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authorJesse Hall <jessehall@google.com>2012-07-23 10:12:30 -0700
committerandroid code review <noreply-gerritcodereview@google.com>2012-07-23 10:12:30 -0700
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treeded6ee18c4e1f33df235e53615a6d65e2d64f4ef /distrib/sdl-1.2.15/docs/man3/SDL_CreateRGBSurface.3
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Merge changes I505c4aea,I2ae0529c
* changes: Import SDL release-1.2.15 Handle SDL windows with BGRA color
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+.TH "SDL_CreateRGBSurface" "3" "Tue 11 Sep 2001, 23:01" "SDL" "SDL API Reference"
+.SH "NAME"
+SDL_CreateRGBSurface \- Create an empty SDL_Surface
+.SH "SYNOPSIS"
+.PP
+\fB#include "SDL\&.h"
+.sp
+\fBSDL_Surface *\fBSDL_CreateRGBSurface\fP\fR(\fBUint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask\fR);
+.SH "DESCRIPTION"
+.PP
+Allocate an empty surface (must be called after \fISDL_SetVideoMode\fR)
+.PP
+If \fBdepth\fR is 8 bits an empty palette is allocated for the surface, otherwise a \&'packed-pixel\&' \fI\fBSDL_PixelFormat\fR\fR is created using the \fB[RGBA]mask\fR\&'s provided (see \fI\fBSDL_PixelFormat\fR\fR)\&. The \fBflags\fR specifies the type of surface that should be created, it is an OR\&'d combination of the following possible values\&.
+.TP 20
+\fBSDL_SWSURFACE\fP
+SDL will create the surface in system memory\&. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting\&.
+.TP 20
+\fBSDL_HWSURFACE\fP
+SDL will attempt to create the surface in video memory\&. This will allow SDL to take advantage of Video->Video blits (which are often accelerated)\&.
+.TP 20
+\fBSDL_SRCCOLORKEY\fP
+This flag turns on colourkeying for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory\&. Use \fI\fBSDL_SetColorKey\fP\fR to set or clear this flag after surface creation\&.
+.TP 20
+\fBSDL_SRCALPHA\fP
+This flag turns on alpha-blending for blits from this surface\&. If \fBSDL_HWSURFACE\fP is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible\&. Use \fI\fBSDL_SetAlpha\fP\fR to set or clear this flag after surface creation\&.
+.PP
+.RS
+\fBNote:
+.PP
+If an alpha-channel is specified (that is, if \fBAmask\fR is nonzero), then the \fBSDL_SRCALPHA\fP flag is automatically set\&. You may remove this flag by calling \fI\fBSDL_SetAlpha\fP\fR after surface creation\&.
+.RE
+.SH "RETURN VALUE"
+.PP
+Returns the created surface, or \fBNULL\fR upon error\&.
+.SH "EXAMPLE"
+.PP
+.nf
+\f(CW /* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order,
+ as expected by OpenGL for textures */
+ SDL_Surface *surface;
+ Uint32 rmask, gmask, bmask, amask;
+
+ /* SDL interprets each pixel as a 32-bit number, so our masks must depend
+ on the endianness (byte order) of the machine */
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ rmask = 0xff000000;
+ gmask = 0x00ff0000;
+ bmask = 0x0000ff00;
+ amask = 0x000000ff;
+#else
+ rmask = 0x000000ff;
+ gmask = 0x0000ff00;
+ bmask = 0x00ff0000;
+ amask = 0xff000000;
+#endif
+
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
+ rmask, gmask, bmask, amask);
+ if(surface == NULL) {
+ fprintf(stderr, "CreateRGBSurface failed: %s
+", SDL_GetError());
+ exit(1);
+ }\fR
+.fi
+.PP
+.SH "SEE ALSO"
+.PP
+\fI\fBSDL_CreateRGBSurfaceFrom\fP\fR, \fI\fBSDL_FreeSurface\fP\fR, \fI\fBSDL_SetVideoMode\fP\fR, \fI\fBSDL_LockSurface\fP\fR, \fI\fBSDL_PixelFormat\fR\fR, \fI\fBSDL_Surface\fR\fR \fI\fBSDL_SetAlpha\fP\fR \fI\fBSDL_SetColorKey\fP\fR
+.\" created by instant / docbook-to-man, Tue 11 Sep 2001, 23:01