::Game::* will extend and make pretty unicorns for Perl. <br /><br />This design has already begin to pay of. One major benefit been in the XS <a href="http://github.com/kthakore/SDL_perl/commit/20f544ea4f3e7b34c68445aba89ed9c69d411ddf">readability</a>. Moreover since structs are treated as objects, Perl manages their destruction, and deliver less memory leaks.<div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3102167581424744259-4327446497206876141?l=yapgh.blogspot.com' alt='' /></div></div></div>
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+<p>In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on <a href="http://github.com/kthakore/SDL_perl/commit/7ee1a1a7f162080a6fa5274e95b80961486e21e5">SDLx::Surface</a>. So far I have only start on the 32 bpp surfaces.</p><br />
+<p>The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this: </p><br />
+<pre style='color:#d1d1d1;background:#000000;'>SV <span style='color:#d2cd86; '>*</span> get_pixel32 <span style='color:#d2cd86; '>(</span>SDL_Surface <span style='color:#d2cd86; '>*</span>surface<span style='color:#d2cd86; '>,</span> <span style='color:#e66170; font-weight:bold; '>int</span> x<span style='color:#d2cd86; '>,</span> <span style='color:#e66170; font-weight:bold; '>int</span> y<span style='color:#d2cd86; '>)</span>
+<span style='color:#b060b0; '>{</span>
+ <span style='color:#9999a9; '>//Convert the pixels to 32 bit </span>
+ Uint32 <span style='color:#d2cd86; '>*</span>pixels <span style='color:#d2cd86; '>=</span> <span style='color:#d2cd86; '>(</span>Uint32 <span style='color:#d2cd86; '>*</span><span style='color:#d2cd86; '>)</span>surface<span style='color:#d2cd86; '>-</span><span style='color:#d2cd86; '>></span>pixels<span style='color:#b060b0; '>;</span> 
+
+ <span style='color:#9999a9; '>//Get the requested pixel  </span>
+ Uint32<span style='color:#d2cd86; '>*</span> u_ptr <span style='color:#d2cd86; '>=</span>  pixels <span style='color:#d2cd86; '>+</span> <span style='color:#d2cd86; '>(</span> y <span style='color:#d2cd86; '>*</span> surface<span style='color:#d2cd86; '>-</span><span style='color:#d2cd86; '>></span>w <span style='color:#d2cd86; '>)</span> <span style='color:#d2cd86; '>+</span> x <span style='color:#b060b0; '>;</span> 
+
+        SV<span style='color:#d2cd86; '>*</span> sv <span style='color:#d2cd86; '>=</span> newSVpv<span style='color:#d2cd86; '>(</span><span style='color:#02d045; '>"</span><span style='color:#00c4c4; '>a</span><span style='color:#02d045; '>"</span><span style='color:#d2cd86; '>,</span><span style='color:#008c00; '>1</span><span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>//Make a temp SV* value on the go</span>
+        SvCUR_set<span style='color:#d2cd86; '>(</span>sv<span style='color:#d2cd86; '>,</span> <span style='color:#e66170; font-weight:bold; '>sizeof</span><span style='color:#d2cd86; '>(</span>Uint32<span style='color:#d2cd86; '>)</span><span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>//Specify the new CUR length</span>
+ SvLEN_set<span style='color:#d2cd86; '>(</span>sv<span style='color:#d2cd86; '>,</span> <span style='color:#e66170; font-weight:bold; '>sizeof</span><span style='color:#d2cd86; '>(</span>Uint32<span style='color:#d2cd86; '>)</span><span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>//Specify the LEN length</span>
+        SvPV_set<span style='color:#d2cd86; '>(</span>sv<span style='color:#d2cd86; '>,</span><span style='color:#d2cd86; '>(</span><span style='color:#e66170; font-weight:bold; '>char</span><span style='color:#d2cd86; '>*</span><span style='color:#d2cd86; '>)</span>u_ptr<span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>// set the actual pixel's pointer as the memory space to use</span>
+
+ <span style='color:#e66170; font-weight:bold; '>return</span> sv<span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>//make a modifiable reference using u_ptr's place as the memory :)</span>
+
+<span style='color:#b060b0; '>}</span>
+</pre><br />
+<p>Next I loop through all the pixels and put them in a 2D array format, shown below: </p><pre style='color:#d1d1d1;background:#000000;'>AV <span style='color:#d2cd86; '>*</span> construct_p_matrix <span style='color:#d2cd86; '>(</span> SDL_Surface <span style='color:#d2cd86; '>*</span>surface <span style='color:#d2cd86; '>)</span>
+<span style='color:#b060b0; '>{</span>
+    AV <span style='color:#d2cd86; '>*</span> matrix <span style='color:#d2cd86; '>=</span> newAV<span style='color:#d2cd86; '>(</span><span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span>
+     <span style='color:#e66170; font-weight:bold; '>int</span> i<span style='color:#d2cd86; '>,</span> j<span style='color:#b060b0; '>;</span>
+     <span style='color:#e66170; font-weight:bold; '>for</span><span style='color:#d2cd86; '>(</span>  i <span style='color:#d2cd86; '>=</span><span style='color:#008c00; '>0</span> <span style='color:#b060b0; '>;</span> i <span style='color:#d2cd86; '>&lt;</span> surface<span style='color:#d2cd86; '>-</span><span style='color:#d2cd86; '>></span>w<span style='color:#b060b0; '>;</span> i<span style='color:#d2cd86; '>+</span><span style='color:#d2cd86; '>+</span><span style='color:#d2cd86; '>)</span>
+      <span style='color:#b060b0; '>{</span>
+        AV <span style='color:#d2cd86; '>*</span> matrix_row <span style='color:#d2cd86; '>=</span> newAV<span style='color:#d2cd86; '>(</span><span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span>
+        <span style='color:#e66170; font-weight:bold; '>for</span><span style='color:#d2cd86; '>(</span> j <span style='color:#d2cd86; '>=</span><span style='color:#008c00; '>0</span> <span style='color:#b060b0; '>;</span> j <span style='color:#d2cd86; '>&lt;</span> surface<span style='color:#d2cd86; '>-</span><span style='color:#d2cd86; '>></span>h<span style='color:#b060b0; '>;</span> j<span style='color:#d2cd86; '>+</span><span style='color:#d2cd86; '>+</span><span style='color:#d2cd86; '>)</span>
+        <span style='color:#b060b0; '>{</span>
+           av_push<span style='color:#d2cd86; '>(</span>matrix_row<span style='color:#d2cd86; '>,</span> get_pixel32<span style='color:#d2cd86; '>(</span>surface<span style='color:#d2cd86; '>,</span> i<span style='color:#d2cd86; '>,</span>j<span style='color:#d2cd86; '>)</span> <span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span>
+        <span style='color:#b060b0; '>}</span>
+        av_push<span style='color:#d2cd86; '>(</span>matrix<span style='color:#d2cd86; '>,</span> newRV_noinc<span style='color:#d2cd86; '>(</span><span style='color:#d2cd86; '>(</span>SV<span style='color:#d2cd86; '>*</span><span style='color:#d2cd86; '>)</span> matrix_row<span style='color:#d2cd86; '>)</span> <span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span>
+      <span style='color:#b060b0; '>}</span>
+
+ <span style='color:#e66170; font-weight:bold; '>return</span> matrix<span style='color:#b060b0; '>;</span>
+<span style='color:#b060b0; '>}</span>
+</pre><br />
+<p>You can see the complete <a href="http://github.com/kthakore/SDL_perl/blob/7ee1a1a7f162080a6fa5274e95b80961486e21e5/src/SDLx/Surface.xs">here</a>.</p><br />
+<p>In Perl I can do a get access on this pixel using: </p><br />
+<br />
+<pre style='color:#d1d1d1;background:#000000;'><span style='color:#e66170; font-weight:bold; '>my</span> $surf32_matrix <span style='color:#d2cd86; '>=</span> <span style='color:#904050; '>SDLx</span><span style='color:#d2cd86; '>::</span><span style='color:#904050; '>Surface</span><span style='color:#d2cd86; '>:</span><span style='color:#d2cd86; '>:</span>pixel_array<span style='color:#d2cd86; '>(</span>$screen_surface<span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span>
+   <span style='color:#e66170; font-weight:bold; '>print</span> <span style='color:#e66170; font-weight:bold; '>unpack</span> <span style='color:#00c4c4; '>'b*'</span><span style='color:#d2cd86; '>,</span> $surf32_matrix<span style='color:#d2cd86; '>-></span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '># pixel value at x = 0 and y =0</span>
+<span style='color:#9999a9; '>#OUTPUT:</span>
+<span style='color:#9999a9; '># 11111111000000000000000000000000</span>
+</pre><br />
+<p>The structure of the PV is using Devel::Peek is : </p><br />
+<pre style='color:#d1d1d1;background:#000000;'><span style='color:#e66170; font-weight:bold; '>print</span> Dump $surf32_matrix<span style='color:#d2cd86; '>-></span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#b060b0; '>;</span>
+<span style='color:#9999a9; '>#OUTPUT:</span>
+<span style='color:#9999a9; '>#SV = PV(0xed0dbc) at 0xeb5344</span>
+<span style='color:#9999a9; '>#  REFCNT = 1</span>
+<span style='color:#9999a9; '>#  FLAGS = (POK,pPOK)</span>
+<span style='color:#9999a9; '>#  PV = 0x9e04ac "\0\0\377\0"</span>
+<span style='color:#9999a9; '>#  CUR = 4</span>
+<span style='color:#9999a9; '>#  LEN = 4</span>
+</pre><br />
+<p>The problem is in setting the value of this pointer value. I have tried the following things with no success:</p><br />
+<pre style='color:#d1d1d1;background:#000000;'><span style='color:#e66170; font-weight:bold; '>if</span> <span style='color:#d2cd86; '>(</span> <span style='color:#904050; '>SDL</span><span style='color:#d2cd86; '>::</span><span style='color:#904050; '>Video</span><span style='color:#d2cd86; '>:</span><span style='color:#d2cd86; '>:</span>MUSTLOCK<span style='color:#d2cd86; '>(</span>$screen_surface<span style='color:#d2cd86; '>)</span> <span style='color:#d2cd86; '>)</span> <span style='color:#b060b0; '>{</span>
+    <span style='color:#e66170; font-weight:bold; '>return</span> <span style='color:#e66170; font-weight:bold; '>if</span> <span style='color:#d2cd86; '>(</span> <span style='color:#904050; '>SDL</span><span style='color:#d2cd86; '>::</span><span style='color:#904050; '>Video</span><span style='color:#d2cd86; '>:</span><span style='color:#d2cd86; '>:</span>lock_surface<span style='color:#d2cd86; '>(</span>$screen_surface<span style='color:#d2cd86; '>)</span> <span style='color:#d2cd86; '>&lt;</span> <span style='color:#00a800; '>0</span> <span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>#required for pixel operations</span>
+<span style='color:#b060b0; '>}</span>
+
+<span style='color:#9999a9; '>#USING pack</span>
+
+<span style='color:#e66170; font-weight:bold; '>my</span> $green <span style='color:#d2cd86; '>=</span> <span style='color:#e66170; font-weight:bold; '>pack</span> <span style='color:#00c4c4; '>'b*'</span><span style='color:#d2cd86; '>,</span> <span style='color:#00c4c4; '>'11111111000000000000000000000000'</span><span style='color:#b060b0; '>;</span>
+<span style='color:#e66170; font-weight:bold; '>substr</span><span style='color:#d2cd86; '>(</span> $surf32_matrix<span style='color:#d2cd86; '>-></span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#d2cd86; '>,</span> <span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>,</span> <span style='color:#00a800; '>8</span> <span style='color:#d2cd86; '>*</span> <span style='color:#00a800; '>4</span><span style='color:#d2cd86; '>,</span> $green<span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>#no change</span>
+<span style='color:#9999a9; '>#substr( $surf32_matrix->[0][0], 0, 8 * 4, 0xFF000000); segfault</span>
+<span style='color:#e66170; font-weight:bold; '>substr</span><span style='color:#d2cd86; '>(</span> ${$surf32_matrix<span style='color:#d2cd86; '>-></span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span>}<span style='color:#d2cd86; '>,</span> <span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>,</span> <span style='color:#00a800; '>8</span> <span style='color:#d2cd86; '>*</span> <span style='color:#00a800; '>4</span><span style='color:#d2cd86; '>,</span> <span style='color:#00a800; '>0xFF000000</span><span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>#no change</span>
+<span style='color:#9999a9; '>#$surf32_matrix->[0][0] = $green; SEGFAULT's cannot write to memory</span>
+${$surf32_matrix<span style='color:#d2cd86; '>-></span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span><span style='color:#d2cd86; '>[</span><span style='color:#00a800; '>0</span><span style='color:#d2cd86; '>]</span>} <span style='color:#d2cd86; '>=</span> $green<span style='color:#b060b0; '>;</span> <span style='color:#9999a9; '>#no change</span>
+
+
+<span style='color:#904050; '>SDL</span><span style='color:#d2cd86; '>::</span><span style='color:#904050; '>Video</span><span style='color:#d2cd86; '>:</span><span style='color:#d2cd86; '>:</span>unlock_surface<span style='color:#d2cd86; '>(</span>$screen_surface<span style='color:#d2cd86; '>)</span>
+  <span style='color:#e66170; font-weight:bold; '>if</span> <span style='color:#d2cd86; '>(</span> <span style='color:#904050; '>SDL</span><span style='color:#d2cd86; '>::</span><span style='color:#904050; '>Video</span><span style='color:#d2cd86; '>:</span><span style='color:#d2cd86; '>:</span>MUSTLOCK<span style='color:#d2cd86; '>(</span>$screen_surface<span style='color:#d2cd86; '>)</span> <span style='color:#d2cd86; '>)</span><span style='color:#b060b0; '>;</span>
+</pre><br />
+<p>You can see an example <a href="http://paste.scsys.co.uk/45111">here</a>.</p><br />
+<p>Any help will be greatly appreciated. </p><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/3102167581424744259-1929043568015240773?l=yapgh.blogspot.com' alt='' /></div>
+<p><a href="http://feedads.g.doubleclick.net/~a/1Rx7lBLzyC2ksXyZwl9Q_nlI6iE/0/da"><img src="http://feedads.g.doubleclick.net/~a/1Rx7lBLzyC2ksXyZwl9Q_nlI6iE/0/di" border="0" ismap="true"></img></a><br/>
+<a href="http://feedads.g.doubleclick.net/~a/1Rx7lBLzyC2ksXyZwl9Q_nlI6iE/1/da"><img src="http://feedads.g.doubleclick.net/~a/1Rx7lBLzyC2ksXyZwl9Q_nlI6iE/1/di" border="0" ismap="true"></img></a></p><img src="http://feeds.feedburner.com/~r/YetAnotherPerlGameHackeryapgh/~4/q5F5dgfg5Fg" height="1" width="1"/></div></div>
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