forked from KolibriOS/kolibrios
3cf7852e03
git-svn-id: svn://kolibrios.org@5131 a494cfbc-eb01-0410-851d-a64ba20cac60
450 lines
6.8 KiB
HTML
450 lines
6.8 KiB
HTML
<HTML
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><HEAD
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><TITLE
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>SDL_CreateRGBSurface</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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TITLE="SDL_GetRGBA"
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HREF="sdlgetrgba.html"><LINK
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TITLE="SDL_CreateRGBSurfaceFrom"
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HREF="sdlcreatergbsurfacefrom.html"></HEAD
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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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>SDL Library Documentation</TH
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WIDTH="10%"
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ALIGN="left"
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>Prev</A
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WIDTH="10%"
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VALIGN="bottom"
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HREF="sdlcreatergbsurfacefrom.html"
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>Next</A
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></TD
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><HR
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ALIGN="LEFT"
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WIDTH="100%"></DIV
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><H1
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><A
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NAME="SDLCREATERGBSURFACE"
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>SDL_CreateRGBSurface</A
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></H1
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><DIV
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CLASS="REFNAMEDIV"
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><A
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NAME="AEN1358"
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></A
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><H2
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>Name</H2
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>SDL_CreateRGBSurface -- Create an empty SDL_Surface</DIV
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><DIV
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CLASS="REFSYNOPSISDIV"
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><A
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NAME="AEN1361"
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></A
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><H2
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>Synopsis</H2
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><DIV
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CLASS="FUNCSYNOPSIS"
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><A
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NAME="AEN1362"
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></A
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><P
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></P
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><PRE
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CLASS="FUNCSYNOPSISINFO"
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>#include "SDL.h"</PRE
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><P
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><CODE
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><CODE
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CLASS="FUNCDEF"
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>SDL_Surface *<B
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CLASS="FSFUNC"
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>SDL_CreateRGBSurface</B
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></CODE
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>(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask);</CODE
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></P
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><P
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></P
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></DIV
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></DIV
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><DIV
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CLASS="REFSECT1"
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><A
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NAME="AEN1368"
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></A
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><H2
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>Description</H2
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><P
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>Allocate an empty surface (must be called after <A
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HREF="sdlsetvideomode.html"
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>SDL_SetVideoMode</A
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>)</P
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><P
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>If <TT
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CLASS="PARAMETER"
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><I
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>depth</I
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></TT
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> is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' <A
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HREF="sdlpixelformat.html"
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><SPAN
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CLASS="STRUCTNAME"
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>SDL_PixelFormat</SPAN
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></A
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> is created using the <TT
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CLASS="PARAMETER"
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><I
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>[RGBA]mask</I
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></TT
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>'s provided (see <A
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HREF="sdlpixelformat.html"
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><SPAN
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CLASS="STRUCTNAME"
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>SDL_PixelFormat</SPAN
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></A
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>). The <TT
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CLASS="PARAMETER"
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><I
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>flags</I
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></TT
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> specifies the type of surface that should be created, it is an OR'd combination of the following possible values.</P
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><DIV
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CLASS="INFORMALTABLE"
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><A
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NAME="AEN1380"
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></A
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><P
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></P
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><TABLE
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BORDER="1"
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CLASS="CALSTABLE"
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><TBODY
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><TR
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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><TT
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CLASS="LITERAL"
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>SDL_SWSURFACE</TT
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></TD
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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>SDL will create the surface in system memory. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting.</TD
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></TR
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><TR
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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><TT
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CLASS="LITERAL"
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>SDL_HWSURFACE</TT
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></TD
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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>SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video->Video blits (which are often accelerated).</TD
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></TR
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><TR
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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><TT
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CLASS="LITERAL"
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>SDL_SRCCOLORKEY</TT
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></TD
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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>This flag turns on colourkeying for blits from this surface. If
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<TT
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CLASS="LITERAL"
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>SDL_HWSURFACE</TT
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> is also specified and colourkeyed blits
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are hardware-accelerated, then SDL will attempt to place the surface in
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video memory.
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Use <A
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HREF="sdlsetcolorkey.html"
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><TT
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CLASS="FUNCTION"
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>SDL_SetColorKey</TT
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></A
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>
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to set or clear this flag after surface creation.</TD
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></TR
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><TR
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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><TT
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CLASS="LITERAL"
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>SDL_SRCALPHA</TT
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></TD
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><TD
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ALIGN="LEFT"
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VALIGN="TOP"
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>This flag turns on alpha-blending for blits from this surface. If
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<TT
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CLASS="LITERAL"
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>SDL_HWSURFACE</TT
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> is also specified and alpha-blending blits
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are hardware-accelerated, then the surface will be placed in video memory if
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possible.
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Use <A
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HREF="sdlsetalpha.html"
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><TT
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CLASS="FUNCTION"
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>SDL_SetAlpha</TT
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></A
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> to
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set or clear this flag after surface creation.</TD
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></TR
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></TBODY
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></TABLE
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><P
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></P
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></DIV
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><DIV
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CLASS="NOTE"
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><BLOCKQUOTE
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CLASS="NOTE"
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><P
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><B
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>Note: </B
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>If an alpha-channel is specified (that is, if <TT
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CLASS="PARAMETER"
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><I
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>Amask</I
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></TT
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> is
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nonzero), then the <TT
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CLASS="LITERAL"
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>SDL_SRCALPHA</TT
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> flag is automatically
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set. You may remove this flag by calling
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<A
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HREF="sdlsetalpha.html"
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><TT
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CLASS="FUNCTION"
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>SDL_SetAlpha</TT
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></A
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>
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after surface creation.</P
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></BLOCKQUOTE
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></DIV
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></DIV
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><DIV
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CLASS="REFSECT1"
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><A
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NAME="AEN1411"
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></A
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><H2
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>Return Value</H2
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><P
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>Returns the created surface, or <SPAN
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CLASS="RETURNVALUE"
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>NULL</SPAN
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> upon error.</P
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></DIV
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><DIV
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CLASS="REFSECT1"
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><A
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NAME="AEN1415"
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></A
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><H2
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>Example</H2
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><PRE
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CLASS="PROGRAMLISTING"
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> /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order,
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as expected by OpenGL for textures */
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SDL_Surface *surface;
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Uint32 rmask, gmask, bmask, amask;
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/* SDL interprets each pixel as a 32-bit number, so our masks must depend
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on the endianness (byte order) of the machine */
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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rmask = 0xff000000;
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gmask = 0x00ff0000;
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bmask = 0x0000ff00;
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amask = 0x000000ff;
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#else
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rmask = 0x000000ff;
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gmask = 0x0000ff00;
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bmask = 0x00ff0000;
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amask = 0xff000000;
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#endif
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surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
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rmask, gmask, bmask, amask);
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if(surface == NULL) {
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fprintf(stderr, "CreateRGBSurface failed: %s\n", 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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CLASS="REFSECT1"
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><A
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NAME="AEN1418"
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></A
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><H2
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>See Also</H2
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><P
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><A
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HREF="sdlcreatergbsurfacefrom.html"
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><TT
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CLASS="FUNCTION"
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>SDL_CreateRGBSurfaceFrom</TT
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></A
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>,
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<A
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HREF="sdlfreesurface.html"
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><TT
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CLASS="FUNCTION"
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>SDL_FreeSurface</TT
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></A
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>,
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<A
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HREF="sdlsetvideomode.html"
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><TT
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CLASS="FUNCTION"
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>SDL_SetVideoMode</TT
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></A
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>,
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<A
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HREF="sdllocksurface.html"
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><TT
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CLASS="FUNCTION"
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>SDL_LockSurface</TT
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></A
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>,
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<A
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HREF="sdlpixelformat.html"
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><SPAN
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CLASS="STRUCTNAME"
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>SDL_PixelFormat</SPAN
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></A
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>,
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<A
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HREF="sdlsurface.html"
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><SPAN
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CLASS="STRUCTNAME"
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>SDL_Surface</SPAN
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></A
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>
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<A
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HREF="sdlsetalpha.html"
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><TT
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CLASS="FUNCTION"
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>SDL_SetAlpha</TT
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></A
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>
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<A
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HREF="sdlsetcolorkey.html"
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><TT
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CLASS="FUNCTION"
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>SDL_SetColorKey</TT
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></A
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></P
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>Prev</A
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VALIGN="top"
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HREF="index.html"
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>Home</A
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>SDL_GetRGBA</TD
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