forked from KolibriOS/kolibrios
3cf7852e03
git-svn-id: svn://kolibrios.org@5131 a494cfbc-eb01-0410-851d-a64ba20cac60
455 lines
8.8 KiB
HTML
455 lines
8.8 KiB
HTML
<HTML
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><HEAD
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><TITLE
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>Graphics and Video</TITLE
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><META
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NAME="GENERATOR"
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CONTENT="Modular DocBook HTML Stylesheet Version 1.64
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"><LINK
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REL="HOME"
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TITLE="SDL Library Documentation"
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HREF="index.html"><LINK
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REL="UP"
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TITLE="SDL Guide"
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HREF="guide.html"><LINK
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REL="PREVIOUS"
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TITLE="Initializing SDL"
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HREF="guidebasicsinit.html"><LINK
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REL="NEXT"
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TITLE="Using OpenGL With SDL"
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HREF="guidevideoopengl.html"></HEAD
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><BODY
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CLASS="CHAPTER"
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BGCOLOR="#FFF8DC"
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TEXT="#000000"
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LINK="#0000ee"
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VLINK="#551a8b"
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ALINK="#ff0000"
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><DIV
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CLASS="NAVHEADER"
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><TABLE
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WIDTH="100%"
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BORDER="0"
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CELLPADDING="0"
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CELLSPACING="0"
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><TR
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><TH
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COLSPAN="3"
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ALIGN="center"
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>SDL Library Documentation</TH
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></TR
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><TR
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><TD
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WIDTH="10%"
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ALIGN="left"
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VALIGN="bottom"
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><A
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HREF="guidebasicsinit.html"
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>Prev</A
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></TD
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><TD
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WIDTH="80%"
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ALIGN="center"
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VALIGN="bottom"
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></TD
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><TD
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WIDTH="10%"
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ALIGN="right"
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VALIGN="bottom"
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><A
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HREF="guidevideoopengl.html"
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>Next</A
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></TD
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></TR
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></TABLE
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><HR
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ALIGN="LEFT"
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WIDTH="100%"></DIV
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><DIV
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CLASS="CHAPTER"
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><H1
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><A
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NAME="GUIDEVIDEO"
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>Chapter 2. Graphics and Video</A
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></H1
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><DIV
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CLASS="TOC"
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><DL
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><DT
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><B
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>Table of Contents</B
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></DT
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><DT
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><A
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HREF="guidevideo.html#GUIDEVIDEOINTRO"
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>Introduction to SDL Video</A
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></DT
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><DT
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><A
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HREF="guidevideoopengl.html"
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>Using OpenGL With SDL</A
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></DT
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></DL
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></DIV
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><DIV
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CLASS="SECT1"
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><H1
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CLASS="SECT1"
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><A
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NAME="GUIDEVIDEOINTRO"
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>Introduction to SDL Video</A
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></H1
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><P
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>Video is probably the most common thing that SDL is used for, and
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so it has the most complete subsystem. Here are a few
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examples to demonstrate the basics.</P
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><DIV
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CLASS="SECT2"
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><H2
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CLASS="SECT2"
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><A
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NAME="AEN68"
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>Initializing the Video Display</A
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></H2
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><P
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>This is what almost all SDL programs have to do in one way or
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another.</P
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><DIV
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CLASS="EXAMPLE"
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><A
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NAME="AEN71"
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></A
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><P
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><B
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>Example 2-1. Initializing the Video Display</B
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></P
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><PRE
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CLASS="PROGRAMLISTING"
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> SDL_Surface *screen;
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/* Initialize the SDL library */
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if( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
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fprintf(stderr,
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"Couldn't initialize SDL: %s\n", SDL_GetError());
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exit(1);
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}
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/* Clean up on exit */
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atexit(SDL_Quit);
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/*
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* Initialize the display in a 640x480 8-bit palettized mode,
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* requesting a software surface
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*/
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screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
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if ( screen == NULL ) {
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fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
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SDL_GetError());
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exit(1);
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}</PRE
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></DIV
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></DIV
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><DIV
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CLASS="SECT2"
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><H2
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CLASS="SECT2"
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><A
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NAME="AEN74"
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>Initializing the Best Video Mode</A
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></H2
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><P
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>If you have a preference for a certain pixel depth but will accept any
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other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
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use SDL_VideoModeOK() to find the native video mode that is closest to
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the mode you request.</P
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><DIV
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CLASS="EXAMPLE"
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><A
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NAME="AEN77"
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></A
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><P
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><B
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>Example 2-2. Initializing the Best Video Mode</B
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></P
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><PRE
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CLASS="PROGRAMLISTING"
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> /* Have a preference for 8-bit, but accept any depth */
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screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
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if ( screen == NULL ) {
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fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
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SDL_GetError());
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exit(1);
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}
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printf("Set 640x480 at %d bits-per-pixel mode\n",
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screen->format->BitsPerPixel);</PRE
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></DIV
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></DIV
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><DIV
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CLASS="SECT2"
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><H2
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CLASS="SECT2"
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><A
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NAME="AEN80"
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>Loading and Displaying a BMP File</A
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></H2
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><P
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>The following function loads and displays a BMP file given as
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argument, once SDL is initialised and a video mode has been set.</P
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><DIV
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CLASS="EXAMPLE"
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><A
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NAME="AEN83"
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></A
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><P
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><B
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>Example 2-3. Loading and Displaying a BMP File</B
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></P
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><PRE
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CLASS="PROGRAMLISTING"
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>void display_bmp(char *file_name)
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{
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SDL_Surface *image;
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/* Load the BMP file into a surface */
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image = SDL_LoadBMP(file_name);
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if (image == NULL) {
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fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
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return;
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}
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/*
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* Palettized screen modes will have a default palette (a standard
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* 8*8*4 colour cube), but if the image is palettized as well we can
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* use that palette for a nicer colour matching
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*/
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if (image->format->palette && screen->format->palette) {
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SDL_SetColors(screen, image->format->palette->colors, 0,
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image->format->palette->ncolors);
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}
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/* Blit onto the screen surface */
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if(SDL_BlitSurface(image, NULL, screen, NULL) < 0)
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fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());
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SDL_UpdateRect(screen, 0, 0, image->w, image->h);
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/* Free the allocated BMP surface */
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SDL_FreeSurface(image);
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}</PRE
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></DIV
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></DIV
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><DIV
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CLASS="SECT2"
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><H2
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CLASS="SECT2"
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><A
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NAME="AEN86"
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>Drawing Directly to the Display</A
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></H2
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><P
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>The following two functions can be used to get and set single
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pixels of a surface. They are carefully written to work with any depth
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currently supported by SDL. Remember to lock the surface before
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calling them, and to unlock it before calling any other SDL
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functions.</P
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><P
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>To convert between pixel values and their red, green, blue
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components, use SDL_GetRGB() and SDL_MapRGB().</P
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><DIV
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CLASS="EXAMPLE"
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><A
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NAME="AEN90"
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></A
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><P
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><B
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>Example 2-4. getpixel()</B
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></P
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><PRE
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CLASS="PROGRAMLISTING"
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>/*
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* Return the pixel value at (x, y)
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* NOTE: The surface must be locked before calling this!
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*/
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Uint32 getpixel(SDL_Surface *surface, int x, int y)
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{
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int bpp = surface->format->BytesPerPixel;
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/* Here p is the address to the pixel we want to retrieve */
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Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
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switch(bpp) {
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case 1:
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return *p;
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case 2:
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return *(Uint16 *)p;
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case 3:
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
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return p[0] << 16 | p[1] << 8 | p[2];
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else
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return p[0] | p[1] << 8 | p[2] << 16;
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case 4:
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return *(Uint32 *)p;
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default:
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return 0; /* shouldn't happen, but avoids warnings */
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}
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}</PRE
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></DIV
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><DIV
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CLASS="EXAMPLE"
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><A
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NAME="AEN93"
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></A
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><P
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><B
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>Example 2-5. putpixel()</B
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></P
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><PRE
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CLASS="PROGRAMLISTING"
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>/*
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* Set the pixel at (x, y) to the given value
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* NOTE: The surface must be locked before calling this!
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*/
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void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
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{
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int bpp = surface->format->BytesPerPixel;
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/* Here p is the address to the pixel we want to set */
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Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;
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switch(bpp) {
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case 1:
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*p = pixel;
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break;
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case 2:
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*(Uint16 *)p = pixel;
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break;
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case 3:
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if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
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p[0] = (pixel >> 16) & 0xff;
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p[1] = (pixel >> 8) & 0xff;
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p[2] = pixel & 0xff;
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} else {
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p[0] = pixel & 0xff;
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p[1] = (pixel >> 8) & 0xff;
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p[2] = (pixel >> 16) & 0xff;
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}
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break;
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case 4:
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*(Uint32 *)p = pixel;
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break;
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}
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}</PRE
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></DIV
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><P
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>The following code uses the putpixel() function above to set a
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yellow pixel in the middle of the screen.</P
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><DIV
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CLASS="EXAMPLE"
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><A
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NAME="AEN97"
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></A
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><P
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><B
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>Example 2-6. Using putpixel()</B
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></P
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><PRE
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CLASS="PROGRAMLISTING"
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> /* Code to set a yellow pixel at the center of the screen */
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int x, y;
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Uint32 yellow;
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/* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
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Note: If the display is palettized, you must set the palette first.
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*/
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yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00);
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x = screen->w / 2;
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y = screen->h / 2;
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/* Lock the screen for direct access to the pixels */
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if ( SDL_MUSTLOCK(screen) ) {
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if ( SDL_LockSurface(screen) < 0 ) {
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fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
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return;
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}
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}
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putpixel(screen, x, y, yellow);
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if ( SDL_MUSTLOCK(screen) ) {
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SDL_UnlockSurface(screen);
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}
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/* Update just the part of the display that we've changed */
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SDL_UpdateRect(screen, x, y, 1, 1);
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return; </PRE
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></DIV
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></DIV
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></DIV
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></DIV
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><DIV
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CLASS="NAVFOOTER"
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><HR
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ALIGN="LEFT"
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WIDTH="100%"><TABLE
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WIDTH="100%"
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BORDER="0"
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CELLPADDING="0"
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CELLSPACING="0"
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><TR
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><TD
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WIDTH="33%"
|
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ALIGN="left"
|
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VALIGN="top"
|
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><A
|
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HREF="guidebasicsinit.html"
|
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>Prev</A
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></TD
|
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><TD
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WIDTH="34%"
|
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ALIGN="center"
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VALIGN="top"
|
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><A
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HREF="index.html"
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>Home</A
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></TD
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><TD
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WIDTH="33%"
|
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ALIGN="right"
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VALIGN="top"
|
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><A
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HREF="guidevideoopengl.html"
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>Next</A
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></TD
|
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></TR
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><TR
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><TD
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WIDTH="33%"
|
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ALIGN="left"
|
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VALIGN="top"
|
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>Initializing SDL</TD
|
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><TD
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WIDTH="34%"
|
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ALIGN="center"
|
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VALIGN="top"
|
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><A
|
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HREF="guide.html"
|
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>Up</A
|
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></TD
|
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><TD
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WIDTH="33%"
|
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ALIGN="right"
|
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VALIGN="top"
|
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>Using OpenGL With SDL</TD
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></TR
|
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></TABLE
|
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></DIV
|
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></BODY
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></HTML
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> |