SDLmm::Surface(3)         OpenBSD Programmer's Manual        SDLmm::Surface(3)



NAME
       SDLmm::Surface - A graphical surface structure which is used to store
       graphical data.

SYNOPSIS
       #include <sdlmm_surface.h>

       Inherits SDLmm::BaseSurface.

   Public Methods
       Surface (SDL_Surface *surface)
           Constructor from an SDL_Surface*.
       Surface (const Surface &other)
       Surface ()
           Create an uninitialized surface.
       Surface& operator= (const Surface &other)
           Implementation of operator=.
       Surface Duplicate () const
       virtual bool SetDisplayFormat ()
           Convert the surface to the display format.
       virtual bool SetDisplayFormatAlpha ()
           Convert the surface to the display format.

   Static Public Methods
       Surface CreateSurface (const BaseSurface &other)
       Surface CreateSurface (Uint32 flags, int w, int h, int d, Uint32
           Rmask=0, Uint32 Gmask=0, Uint32 Bmask=0, Uint32 Amask=0)
           Allocate an empty RGB surface.
       Surface CreateSurface (void *pixels, int w, int h, int d, int p, Uint32
           Rmask=0, Uint32 Gmask=0, Uint32 Bmask=0, Uint32 Amask=0)
           Create a new Surface from the provided pixel data.
       Surface LoadBMP (const char *file)
           Loads a Windows BMP and returns it as a new Surface.
       Surface LoadBMP (const std::string &file)
           Loads a Windows BMP and returns a new Surface.

DETAILED DESCRIPTION
       A graphical surface structure which is used to store graphical data.

       Surfaces represent areas of 'graphical' memory, memory that can be
       drawn to or blitted onto other Surfaces.

       Todo:
           Implement a better constructor scheme, where the first argument is
           a dummy class which specified what to do. This would allow a
           construct where a surface can be loaded from an image file without
           first having to create an unitialized object.

       Author:
           David Hedbor <david@hedbor.org>

CONSTRUCTOR & DESTRUCTOR DOCUMENTATION
   SDLmm::Surface::Surface (SDL_Surface * surface) [inline, explicit]
       Constructor from an SDL_Surface*.

       This creates a new Surface object from an existing SDL_Surface. It's
       very important not to free the original surface since that will cause a
       problem when the object is destructed (SDL_Surface storage freed
       twice). Use with caution.

   SDLmm::Surface::Surface (const Surface & other) [inline]
   SDLmm::Surface::Surface () [inline]
       Create an uninitialized surface.

       Warning:
           Trying to use an uninitialized surface will result in crashes. Most
           functions to not have any checks to see whether the surface is
           initialized or not.

MEMBER FUNCTION DOCUMENTATION
   Surface SDLmm::Surface::CreateSurface (void * pixels, int w, int h, int d,
       int p, Uint32 Rmask = 0, Uint32 Gmask = 0, Uint32 Bmask = 0, Uint32
       Amask = 0) [inline, static]
       Create a new Surface from the provided pixel data.

       The data stored in pixels is assumed to be of the depth specified in
       the parameter d. The pixel data is not copied into the SDL_Surface
       structure me so it should no be freed until the Surface object has been
       destructed

       Parameters:

       flags  the type of surface that should be created which is OR'd
              combination of the values as described in the SDL documentation.

       w, h   width and height of the surface to create.

       d      color depth in bits per pixel to use for this surface. If zero,
              use the depth of the current display.

       p      pitch the length (pitch) of each scanline in bytes.

       RGBAmask
              optional binary masks used to retrieve individual color values.

   Surface SDLmm::Surface::CreateSurface (Uint32 flags, int w, int h, int d,
       Uint32 Rmask = 0, Uint32 Gmask = 0, Uint32 Bmask = 0, Uint32 Amask = 0)
       [inline, static]
       Allocate an empty RGB surface.

       If depth is 8 bits an empty palette is allocated for the surface,
       otherwise a 'packed-pixel' SDL_PixelFormat is created using the
       [RGBA]mask's provided. The flags specifies

       Parameters:

       flags  the type of surface that should be created which is OR'd
              combination of the values as described in the SDL documentation.

       w, h   width and height of the surface to create.

       d      color depth in bits per pixel to use for this surface. If zero,
              use the depth of the current display.

       RGBAmask
              optional binary masks used to retrieve individual color values.

   Surface SDLmm::Surface::CreateSurface (const BaseSurface & other) [inline,
       static]
   Surface SDLmm::Surface::Duplicate () const [inline]
   Surface SDLmm::Surface::LoadBMP (const std::string & file) [inline, static]
       Loads a Windows BMP and returns a new Surface.

       Parameters:

       file   the file to attempt to load

       Returns:
           True if the loading succeeded, false otherwise.

   Surface SDLmm::Surface::LoadBMP (const char * file) [inline, static]
       Loads a Windows BMP and returns it as a new Surface.

       If the image couldn't be loaded, the Surface will be invalid. You can
       check the success of the image loading using the Surface.valid() method
       like the example code below.

             SDLmm::Surface img(SDLmm::Surface::LoadBMP('myimage.bmp'));
             if(!img.valid()) {
               cerr << 'Loading of image myimage.bmp failed!0;
               exit(1);
             }


       Parameters:

       file   the file to attempt to load

       Returns:
           True if the loading succeeded, false otherwise.

   bool SDLmm::Surface::SetDisplayFormat () [virtual]
       Convert the surface to the display format.

       This function converts the surface to the pixel format and colors of
       the video framebuffer, making it suitable for fast blitting onto the
       display surface.

       If you want to take advantage of hardware colorkey or alpha blit
       acceleration, you should set the colorkey and alpha value before
       calling this function.

       Returns:
           The functions returns true if the conversion succeeded or false
           otherwise. If the conversion failed, the BaseSurface object will
           not have changed.

       Note:
           Please note that this function doesn't return a new, modified
           object like the SDL_DisplayFormat() function does. Thus there is no
           need to manually free the old surface.

       See also:
           SetDisplayFormatAlpha(), SetAlpha(), SetColorKey()

       Reimplemented from SDLmm::BaseSurface.

   bool SDLmm::Surface::SetDisplayFormatAlpha () [virtual]
       Convert the surface to the display format.

       This function converts the surface to the pixel format and colors of
       the video framebuffer plus an alpha channel, making it suitable for
       fast blitting onto the display surface.

       If you want to take advantage of hardware colorkey or alpha blit
       acceleration, you should set the colorkey and alpha value before
       calling this function.

       Returns:
           The functions returns true if the conversion succeeded or false
           otherwise. If the conversion failed, the BaseSurface object will
           not have changed.

       Note:
           Please note that this function doesn't return a new, modified
           object like the SDL_DisplayFormatAlpha() function does. Thus there
           is no need to manually free the old surface.

       See also:
           SetDisplayFormat(), SetAlpha(), SetColorKey()

       Reimplemented from SDLmm::BaseSurface.

   Surface & SDLmm::Surface::operator= (const Surface & other) [inline]
       Implementation of operator=.

AUTHOR
       Generated automatically by Doxygen for SDLmm from the source code.



SDLmm                             16 Jul 2001                SDLmm::Surface(3)
