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<head><meta content="text/html;charset=&amp;quot;utf-8&amp;quot;" http-equiv="Content-type"/><link href="faldoc.css" rel="stylesheet" type="text/css"/><title> - Class SDLScreen</title></head><body class="faldoc"><ul class="navi_top"><li class="top"><a href="index.html">Top: Table of contents</a></li>
         <li class="up"><a href="sdl.html">Up: The SDL Falcon Module.</a></li>
         <li class="prev"><a href="sdl_SDLRect.html">Previous: Class SDLRect</a></li>
         <li class="next"><a href="sdl_SDLSurface.html">Next: Class SDLSurface</a></li>
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         </ul><div id="page_body"><h1><span class="toc_number">16.12</span>Class SDLScreen</h1><p class="brief">Screen oriented SDL surface. </p>
         <pre class="prototype">Class SDLScreen from \
                 <a href="sdl_SDLSurface.html">SDLSurface</a>( )</pre>
         <p>This class is a specialization of the SDLSurface class, providing methods meant to be used only on surfaces that should refer to SDL graphic devices. </p>
<table class="members">
         <tbody><tr class="member_type"><td class="member_type" colspan="2">Methods</td></tr>
               <tr><td><a href="#Flip">Flip</a></td><td>Flips screen buffers. </td></tr>
               <tr><td><a href="#SetPalette">SetPalette</a></td><td>Changes part of the palette of a palettized surface. </td></tr>
               <tr><td><a href="#ToggleFullScreen">ToggleFullScreen</a></td><td>Toggles the application between windowed and fullscreen mode </td></tr>
               <tr><td><a href="#UpdateRect">UpdateRect</a></td><td>Refreshes an SDL screen surface or a part of it. </td></tr>
               <tr><td><a href="#UpdateRects">UpdateRects</a></td><td>Updates one or more areas of the screen at the same time. </td></tr>
               </tbody>
            </table>
         <table class="members">
         <tbody><tr class="member_type"><td class="member_type" colspan="2">Properties inherited from class <a href="sdl_SDLSurface.html">SDLSurface</a></td></tr>
               <tr><td><a href="sdl_SDLSurface.html#bpp">bpp</a></td><td> Shortcut to access format.</td></tr>
               <tr><td><a href="sdl_SDLSurface.html#clip_rect">clip_rect</a></td><td> An object of class    holding the clip rectangle (read only) </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#flags">flags</a></td><td>SDL flags for this surface. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#format">format</a></td><td>    instance describing the pixels in this surface.</td></tr>
               <tr><td><a href="sdl_SDLSurface.html#h">h</a></td><td> Height of the surface.</td></tr>
               <tr><td><a href="sdl_SDLSurface.html#pitch">pitch</a></td><td> Bytes per line; see remarks on   .</td></tr>
               <tr><td><a href="sdl_SDLSurface.html#pixels">pixels</a></td><td>MemBuf storage for pixels of this surface. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#w">w</a></td><td> Width of the surface.</td></tr>
               </tbody>
            <tbody><tr class="member_type"><td class="member_type" colspan="2">Methods inherited from class <a href="sdl_SDLSurface.html">SDLSurface</a></td></tr>
               <tr><td><a href="sdl_SDLSurface.html#BlitSurface">BlitSurface</a></td><td>Copies a surface of part of it onto another surface. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#DisplayFormatAlpha">DisplayFormatAlpha</a></td><td>Enables this surface to work with source alpha transparency. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#FillRect">FillRect</a></td><td>Fills a rectangle with a given color. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#GetPixel">GetPixel</a></td><td>Get a single pixel value from the surface </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#GetPixelIndex">GetPixelIndex</a></td><td>Return the index of a pixel in the pixels array of this class </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#GetRGBA">GetRGBA</a></td><td>Decomposes a given pixel value to RGBA values. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#IsLockNeeded">IsLockNeeded</a></td><td>Tells wether locks are needed on this surface or not. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#LockIfNeeded">LockIfNeeded</a></td><td>Locks a surface for deep binary access only if needed. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#LockSurface">LockSurface</a></td><td>Locks the surface for low level byte access. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#MapRGBA">MapRGBA</a></td><td>Builds a color value from RGBA values. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#SaveBMP">SaveBMP</a></td><td>Saves a BMP files to disk. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#SetAlpha">SetAlpha</a></td><td>Sets the ALPHA settings for this surface </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#SetColors">SetColors</a></td><td>Changes part of the color map of a palettized surface. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#SetIcon">SetIcon</a></td><td>Sets this surface as the icon for the SDL window. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#SetPixel">SetPixel</a></td><td>Sets a single pixel to desired value </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#UnlockIfNeeded">UnlockIfNeeded</a></td><td>Unlocks a surface for deep binary access only if needed. </td></tr>
               <tr><td><a href="sdl_SDLSurface.html#UnlockSurface">UnlockSurface</a></td><td>Unlocks the surface. </td></tr>
               </tbody>
            </table>
         <h2>Methods</h2><h3><a name="Flip">Flip</a></h3><p class="brief">Flips screen buffers. </p>
         <pre class="prototype">SDLScreen.Flip()</pre>
         <p>It delivers to the screen the paint buffer, be it software or hardware. </p>
<h3><a name="SetPalette">SetPalette</a></h3><p class="brief">Changes part of the palette of a palettized surface. </p>
         <pre class="prototype">SDLScreen.SetPalette( flags, colors, firstColor )</pre>
         <table class="prototype">
         <tbody><tr class="param"><td class="name">flags</td><td class="content"> Selector of logical or physical palette (or both). </td></tr>
               <tr class="param"><td class="name">colors</td><td class="content"> A 4 bytes per entry MemBuf containing the color data. </td></tr>
               <tr class="param"><td class="name">firstColor</td><td class="content"> An integer specifying the first color of the palette. </td></tr>
               <tr class="return"><td class="name">Return</td><td class="content">true if the palette could be changed, 0 if the image has no palette or if the color map was too wide to fit the image palette. </td></tr>
               </tbody>
            </table>
         <p>The colors in the MemBuf are stored with red, green, blue stored respectively at smallest, medium and highest address (regardless of endianity). In other words, the first 8 bits of the color number are the red value, the next 8 bits are the green value and the next 8 bits are blue. </p>
<p>Flags can be one of the following values; if both the palettes (logical and physical) must be updated, the two flags can be combined through OR operator. </p>
<p>- SDL.LOGPAL - updates the logical palette <ul><li>SDL.PHYSPAL - updates the physical palette </li></ul></p>
<h3><a name="ToggleFullScreen">ToggleFullScreen</a></h3><p class="brief">Toggles the application between windowed and fullscreen mode </p>
         <pre class="prototype">SDLScreen.ToggleFullScreen()</pre>
         <table class="prototype">
         <tbody><tr class="raise"><td class="name">Raise</td><td class="content"><table>
                     <tbody><tr><td class="name"><a href="sdl_SDLError.html">SDLError</a></td><td class="content"> if not supported. </td></tr>
                           </tbody>
                        </table>
                     </td></tr>
               </tbody>
            </table>
         <p>Toggles the application between windowed and fullscreen mode, if supported. </p>
<h3><a name="UpdateRect">UpdateRect</a></h3><p class="brief">Refreshes an SDL screen surface or a part of it. </p>
         <pre class="prototype">SDLScreen.UpdateRect( [xOrRect],[y],[width],[height] )</pre>
         <table class="prototype">
         <tbody><tr class="optparam"><td class="name">xOrRect</td><td class="content"> an X coordinate or a <a href="sdl_SDLRect.html">SDLRect</a> containing refresh coordinates. </td></tr>
               <tr class="optparam"><td class="name">y</td><td class="content"> coordinate of the refresh rectangle. </td></tr>
               <tr class="optparam"><td class="name">width</td><td class="content"> width of the refresh rectangle. </td></tr>
               <tr class="optparam"><td class="name">height</td><td class="content"> height of the refresh rectangle. </td></tr>
               </tbody>
            </table>
         <p>If no parameter is specified, the whole screen is refreshed. A refresh area can be specified either passing a single <a href="sdl_SDLRect.html">SDLRect</a> instance as parameter or specifying the four coordinates as numbers. </p>
<h3><a name="UpdateRects">UpdateRects</a></h3><p class="brief">Updates one or more areas of the screen at the same time. </p>
         <pre class="prototype">SDLScreen.UpdateRects( aRects )</pre>
         <table class="prototype">
         <tbody><tr class="param"><td class="name">aRects</td><td class="content"> Array of SDLRect instances that have to be updated. </td></tr>
               </tbody>
            </table>
         <p>This method should not be called while helding the lock of the screen surface. </p>
</div><ul class="navi_bottom"><li class="top"><a href="index.html">Top: Table of contents</a></li>
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