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📄 sdl_blitsurface.3

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.TH "SDL_BlitSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference" .SH "NAME"SDL_BlitSurface\- This performs a fast blit from the source surface to the destination surface\&..SH "SYNOPSIS".PP\fB#include "SDL\&.h".sp\fBint \fBSDL_BlitSurface\fP\fR(\fBSDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect\fR);.SH "DESCRIPTION".PPThis performs a fast blit from the source surface to the destination surface\&..PPOnly the position is used in the \fBdstrect\fR (the width and height are ignored)\&..PPIf either \fBsrcrect\fR or \fBdstrect\fR are \fBNULL\fP, the entire surface (\fBsrc\fR or \fBdst\fR) is copied\&..PPThe final blit rectangle is saved in \fBdstrect\fR after all clipping is performed (\fBsrcrect\fR is not modified)\&..PPThe blit function should not be called on a locked surface\&..PPThe results of blitting operations vary greatly depending on whether \fBSDL_SRCAPLHA\fP is set or not\&. See \fISDL_SetAlpha\fR for an explaination of how this affects your results\&. Colorkeying and alpha attributes also interact with surface blitting, as the following pseudo-code should hopefully explain\&. .PP.nf\f(CWif (source surface has SDL_SRCALPHA set) {    if (source surface has alpha channel (that is, format->Amask != 0))        blit using per-pixel alpha, ignoring any colour key    else {        if (source surface has SDL_SRCCOLORKEY set)            blit using the colour key AND the per-surface alpha value        else            blit using the per-surface alpha value    }} else {    if (source surface has SDL_SRCCOLORKEY set)        blit using the colour key    else        ordinary opaque rectangular blit}\fR.fi.PP.SH "RETURN VALUE".PPIf the blit is successful, it returns \fB0\fR, otherwise it returns \fB-1\fR\&..PPIf either of the surfaces were in video memory, and the blit returns \fB-2\fR, the video memory was lost, so it should be reloaded with artwork and re-blitted: .PP.nf\f(CW        while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {                while ( SDL_LockSurface(image)) < 0 )                        Sleep(10);                -- Write image pixels to image->pixels --                SDL_UnlockSurface(image);        }\fR.fi.PP This happens under DirectX 5\&.0 when the system switches away from your fullscreen application\&. Locking the surface will also fail until you have access to the video memory again\&..SH "SEE ALSO".PP\fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_FillRect\fP\fR, \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_Rect\fR\fR...\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01

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