SDL-1.2.14
[sdl_omap.git] / docs / man3 / SDL_BlitSurface.3
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e14743d1 1.TH "SDL_BlitSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
2.SH "NAME"
3SDL_BlitSurface \- This performs a fast blit from the source surface to the destination surface\&.
4.SH "SYNOPSIS"
5.PP
6\fB#include "SDL\&.h"
7.sp
8\fBint \fBSDL_BlitSurface\fP\fR(\fBSDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect\fR);
9.SH "DESCRIPTION"
10.PP
11This performs a fast blit from the source surface to the destination surface\&.
12.PP
13Only the position is used in the \fBdstrect\fR (the width and height are ignored)\&.
14.PP
15If either \fBsrcrect\fR or \fBdstrect\fR are \fBNULL\fP, the entire surface (\fBsrc\fR or \fBdst\fR) is copied\&.
16.PP
17The final blit rectangle is saved in \fBdstrect\fR after all clipping is performed (\fBsrcrect\fR is not modified)\&.
18.PP
19The blit function should not be called on a locked surface\&.
20.PP
21The 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\&.
22.PP
23.nf
24\f(CWif (source surface has SDL_SRCALPHA set) {
25 if (source surface has alpha channel (that is, format->Amask != 0))
26 blit using per-pixel alpha, ignoring any colour key
27 else {
28 if (source surface has SDL_SRCCOLORKEY set)
29 blit using the colour key AND the per-surface alpha value
30 else
31 blit using the per-surface alpha value
32 }
33} else {
34 if (source surface has SDL_SRCCOLORKEY set)
35 blit using the colour key
36 else
37 ordinary opaque rectangular blit
38}\fR
39.fi
40.PP
41.SH "RETURN VALUE"
42.PP
43If the blit is successful, it returns \fB0\fR, otherwise it returns \fB-1\fR\&.
44.PP
45If 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:
46.PP
47.nf
48\f(CW while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
49 while ( SDL_LockSurface(image)) < 0 )
50 Sleep(10);
51 -- Write image pixels to image->pixels --
52 SDL_UnlockSurface(image);
53 }\fR
54.fi
55.PP
56 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\&.
57.SH "SEE ALSO"
58.PP
59\fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_FillRect\fP\fR, \fI\fBSDL_Surface\fR\fR, \fI\fBSDL_Rect\fR\fR
60.\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01