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  <TBODY>
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    <TD class=tblhdr>The Simple DirectMedia Layer from a WIN32 Perspective, 
      Part 2: SDL Video</TD>
    <TD class=tblhdr align=right><IMG height=16 
      src="GameDev_net - The Simple DirectMedia Layer from a WIN32 Perspective, Part 2 SDL Video_files/littleg.gif" 
      width=16 align=absBottom>&nbsp;<A href="http://www.gamedev.net/"><SPAN 
      style="COLOR: white; TEXT-DECORATION: none">GameDev.net</A></SPAN></TD></TR>
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    <TD noWrap align=right><B>See Also:</B> <BR><A 
      href="http://www.gamedev.net/reference/list.asp?categoryid=78#179">Featured 
      Articles:Featured Articles</A> <BR><A 
      href="http://www.gamedev.net/reference/list.asp?categoryid=45#188">Game 
      Programming:Simple DirectMedia Layer</A> </TD></TR></TBODY></TABLE>
<P align=center><SPAN class=title>The Simple DirectMedia Layer from a WIN32 
Perspective</SPAN> <BR><SPAN class=subtitle>Part 2: SDL Video</SPAN> <BR><SPAN 
class=author>by <A href="mailto:ernestpazera@hotmail.com">Ernest Pazera</A> 
<BR>December 5, 2001</SPAN></P>
<H1>Mission Statement</H1>
<P>Graphics make the game/application. There is no question about this. In 
WIN32, if you intend to do 2D graphics, you normally have two choices: GDI or 
DirectDraw. GDI is slow as hell, and DirectDraw is MicroSoft specific. Porting 
an application that uses either GDI or DirectDraw to a non-WIN32 platform can be 
painful.</P>
<P>One of your other options is SDL's video component. Keep in mind that SDL can 
only be used (by itself) for 2D graphics. If you want 3D graphics, though, SDL 
works well with OpenGL. For the purposes of this article, we are going to talk 
only about SDL's 2D graphical capabilities.</P>
<P>Here are the TGOs*(Topical Guide Objectives) for this article.</P>
<P>
<TABLE cellSpacing=0 cellPadding=2>
  <TBODY>
  <TR>
    <TD>TGO-02-A</TD>
    <TD>Know the basic structures SDL uses for doing graphics</TD></TR>
  <TR>
    <TD>TGO-02-B</TD>
    <TD>Know how to get information from the SDL video subsystem.</TD></TR>
  <TR>
    <TD>TGO-02-C</TD>
    <TD>Know how to create and destroy various types of SDL surfaces</TD></TR>
  <TR>
    <TD>TGO-02-D</TD>
    <TD>Know how to work with SDL surfaces</TD></TR>
  <TR>
    <TD>TGO-02-D1</TD>
    <TD>Know how to do filled rectangles</TD></TR>
  <TR>
    <TD>TGO-02-D2</TD>
    <TD>Know how to get and set pixels</TD></TR>
  <TR>
    <TD>TGO-02-D3</TD>
    <TD>Know how to blit from one surface to another</TD></TR>
  <TR>
    <TD>TGO-02-D4</TD>
    <TD>Know how to use color keys</TD></TR>
  <TR>
    <TD>TGO-02-D5</TD>
    <TD>Know how to clip output</TD></TR></TBODY></TABLE>
<P>*About TGOs: The concept of TGOs I borrowed from the United States Navy. In 
training programs, the specific knowledge that you are responsible for having 
are all listed in a book of Topical Guide Objectives. This book is referred to 
as the "Topical Guide". TGOs are good for both the reader and the author, as it 
lets the reader know exactly what he or she will be learning at a glance, and it 
reminds the author exactly what he will be covering.</P>
<H1>Basic Structures (TGO-02-A)</H1>
<P>As of version 1.2.3 of SDL, there are seven structures in the library that 
deal with the video subsystem. These are SDL_Rect, SDL_Color, SDL_Palette, 
SDL_PixelFormat, SDL_Surface, SDL_VideoInfo, and SDL_Overlay. Most of them do 
exactly what you'd expect them to do. We're going to cover the first six of 
these (leaving out SDL_Overlay).</P>
<H2>SDL_Rect</H2>
<P>SDL_Rect is one of the simpler structures. As you probably guessed, it 
abstracts a rectangular area on the screen. Here's what it looks like:</P>
<BLOCKQUOTE><PRE class=code>typedef struct{
  Sint16 x, y;
  Uint16 w, h;
} SDL_Rect;
</PRE></BLOCKQUOTE>
<P>This is a pretty standard rectangle structure, unless of course you are used 
to working with the WIN32 RECT structure. The x and y members contain the upper 
left hand corner. The w and h members contain the width and height. All of these 
members measure units in pixels (and never anything but pixels).</P>
<P>A brief note about some of the odd looking types used in SDL: because it is 
cross platform, the writers of SDL had to make some integral types that would be 
the same size no matter what platform they were used on. Considering differences 
between platforms and the size of the int type, they came up with things like 
Sint16 and Uint16, there are a number of types like these. They all take the 
form:</P>
<BLOCKQUOTE><PRE class=code>[S|U]int[n]
</PRE></BLOCKQUOTE>
<P>In front of the type name, you will see either an S or a U. S stands for 
"signed" and U stands for "unsigned". n is a number, either 8, 16, or 32.</P>
<P>In the case of SDL_Rect, x and y are Sint16s, and so they range from -32768 
to +32767, which is more than enough to deal with rectangular areas of the 
screen. The w and h members are Uint16s, and so can range from 0 to 65535. 
Notice that these are always non-negative, since you cannot have a rectangle 
with a negative width or height (unlike in the WIN32 RECT structure).</P>
<P>A point (x,y) lies within a rectangle (rect) if the all of the following are 
true:</P>
<BLOCKQUOTE><PRE class=code>x &gt;= rect.x
y &gt;= rect.y
x &lt; ( rect.x + rect.w )
y &lt; ( rect.y + rect.h )
</PRE></BLOCKQUOTE>
<P>If a rectangles w or h members are 0, it is an empty rectangle, and it 
contains no points whatsoever. There are absolutely no functions whatsoever for 
working with SDL_Rects (like the ones they have for WIN32 RECTs, like OffsetRect 
or UnionRect or IntersectRect), so if you need them, you have to make them 
yourself.</P>
<H2>SDL_Color</H2>
<P>The second structure is just as simple. SDL_Color abstracts an RGB color 
value in an independent way. Here's what it looks like:</P>
<BLOCKQUOTE><PRE class=code>typedef struct{
  Uint8 r;
  Uint8 g;
  Uint8 b;
  Uint8 unused;
} SDL_Color;
</PRE></BLOCKQUOTE>
<P>SDL_Color is a lot like the WIN32 PALETTEENTRY or RGBQUAD structure. It 
contains four Uint8 values (bytes), and each member can range from 0 to 255. The 
r, g, and b members represent a colors red, green, and blue value. The unused 
member is just that--unused. Just sort of pretend it doesn't exist.</P>
<P>No functions exist for working with the SDL_Color structure either. If you 
want them, you can make your own, or just work with the members themselves. I 
personally like wrapping SDL_Color into a class.</P>
<H2>SDL_Palette</H2>
<P>In theory, the use of palettes has gone the way of the dinosaur. Still, there 
are times when they are useful, and so SDL has them. Palettes in SDL are 
strictly 8 bit palettes, for 256 different colors. However, you can make a 
palette whatever size you like, for example you could make one 256 color master 
palette, and then 8 different 8 color palettes that you use for palette 
animation and overwrite only a certain portion of the actual palette with those 
eight colors.</P>
<P>The SDL_Palette structure is pretty simple:</P>
<BLOCKQUOTE><PRE class=code>typedef struct{
  int ncolors;
  SDL_Color *colors;
} SDL_Palette;
</PRE></BLOCKQUOTE>
<P>The ncolors member is the number of colors in the palette. The colors member 
is a pointer to an array of SDL_Color values. You have to work with these 
members manually, allocating and deallocating colors, setting them, and so on. 
SDL doesn't include any functions for working with palettes, other than those 
that set the palette entries for a surface.</P>
<P>SDL_Palette is roughly akin to IDirectDrawPalette, but without any of the 
encapsulation. </P>
<H2>SDL_PixelFormat</H2>
<P>This structure is highly useful. It is similar in purpose to the 
DDPIXELFORMAT structure of DirectDraw. It describes everything you'd ever want 
to know about how pixels are represented for a particular surface. Here's what 
it looks like:</P>
<BLOCKQUOTE><PRE class=code>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;
</PRE></BLOCKQUOTE>
<P>Everything you want to know about a pixel format is right here. First, the 
palette member is a pointer to an SDL_Palette, if the format has one. If not, 
this member will be NULL.</P>
<P>Next, BitsPerPixel and BytesPerPixel specify how many bits and bytes are per 
pixel for this format (kind of obvious from the name, no?).</P>
<P>The next group of members are Rmask, Gmask, Bmask, and Amask. These are the 
bit masks in the pixel format for each of the color components, Rmask for red, 
Gmask for green, Bmask for blue, and Amask for alpha. These are useful for using 
the &amp; operator to isolate certain color components.</P>
<P>The next group, Rshift, Gshift, Bshift, and Ashift specify the bit position 
in the pixel that begins the color component in question. After you take a pixel 
value and &amp; with the Rmask value, you can &gt;&gt; by the Rshift value to 
get it in the lowest bits of the variable.</P>
<P>Rloss, Gloss, Bloss, and Aloss is another group of members used for color 
conversion. These members contain the number of bits that are lost when starting 
from an 8 bit value. After you have &amp; by the Rmask, and &gt;&gt; by the 
Rshift, you can &lt;&lt; by Rloss, and you'll have a value in the range of 0 to 
255 for your red component. This makes color conversion to and from SDL_Color 
values really easy.</P>
<BLOCKQUOTE><PRE class=code>//color is an SDL_Color, and format is an SDL_PixelFormat
//convert color to native format
Uint32 native = 0 ;
Uint32 red , green , blue ;
red = color.r &gt;&gt; format.Rloss ;
green = color.g &gt;&gt; format.Gloss ;
blue = color.b &gt;&gt; format.Bloss ;
red &lt;&lt;= format.Rshift ;
green &lt;&lt;= format.Gshift ;
blue &lt;&lt;= format.Bshift ;

//convert native pixel to SDL_Color
red = native &amp; format.Rmask ;
green = native &amp; format.Gmask ;
blue = native &amp; format.Bmask ;
red &gt;&gt;= format.Rshift ;
green &gt;&gt;= format.Gshift ;
blue &gt;&gt;= format.Bshift ;
red &lt;&lt;= format.Rloss ;
green &lt;&lt;= format.Gloss ;
blue &lt;&lt;= format.Bloss ;
color.r = red ;
color.g = green ;
color.b = blue ;
</PRE></BLOCKQUOTE>
<P>Pretty simple, right? Don't worry too much about this code, though. SDL 
provides functions that will do these things for you.</P>
<P>The colorkey member of SDL_PixelFormat stores the transparent color for the 
format. This color is in the native pixel format, not as an SDL_Color.</P>
<P>Finally, the alpha member is an eight bit value that stores an overall alpha 
value for the surface.</P>
<H1>SDL_Surface</H1>
<P>Just like the IDirectDrawSurface object in DirectDraw and the HDC in GDI, the 
SDL_Surface is the most important structure in the SDL video subsystem. It 
abstracts a rectangular area of pixel data. Here's what it looks like:</P>
<BLOCKQUOTE><PRE class=code>typedef struct SDL_Surface {
  Uint32 flags;
  SDL_PixelFormat *format;
  int w, h;
  Uint16 pitch;
  void *pixels;
  SDL_Rect clip_rect;
  int refcount;
} SDL_Surface;
</PRE></BLOCKQUOTE>
<P>There are actually more members than this, but they should not be publicly 
accessed, and so are not shown.</P>
<P>The flags member contains a combination of bit flags that describe what type 
of surface this is. These flags are listed and briefly explained in table 1.</P>
<TABLE cellSpacing=0 cellPadding=3 width=590 border=1>
  <TBODY>
  <TR>
    <TD class=tblhdr colSpan=2>Table 1: Surface Flags</TD></TR>
  <TR vAlign=top>
    <TD class=tblhdr width="30%">Flag</TD>
    <TD class=tblhdr width="70%">Meaning</TD></TR>
  <TR vAlign=top>
    <TD>SDL_SWSURFACE</TD>
    <TD>Surface exists in software (non-video RAM)</TD></TR>
  <TR>
    <TD>SDL_HWSURFACE</TD>
    <TD>Surface exists in video RAM.</TD></TR>
  <TR>
    <TD>SDL_ASYNCBLIT</TD>
    <TD>Blits occur asynchronously.</TD></TR>
  <TR>
    <TD>SDL_ANYFORMAT*</TD>
    <TD>This flag specifies to use whatever the current display format is for 
      the display surface. Typically, this is used when making a windowed SDL 
      application.</TD></TR>
  <TR>
    <TD>SDL_HWPALETTE</TD>
    <TD>The surface makes use of a hardware palette.</TD></TR>
  <TR>
    <TD>SDL_DOUBLEBUF*</TD>
    <TD>The surface is double buffered (i.e. a flipping chain).</TD></TR>
  <TR>
    <TD>SDL_FULLSCREEN*</TD>
    <TD>The surface is full screen.</TD></TR>
  <TR>
    <TD>SDL_OPENGL*</TD>
    <TD>The surface will be used as a destination for OpenGL rendering.</TD></TR>
  <TR>
    <TD>SDL_OPENGLBLIT*</TD>

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