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SDL_BlitSurface(3)
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SDL_!BlitSurface !!!SDL_!BlitSurface NAME SYNOPSIS DESCRIPTION RETURN VALUE SEE ALSO ---- !!NAME SDL_!BlitSurface- This performs a fast blit from the source surface to the destination surface. !!SYNOPSIS __#include __ __int SDL_!BlitSurface__(__SDL_Surface *src, SDL_Rect *srcrect, SDL_Surface *dst, SDL_Rect *dstrect__); !!DESCRIPTION This performs a fast blit from the source surface to the destination surface. Only the position is used in the __dstrect__ (the width and height are ignored). If either __srcrect__ or __dstrect__ are __NULL__, the entire surface (__src__ or __dst__) is copied. The final blit rectangle is saved in __dstrect__ after all clipping is performed (__srcrect__ is not modified). The blit function should not be called on a locked surface. __Note:__ The results of blitting operations vary greatly depending on whether __SDL_SRCAPLHA__ is set or not. See ''SDL_!SetAlpha''. !!RETURN VALUE If the blit is successful, it returns __0__, otherwise it returns __-1__. If either of the surfaces were in video memory, and the blit returns __-2__, the video memory was lost, so it should be reloaded with artwork and re-blitted: while ( SDL_!BlitSurface(image, imgrect, screen, dstrect) == -2 ) { while ( SDL_!LockSurface(image)) 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. !!SEE ALSO __SDL_!LockSurface__, __SDL_!FillRect__, __SDL_Surface__, __SDL_Rect__ ----
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