SDL_PixelFormat?
NAME STRUCTURE DEFINITION STRUCTURE DATA DESCRIPTION SEE ALSO
SDL_PixelFormat?- Stores surface format information
typedef struct{ SDL_Palette *palette; Uint8 BitsPerPixel?; Uint8 BytesPerPixel?; Uint32 Rmask, Gmask, Bmask, Amask; Uint8 Rshift, Gshift, Bshift, Ashift; Uint8 Rloss, Gloss, Bloss, Aloss; Uint32 colorkey; Uint8 alpha; } SDL_PixelFormat?;
palette Pointer to the palette, or NULL if the BitsPerPixel?__
BitsPerPixel? The number of bits used to represent each pixel in a surface. Usually 8, 16, 24 or 32.
BytesPerPixel?
The number of bytes used to represent each pixel in a surface. Usually one to four.
[RGBA?mask Binary mask used to retrieve individual color values
[RGBA?loss Precision loss of each color component (2^[RGBA?loss)
[RGBA?shift Binary left shift of each color component in the pixel value
colorkey Pixel value of transparent pixels
alpha Overall surface alpha value
A SDL_PixelFormat? describes the format of the pixel data stored at the pixels field of a SDL_Surface. Every surface stores a SDL_PixelFormat? in the format field.
If you wish to do pixel level modifications on a surface, then understanding how SDL stores its color information is essential.
8-bit pixel formats are the easiest to understand. Since its an 8-bit format, we have 8 BitsPerPixel? and 1 BytesPerPixel?. Since BytesPerPixel? is 1, all pixels are represented by a Uint8 which contains an index into palette-colors. So, to determine the color of a pixel in a 8-bit surface: we read the color index from surface-pixels and we use that index to read the SDL_Color structure from surface-format-palette-colors. Like so:
SDL_Surface surface; SDL_PixelFormat? *fmt; SDL_Color *color; Uint8 index; . . / Create surface */ . . fmt=surface-
Pixel formats above 8-bit are an entirely different experience. They are considered to be
/* Extracting color components from a 32-bit color value */ SDL_PixelFormat? *fmt; SDL_Surface *surface; Uint32 temp, pixel; Uint8 red, green, blue, alpha; . . . fmt=surface-
SDL_Surface, SDL_MapRGB
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