symbian-qemu-0.9.1-12/libsdl-trunk/docs/html/sdlpixelformat.html
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    71 ><H1
       
    72 ><A
       
    73 NAME="SDLPIXELFORMAT"
       
    74 ></A
       
    75 >SDL_PixelFormat</H1
       
    76 ><DIV
       
    77 CLASS="REFNAMEDIV"
       
    78 ><A
       
    79 NAME="AEN3178"
       
    80 ></A
       
    81 ><H2
       
    82 >Name</H2
       
    83 >SDL_PixelFormat&nbsp;--&nbsp;Stores surface format information</DIV
       
    84 ><DIV
       
    85 CLASS="REFSECT1"
       
    86 ><A
       
    87 NAME="AEN3181"
       
    88 ></A
       
    89 ><H2
       
    90 >Structure Definition</H2
       
    91 ><PRE
       
    92 CLASS="PROGRAMLISTING"
       
    93 >typedef struct SDL_PixelFormat {
       
    94   SDL_Palette *palette;
       
    95   Uint8  BitsPerPixel;
       
    96   Uint8  BytesPerPixel;
       
    97   Uint8  Rloss, Gloss, Bloss, Aloss;
       
    98   Uint8  Rshift, Gshift, Bshift, Ashift;
       
    99   Uint32 Rmask, Gmask, Bmask, Amask;
       
   100   Uint32 colorkey;
       
   101   Uint8  alpha;
       
   102 } SDL_PixelFormat;</PRE
       
   103 ></DIV
       
   104 ><DIV
       
   105 CLASS="REFSECT1"
       
   106 ><A
       
   107 NAME="AEN3184"
       
   108 ></A
       
   109 ><H2
       
   110 >Structure Data</H2
       
   111 ><DIV
       
   112 CLASS="INFORMALTABLE"
       
   113 ><A
       
   114 NAME="AEN3186"
       
   115 ></A
       
   116 ><P
       
   117 ></P
       
   118 ><TABLE
       
   119 BORDER="0"
       
   120 CLASS="CALSTABLE"
       
   121 ><TBODY
       
   122 ><TR
       
   123 ><TD
       
   124 ALIGN="LEFT"
       
   125 VALIGN="TOP"
       
   126 ><TT
       
   127 CLASS="STRUCTFIELD"
       
   128 ><I
       
   129 >palette</I
       
   130 ></TT
       
   131 ></TD
       
   132 ><TD
       
   133 ALIGN="LEFT"
       
   134 VALIGN="TOP"
       
   135 >Pointer to the <A
       
   136 HREF="sdlpalette.html"
       
   137 >palette</A
       
   138 >, or <TT
       
   139 CLASS="LITERAL"
       
   140 >NULL</TT
       
   141 > if the <TT
       
   142 CLASS="STRUCTFIELD"
       
   143 ><I
       
   144 >BitsPerPixel</I
       
   145 ></TT
       
   146 >&#62;8</TD
       
   147 ></TR
       
   148 ><TR
       
   149 ><TD
       
   150 ALIGN="LEFT"
       
   151 VALIGN="TOP"
       
   152 ><TT
       
   153 CLASS="STRUCTFIELD"
       
   154 ><I
       
   155 >BitsPerPixel</I
       
   156 ></TT
       
   157 ></TD
       
   158 ><TD
       
   159 ALIGN="LEFT"
       
   160 VALIGN="TOP"
       
   161 >The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.</TD
       
   162 ></TR
       
   163 ><TR
       
   164 ><TD
       
   165 ALIGN="LEFT"
       
   166 VALIGN="TOP"
       
   167 ><TT
       
   168 CLASS="STRUCTFIELD"
       
   169 ><I
       
   170 >BytesPerPixel</I
       
   171 ></TT
       
   172 ></TD
       
   173 ><TD
       
   174 ALIGN="LEFT"
       
   175 VALIGN="TOP"
       
   176 >The number of bytes used to represent each pixel in a surface. Usually one to four.</TD
       
   177 ></TR
       
   178 ><TR
       
   179 ><TD
       
   180 ALIGN="LEFT"
       
   181 VALIGN="TOP"
       
   182 ><TT
       
   183 CLASS="STRUCTFIELD"
       
   184 ><I
       
   185 >[RGBA]mask</I
       
   186 ></TT
       
   187 ></TD
       
   188 ><TD
       
   189 ALIGN="LEFT"
       
   190 VALIGN="TOP"
       
   191 >Binary mask used to retrieve individual color values</TD
       
   192 ></TR
       
   193 ><TR
       
   194 ><TD
       
   195 ALIGN="LEFT"
       
   196 VALIGN="TOP"
       
   197 ><TT
       
   198 CLASS="STRUCTFIELD"
       
   199 ><I
       
   200 >[RGBA]loss</I
       
   201 ></TT
       
   202 ></TD
       
   203 ><TD
       
   204 ALIGN="LEFT"
       
   205 VALIGN="TOP"
       
   206 >Precision loss of each color component (2<SUP
       
   207 >[RGBA]loss</SUP
       
   208 >)</TD
       
   209 ></TR
       
   210 ><TR
       
   211 ><TD
       
   212 ALIGN="LEFT"
       
   213 VALIGN="TOP"
       
   214 ><TT
       
   215 CLASS="STRUCTFIELD"
       
   216 ><I
       
   217 >[RGBA]shift</I
       
   218 ></TT
       
   219 ></TD
       
   220 ><TD
       
   221 ALIGN="LEFT"
       
   222 VALIGN="TOP"
       
   223 >Binary left shift of each color component in the pixel value</TD
       
   224 ></TR
       
   225 ><TR
       
   226 ><TD
       
   227 ALIGN="LEFT"
       
   228 VALIGN="TOP"
       
   229 ><TT
       
   230 CLASS="STRUCTFIELD"
       
   231 ><I
       
   232 >colorkey</I
       
   233 ></TT
       
   234 ></TD
       
   235 ><TD
       
   236 ALIGN="LEFT"
       
   237 VALIGN="TOP"
       
   238 >Pixel value of transparent pixels</TD
       
   239 ></TR
       
   240 ><TR
       
   241 ><TD
       
   242 ALIGN="LEFT"
       
   243 VALIGN="TOP"
       
   244 ><TT
       
   245 CLASS="STRUCTFIELD"
       
   246 ><I
       
   247 >alpha</I
       
   248 ></TT
       
   249 ></TD
       
   250 ><TD
       
   251 ALIGN="LEFT"
       
   252 VALIGN="TOP"
       
   253 >Overall surface alpha value</TD
       
   254 ></TR
       
   255 ></TBODY
       
   256 ></TABLE
       
   257 ><P
       
   258 ></P
       
   259 ></DIV
       
   260 ></DIV
       
   261 ><DIV
       
   262 CLASS="REFSECT1"
       
   263 ><A
       
   264 NAME="AEN3225"
       
   265 ></A
       
   266 ><H2
       
   267 >Description</H2
       
   268 ><P
       
   269 >A <SPAN
       
   270 CLASS="STRUCTNAME"
       
   271 >SDL_PixelFormat</SPAN
       
   272 > describes the format of the pixel data stored at the <TT
       
   273 CLASS="STRUCTFIELD"
       
   274 ><I
       
   275 >pixels</I
       
   276 ></TT
       
   277 > field of a <A
       
   278 HREF="sdlsurface.html"
       
   279 ><SPAN
       
   280 CLASS="STRUCTNAME"
       
   281 >SDL_Surface</SPAN
       
   282 ></A
       
   283 >. Every surface stores a <SPAN
       
   284 CLASS="STRUCTNAME"
       
   285 >SDL_PixelFormat</SPAN
       
   286 > in the <TT
       
   287 CLASS="STRUCTFIELD"
       
   288 ><I
       
   289 >format</I
       
   290 ></TT
       
   291 > field.</P
       
   292 ><P
       
   293 >If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.</P
       
   294 ><P
       
   295 >8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 <TT
       
   296 CLASS="STRUCTFIELD"
       
   297 ><I
       
   298 >BitsPerPixel</I
       
   299 ></TT
       
   300 > and 1 <TT
       
   301 CLASS="STRUCTFIELD"
       
   302 ><I
       
   303 >BytesPerPixel</I
       
   304 ></TT
       
   305 >. Since <TT
       
   306 CLASS="STRUCTFIELD"
       
   307 ><I
       
   308 >BytesPerPixel</I
       
   309 ></TT
       
   310 > is 1, all pixels are represented by a Uint8 which contains an index into <TT
       
   311 CLASS="STRUCTFIELD"
       
   312 ><I
       
   313 >palette</I
       
   314 ></TT
       
   315 >-&#62;<TT
       
   316 CLASS="STRUCTFIELD"
       
   317 ><I
       
   318 >colors</I
       
   319 ></TT
       
   320 >. So, to determine the color of a pixel in a 8-bit surface: we read the color index from <SPAN
       
   321 CLASS="STRUCTNAME"
       
   322 >surface</SPAN
       
   323 >-&#62;<TT
       
   324 CLASS="STRUCTFIELD"
       
   325 ><I
       
   326 >pixels</I
       
   327 ></TT
       
   328 > and we use that index to read the <A
       
   329 HREF="sdlcolor.html"
       
   330 ><SPAN
       
   331 CLASS="STRUCTNAME"
       
   332 >SDL_Color</SPAN
       
   333 ></A
       
   334 > structure from <SPAN
       
   335 CLASS="STRUCTNAME"
       
   336 >surface</SPAN
       
   337 >-&#62;<TT
       
   338 CLASS="STRUCTFIELD"
       
   339 ><I
       
   340 >format</I
       
   341 ></TT
       
   342 >-&#62;<TT
       
   343 CLASS="STRUCTFIELD"
       
   344 ><I
       
   345 >palette</I
       
   346 ></TT
       
   347 >-&#62;<TT
       
   348 CLASS="STRUCTFIELD"
       
   349 ><I
       
   350 >colors</I
       
   351 ></TT
       
   352 >. Like so:
       
   353 <PRE
       
   354 CLASS="PROGRAMLISTING"
       
   355 >SDL_Surface *surface;
       
   356 SDL_PixelFormat *fmt;
       
   357 SDL_Color *color;
       
   358 Uint8 index;
       
   359 
       
   360 .
       
   361 .
       
   362 
       
   363 /* Create surface */
       
   364 .
       
   365 .
       
   366 fmt=surface-&#62;format;
       
   367 
       
   368 /* Check the bitdepth of the surface */
       
   369 if(fmt-&#62;BitsPerPixel!=8){
       
   370   fprintf(stderr, "Not an 8-bit surface.\n");
       
   371   return(-1);
       
   372 }
       
   373 
       
   374 /* Lock the surface */
       
   375 SDL_LockSurface(surface);
       
   376 
       
   377 /* Get the topleft pixel */
       
   378 index=*(Uint8 *)surface-&#62;pixels;
       
   379 color=fmt-&#62;palette-&#62;colors[index];
       
   380 
       
   381 /* Unlock the surface */
       
   382 SDL_UnlockSurface(surface);
       
   383 printf("Pixel Color-&#62; Red: %d, Green: %d, Blue: %d. Index: %d\n",
       
   384           color-&#62;r, color-&#62;g, color-&#62;b, index);
       
   385 .
       
   386 .</PRE
       
   387 ></P
       
   388 ><P
       
   389 >Pixel formats above 8-bit are an entirely different experience. They are
       
   390 considered to be "TrueColor" formats and the color information is stored in the
       
   391 pixels themselves, not in a palette. The mask, shift and loss fields tell us
       
   392 how the color information is encoded. The mask fields allow us to isolate each
       
   393 color component, the shift fields tell us the number of bits to the right of
       
   394 each component in the pixel value and the loss fields tell us the number of
       
   395 bits lost from each component when packing 8-bit color component in a pixel.
       
   396 <PRE
       
   397 CLASS="PROGRAMLISTING"
       
   398 >/* Extracting color components from a 32-bit color value */
       
   399 SDL_PixelFormat *fmt;
       
   400 SDL_Surface *surface;
       
   401 Uint32 temp, pixel;
       
   402 Uint8 red, green, blue, alpha;
       
   403 .
       
   404 .
       
   405 .
       
   406 fmt=surface-&#62;format;
       
   407 SDL_LockSurface(surface);
       
   408 pixel=*((Uint32*)surface-&#62;pixels);
       
   409 SDL_UnlockSurface(surface);
       
   410 
       
   411 /* Get Red component */
       
   412 temp=pixel&#38;fmt-&#62;Rmask; /* Isolate red component */
       
   413 temp=temp&#62;&#62;fmt-&#62;Rshift;/* Shift it down to 8-bit */
       
   414 temp=temp&#60;&#60;fmt-&#62;Rloss; /* Expand to a full 8-bit number */
       
   415 red=(Uint8)temp;
       
   416 
       
   417 /* Get Green component */
       
   418 temp=pixel&#38;fmt-&#62;Gmask; /* Isolate green component */
       
   419 temp=temp&#62;&#62;fmt-&#62;Gshift;/* Shift it down to 8-bit */
       
   420 temp=temp&#60;&#60;fmt-&#62;Gloss; /* Expand to a full 8-bit number */
       
   421 green=(Uint8)temp;
       
   422 
       
   423 /* Get Blue component */
       
   424 temp=pixel&#38;fmt-&#62;Bmask; /* Isolate blue component */
       
   425 temp=temp&#62;&#62;fmt-&#62;Bshift;/* Shift it down to 8-bit */
       
   426 temp=temp&#60;&#60;fmt-&#62;Bloss; /* Expand to a full 8-bit number */
       
   427 blue=(Uint8)temp;
       
   428 
       
   429 /* Get Alpha component */
       
   430 temp=pixel&#38;fmt-&#62;Amask; /* Isolate alpha component */
       
   431 temp=temp&#62;&#62;fmt-&#62;Ashift;/* Shift it down to 8-bit */
       
   432 temp=temp&#60;&#60;fmt-&#62;Aloss; /* Expand to a full 8-bit number */
       
   433 alpha=(Uint8)temp;
       
   434 
       
   435 printf("Pixel Color -&#62; R: %d,  G: %d,  B: %d,  A: %d\n", red, green, blue, alpha);
       
   436 .
       
   437 .
       
   438 .</PRE
       
   439 ></P
       
   440 ></DIV
       
   441 ><DIV
       
   442 CLASS="REFSECT1"
       
   443 ><A
       
   444 NAME="AEN3252"
       
   445 ></A
       
   446 ><H2
       
   447 >See Also</H2
       
   448 ><P
       
   449 ><A
       
   450 HREF="sdlsurface.html"
       
   451 ><SPAN
       
   452 CLASS="STRUCTNAME"
       
   453 >SDL_Surface</SPAN
       
   454 ></A
       
   455 >,
       
   456 <A
       
   457 HREF="sdlmaprgb.html"
       
   458 ><TT
       
   459 CLASS="FUNCTION"
       
   460 >SDL_MapRGB</TT
       
   461 ></A
       
   462 ></P
       
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