SDL_Surface (3)
NAME
SDL_Surface - Graphical Surface StructureSTRUCTURE DEFINITION
typedef struct SDL_Surface { Uint32 flags; /* Read-only */ SDL_PixelFormat *format; /* Read-only */ int w, h; /* Read-only */ Uint16 pitch; /* Read-only */ void *pixels; /* Read-write */ /* clipping information */ SDL_Rect clip_rect; /* Read-only */ /* Reference count -- used when freeing surface */ int refcount; /* Read-mostly */ /* This structure also contains private fields not shown here */ } SDL_Surface;
STRUCTURE DATA
- flags
- Surface flags
- format
- Pixel format
- w, h
- Width and height of the surface
- pitch
- Length of a surface scanline in bytes
- pixels
- Pointer to the actual pixel data
- clip_rect
- surface clip rectangle
DESCRIPTION
SDL_Surface's represent areas of "graphical" memory, memory that can be drawn to. The video framebuffer is returned as a SDL_Surface by SDL_SetVideoMode and SDL_GetVideoSurface. Most of the fields should be pretty obvious. w and h are the width and height of the surface in pixels. pixels is a pointer to the actual pixel data, the surface should be locked before accessing this field. The clip_rect field is the clipping rectangle as set by SDL_SetClipRect.
The following are supported in the flags field.
- SDL_SWSURFACE
- Surface is stored in system memory
- SDL_HWSURFACE
- Surface is stored in video memory
- SDL_ASYNCBLIT
- Surface uses asynchronous blits if possible
- SDL_ANYFORMAT
- Allows any pixel-format (Display surface)
- SDL_HWPALETTE
- Surface has exclusive palette
- SDL_DOUBLEBUF
- Surface is double buffered (Display surface)
- SDL_FULLSCREEN
- Surface is full screen (Display Surface)
- SDL_OPENGL
- Surface has an OpenGL context (Display Surface)
- SDL_OPENGLBLIT
- Surface supports OpenGL blitting (Display Surface)
- SDL_RESIZABLE
- Surface is resizable (Display Surface)
- SDL_HWACCEL
- Surface blit uses hardware acceleration
- SDL_SRCCOLORKEY
- Surface use colorkey blitting
- SDL_RLEACCEL
- Colorkey blitting is accelerated with RLE
- SDL_SRCALPHA
- Surface blit uses alpha blending
- SDL_PREALLOC
- Surface uses preallocated memory
SEE ALSO
SDL_PixelFormat