Home | History | Annotate | Download | only in html
      1 <HTML
      2 ><HEAD
      3 ><TITLE
      4 >Graphics and Video</TITLE
      5 ><META
      6 NAME="GENERATOR"
      7 CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+
      8 "><LINK
      9 REL="HOME"
     10 TITLE="SDL Library Documentation"
     11 HREF="index.html"><LINK
     12 REL="UP"
     13 TITLE="SDL Guide"
     14 HREF="guide.html"><LINK
     15 REL="PREVIOUS"
     16 TITLE="Initializing SDL"
     17 HREF="guidebasicsinit.html"><LINK
     18 REL="NEXT"
     19 TITLE="Using OpenGL With SDL"
     20 HREF="guidevideoopengl.html"></HEAD
     21 ><BODY
     22 CLASS="CHAPTER"
     23 BGCOLOR="#FFF8DC"
     24 TEXT="#000000"
     25 LINK="#0000ee"
     26 VLINK="#551a8b"
     27 ALINK="#ff0000"
     28 ><DIV
     29 CLASS="NAVHEADER"
     30 ><TABLE
     31 SUMMARY="Header navigation table"
     32 WIDTH="100%"
     33 BORDER="0"
     34 CELLPADDING="0"
     35 CELLSPACING="0"
     36 ><TR
     37 ><TH
     38 COLSPAN="3"
     39 ALIGN="center"
     40 >SDL Library Documentation</TH
     41 ></TR
     42 ><TR
     43 ><TD
     44 WIDTH="10%"
     45 ALIGN="left"
     46 VALIGN="bottom"
     47 ><A
     48 HREF="guidebasicsinit.html"
     49 ACCESSKEY="P"
     50 >Prev</A
     51 ></TD
     52 ><TD
     53 WIDTH="80%"
     54 ALIGN="center"
     55 VALIGN="bottom"
     56 ></TD
     57 ><TD
     58 WIDTH="10%"
     59 ALIGN="right"
     60 VALIGN="bottom"
     61 ><A
     62 HREF="guidevideoopengl.html"
     63 ACCESSKEY="N"
     64 >Next</A
     65 ></TD
     66 ></TR
     67 ></TABLE
     68 ><HR
     69 ALIGN="LEFT"
     70 WIDTH="100%"></DIV
     71 ><DIV
     72 CLASS="CHAPTER"
     73 ><H1
     74 ><A
     75 NAME="GUIDEVIDEO"
     76 ></A
     77 >Chapter 2. Graphics and Video</H1
     78 ><DIV
     79 CLASS="TOC"
     80 ><DL
     81 ><DT
     82 ><B
     83 >Table of Contents</B
     84 ></DT
     85 ><DT
     86 ><A
     87 HREF="guidevideo.html#GUIDEVIDEOINTRO"
     88 >Introduction to SDL Video</A
     89 ></DT
     90 ><DT
     91 ><A
     92 HREF="guidevideoopengl.html"
     93 >Using OpenGL With SDL</A
     94 ></DT
     95 ></DL
     96 ></DIV
     97 ><DIV
     98 CLASS="SECT1"
     99 ><H1
    100 CLASS="SECT1"
    101 ><A
    102 NAME="GUIDEVIDEOINTRO"
    103 ></A
    104 >Introduction to SDL Video</H1
    105 ><P
    106 >Video is probably the most common thing that SDL is used for, and
    107 so it has the most complete subsystem. Here are a few
    108 examples to demonstrate the basics.</P
    109 ><DIV
    110 CLASS="SECT2"
    111 ><H2
    112 CLASS="SECT2"
    113 ><A
    114 NAME="AEN68"
    115 ></A
    116 >Initializing the Video Display</H2
    117 ><P
    118 >This is what almost all SDL programs have to do in one way or
    119 another.</P
    120 ><DIV
    121 CLASS="EXAMPLE"
    122 ><A
    123 NAME="AEN71"
    124 ></A
    125 ><P
    126 ><B
    127 >Example 2-1. Initializing the Video Display</B
    128 ></P
    129 ><PRE
    130 CLASS="PROGRAMLISTING"
    131 >    SDL_Surface *screen;
    132 
    133     /* Initialize the SDL library */
    134     if( SDL_Init(SDL_INIT_VIDEO) &#60; 0 ) {
    135         fprintf(stderr,
    136                 "Couldn't initialize SDL: %s\n", SDL_GetError());
    137         exit(1);
    138     }
    139 
    140     /* Clean up on exit */
    141     atexit(SDL_Quit);
    142     
    143     /*
    144      * Initialize the display in a 640x480 8-bit palettized mode,
    145      * requesting a software surface
    146      */
    147     screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE);
    148     if ( screen == NULL ) {
    149         fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
    150                         SDL_GetError());
    151         exit(1);
    152     }</PRE
    153 ></DIV
    154 ></DIV
    155 ><DIV
    156 CLASS="SECT2"
    157 ><H2
    158 CLASS="SECT2"
    159 ><A
    160 NAME="AEN74"
    161 ></A
    162 >Initializing the Best Video Mode</H2
    163 ><P
    164 >If you have a preference for a certain pixel depth but will accept any
    165 other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also
    166 use SDL_VideoModeOK() to find the native video mode that is closest to
    167 the mode you request.</P
    168 ><DIV
    169 CLASS="EXAMPLE"
    170 ><A
    171 NAME="AEN77"
    172 ></A
    173 ><P
    174 ><B
    175 >Example 2-2. Initializing the Best Video Mode</B
    176 ></P
    177 ><PRE
    178 CLASS="PROGRAMLISTING"
    179 >    /* Have a preference for 8-bit, but accept any depth */
    180     screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT);
    181     if ( screen == NULL ) {
    182         fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n",
    183                         SDL_GetError());
    184         exit(1);
    185     }
    186     printf("Set 640x480 at %d bits-per-pixel mode\n",
    187            screen-&#62;format-&#62;BitsPerPixel);</PRE
    188 ></DIV
    189 ></DIV
    190 ><DIV
    191 CLASS="SECT2"
    192 ><H2
    193 CLASS="SECT2"
    194 ><A
    195 NAME="AEN80"
    196 ></A
    197 >Loading and Displaying a BMP File</H2
    198 ><P
    199 >The following function loads and displays a BMP file given as
    200 argument, once SDL is initialised and a video mode has been set.</P
    201 ><DIV
    202 CLASS="EXAMPLE"
    203 ><A
    204 NAME="AEN83"
    205 ></A
    206 ><P
    207 ><B
    208 >Example 2-3. Loading and Displaying a BMP File</B
    209 ></P
    210 ><PRE
    211 CLASS="PROGRAMLISTING"
    212 >void display_bmp(char *file_name)
    213 {
    214     SDL_Surface *image;
    215 
    216     /* Load the BMP file into a surface */
    217     image = SDL_LoadBMP(file_name);
    218     if (image == NULL) {
    219         fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError());
    220         return;
    221     }
    222 
    223     /*
    224      * Palettized screen modes will have a default palette (a standard
    225      * 8*8*4 colour cube), but if the image is palettized as well we can
    226      * use that palette for a nicer colour matching
    227      */
    228     if (image-&#62;format-&#62;palette &#38;&#38; screen-&#62;format-&#62;palette) {
    229     SDL_SetColors(screen, image-&#62;format-&#62;palette-&#62;colors, 0,
    230                   image-&#62;format-&#62;palette-&#62;ncolors);
    231     }
    232 
    233     /* Blit onto the screen surface */
    234     if(SDL_BlitSurface(image, NULL, screen, NULL) &#60; 0)
    235         fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError());
    236 
    237     SDL_UpdateRect(screen, 0, 0, image-&#62;w, image-&#62;h);
    238 
    239     /* Free the allocated BMP surface */
    240     SDL_FreeSurface(image);
    241 }</PRE
    242 ></DIV
    243 ></DIV
    244 ><DIV
    245 CLASS="SECT2"
    246 ><H2
    247 CLASS="SECT2"
    248 ><A
    249 NAME="AEN86"
    250 ></A
    251 >Drawing Directly to the Display</H2
    252 ><P
    253 >The following two functions can be used to get and set single
    254 pixels of a surface. They are carefully written to work with any depth
    255 currently supported by SDL. Remember to lock the surface before
    256 calling them, and to unlock it before calling any other SDL
    257 functions.</P
    258 ><P
    259 >To convert between pixel values and their red, green, blue
    260 components, use SDL_GetRGB() and SDL_MapRGB().</P
    261 ><DIV
    262 CLASS="EXAMPLE"
    263 ><A
    264 NAME="AEN90"
    265 ></A
    266 ><P
    267 ><B
    268 >Example 2-4. getpixel()</B
    269 ></P
    270 ><PRE
    271 CLASS="PROGRAMLISTING"
    272 >/*
    273  * Return the pixel value at (x, y)
    274  * NOTE: The surface must be locked before calling this!
    275  */
    276 Uint32 getpixel(SDL_Surface *surface, int x, int y)
    277 {
    278     int bpp = surface-&#62;format-&#62;BytesPerPixel;
    279     /* Here p is the address to the pixel we want to retrieve */
    280     Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
    281 
    282     switch(bpp) {
    283     case 1:
    284         return *p;
    285 
    286     case 2:
    287         return *(Uint16 *)p;
    288 
    289     case 3:
    290         if(SDL_BYTEORDER == SDL_BIG_ENDIAN)
    291             return p[0] &#60;&#60; 16 | p[1] &#60;&#60; 8 | p[2];
    292         else
    293             return p[0] | p[1] &#60;&#60; 8 | p[2] &#60;&#60; 16;
    294 
    295     case 4:
    296         return *(Uint32 *)p;
    297 
    298     default:
    299         return 0;       /* shouldn't happen, but avoids warnings */
    300     }
    301 }</PRE
    302 ></DIV
    303 ><DIV
    304 CLASS="EXAMPLE"
    305 ><A
    306 NAME="AEN93"
    307 ></A
    308 ><P
    309 ><B
    310 >Example 2-5. putpixel()</B
    311 ></P
    312 ><PRE
    313 CLASS="PROGRAMLISTING"
    314 >/*
    315  * Set the pixel at (x, y) to the given value
    316  * NOTE: The surface must be locked before calling this!
    317  */
    318 void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel)
    319 {
    320     int bpp = surface-&#62;format-&#62;BytesPerPixel;
    321     /* Here p is the address to the pixel we want to set */
    322     Uint8 *p = (Uint8 *)surface-&#62;pixels + y * surface-&#62;pitch + x * bpp;
    323 
    324     switch(bpp) {
    325     case 1:
    326         *p = pixel;
    327         break;
    328 
    329     case 2:
    330         *(Uint16 *)p = pixel;
    331         break;
    332 
    333     case 3:
    334         if(SDL_BYTEORDER == SDL_BIG_ENDIAN) {
    335             p[0] = (pixel &#62;&#62; 16) &#38; 0xff;
    336             p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
    337             p[2] = pixel &#38; 0xff;
    338         } else {
    339             p[0] = pixel &#38; 0xff;
    340             p[1] = (pixel &#62;&#62; 8) &#38; 0xff;
    341             p[2] = (pixel &#62;&#62; 16) &#38; 0xff;
    342         }
    343         break;
    344 
    345     case 4:
    346         *(Uint32 *)p = pixel;
    347         break;
    348     }
    349 }</PRE
    350 ></DIV
    351 ><P
    352 >The following code uses the putpixel() function above to set a
    353 yellow pixel in the middle of the screen.</P
    354 ><DIV
    355 CLASS="EXAMPLE"
    356 ><A
    357 NAME="AEN97"
    358 ></A
    359 ><P
    360 ><B
    361 >Example 2-6. Using putpixel()</B
    362 ></P
    363 ><PRE
    364 CLASS="PROGRAMLISTING"
    365 >&#13;    /* Code to set a yellow pixel at the center of the screen */
    366 
    367     int x, y;
    368     Uint32 yellow;
    369 
    370     /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00)
    371        Note:  If the display is palettized, you must set the palette first.
    372     */
    373     yellow = SDL_MapRGB(screen-&#62;format, 0xff, 0xff, 0x00);
    374 
    375     x = screen-&#62;w / 2;
    376     y = screen-&#62;h / 2;
    377 
    378     /* Lock the screen for direct access to the pixels */
    379     if ( SDL_MUSTLOCK(screen) ) {
    380         if ( SDL_LockSurface(screen) &#60; 0 ) {
    381             fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError());
    382             return;
    383         }
    384     }
    385 
    386     putpixel(screen, x, y, yellow);
    387 
    388     if ( SDL_MUSTLOCK(screen) ) {
    389         SDL_UnlockSurface(screen);
    390     }
    391     /* Update just the part of the display that we've changed */
    392     SDL_UpdateRect(screen, x, y, 1, 1);
    393 
    394     return;&#13;</PRE
    395 ></DIV
    396 ></DIV
    397 ></DIV
    398 ></DIV
    399 ><DIV
    400 CLASS="NAVFOOTER"
    401 ><HR
    402 ALIGN="LEFT"
    403 WIDTH="100%"><TABLE
    404 SUMMARY="Footer navigation table"
    405 WIDTH="100%"
    406 BORDER="0"
    407 CELLPADDING="0"
    408 CELLSPACING="0"
    409 ><TR
    410 ><TD
    411 WIDTH="33%"
    412 ALIGN="left"
    413 VALIGN="top"
    414 ><A
    415 HREF="guidebasicsinit.html"
    416 ACCESSKEY="P"
    417 >Prev</A
    418 ></TD
    419 ><TD
    420 WIDTH="34%"
    421 ALIGN="center"
    422 VALIGN="top"
    423 ><A
    424 HREF="index.html"
    425 ACCESSKEY="H"
    426 >Home</A
    427 ></TD
    428 ><TD
    429 WIDTH="33%"
    430 ALIGN="right"
    431 VALIGN="top"
    432 ><A
    433 HREF="guidevideoopengl.html"
    434 ACCESSKEY="N"
    435 >Next</A
    436 ></TD
    437 ></TR
    438 ><TR
    439 ><TD
    440 WIDTH="33%"
    441 ALIGN="left"
    442 VALIGN="top"
    443 >Initializing SDL</TD
    444 ><TD
    445 WIDTH="34%"
    446 ALIGN="center"
    447 VALIGN="top"
    448 ><A
    449 HREF="guide.html"
    450 ACCESSKEY="U"
    451 >Up</A
    452 ></TD
    453 ><TD
    454 WIDTH="33%"
    455 ALIGN="right"
    456 VALIGN="top"
    457 >Using OpenGL With SDL</TD
    458 ></TR
    459 ></TABLE
    460 ></DIV
    461 ></BODY
    462 ></HTML
    463 >