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sdlblitsurface.html
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<HTML
><HEAD
><TITLE
>SDL_BlitSurface</TITLE
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"><LINK
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TITLE="SDL Library Documentation"
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HREF="video.html"><LINK
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TITLE="SDL_ConvertSurface"
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>SDL Library Documentation</TH
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><A
HREF="sdlconvertsurface.html"
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>Prev</A
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><H1
><A
NAME="SDLBLITSURFACE"
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></A
>SDL_BlitSurface</H1
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><DIV
CLASS="REFNAMEDIV"
><A
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NAME="AEN2299"
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></A
><H2
>Name</H2
>SDL_BlitSurface -- This performs a fast blit from the source surface to the destination surface.</DIV
><DIV
CLASS="REFSYNOPSISDIV"
><A
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NAME="AEN2302"
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></A
><H2
>Synopsis</H2
><DIV
CLASS="FUNCSYNOPSIS"
><A
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NAME="AEN2303"
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></A
><P
></P
><PRE
CLASS="FUNCSYNOPSISINFO"
>#include "SDL.h"</PRE
><P
><CODE
><CODE
CLASS="FUNCDEF"
>int <B
CLASS="FSFUNC"
>SDL_BlitSurface</B
></CODE
>(SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect);</CODE
></P
><P
></P
></DIV
></DIV
><DIV
CLASS="REFSECT1"
><A
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NAME="AEN2309"
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></A
><H2
>Description</H2
><P
>This performs a fast blit from the source surface to the destination surface.</P
><P
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>The width and height in <TT
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CLASS="PARAMETER"
><I
>srcrect</I
></TT
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> determine the
size of the copied rectangle. Only the position is used in the
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<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
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> (the width and height are ignored).</P
><P
>If <TT
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CLASS="PARAMETER"
><I
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>srcrect</I
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></TT
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> is <TT
CLASS="LITERAL"
>NULL</TT
>, the
entire surface is copied. If <TT
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CLASS="PARAMETER"
><I
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>dstrect</I
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></TT
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> is
<TT
CLASS="LITERAL"
>NULL</TT
>, then the destination position (upper left
corner) is (0, 0).</P
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><P
>The final blit rectangle is saved in
<TT
CLASS="PARAMETER"
><I
>dstrect</I
></TT
> after all clipping is performed
(<TT
CLASS="PARAMETER"
><I
>srcrect</I
></TT
> is not modified).</P
><P
>The blit function should not be called on a locked surface.</P
><P
>The results of blitting operations vary greatly depending on whether <TT
CLASS="LITERAL"
>SDL_SRCAPLHA</TT
> is set or not. See <A
HREF="sdlsetalpha.html"
>SDL_SetAlpha</A
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> 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.
<PRE
CLASS="PROGRAMLISTING"
>if (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
}</PRE
></P
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></DIV
><DIV
CLASS="REFSECT1"
><A
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NAME="AEN2328"
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></A
><H2
>Return Value</H2
><P
>If the blit is successful, it returns <SPAN
CLASS="RETURNVALUE"
>0</SPAN
>,
otherwise it returns <SPAN
CLASS="RETURNVALUE"
>-1</SPAN
>.</P
><P
>If either of the surfaces were in video memory, and the blit returns
<SPAN
CLASS="RETURNVALUE"
>-2</SPAN
>, the video memory was lost, so it should be
reloaded with artwork and re-blitted:
<PRE
CLASS="PROGRAMLISTING"
> while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
while ( SDL_LockSurface(image)) < 0 )
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SDL_Delay(10);
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-- Write image pixels to image->pixels --
SDL_UnlockSurface(image);
}</PRE
>
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.</P
></DIV
><DIV
CLASS="REFSECT1"
><A
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NAME="AEN2336"
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></A
><H2
>See Also</H2
><P
><A
HREF="sdllocksurface.html"
><TT
CLASS="FUNCTION"
>SDL_LockSurface</TT
></A
>,
<A
HREF="sdlfillrect.html"
><TT
CLASS="FUNCTION"
>SDL_FillRect</TT
></A
>,
<A
HREF="sdlsurface.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Surface</SPAN
></A
>,
<A
HREF="sdlrect.html"
><SPAN
CLASS="STRUCTNAME"
>SDL_Rect</SPAN
></A
></P
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VALIGN="top"
><A
HREF="sdlconvertsurface.html"
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>Prev</A
></TD
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>Home</A
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>Next</A
></TD
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><TR
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>SDL_ConvertSurface</TD
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>Up</A
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>SDL_FillRect</TD
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