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<hr><h1>SDLmm::Display  Class Reference</h1>The video frame buffer surface. 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="sdlmm__display_8h-source.html">sdlmm_display.h</a>&gt;</code>
<p>
Inheritance diagram for SDLmm::Display:<p><center><img src="classSDLmm_1_1Display__inherit__graph.gif" border="0" usemap="#SDLmm::Display_inherit_map" alt="Inheritance graph"></center>
<map name="SDLmm::Display_inherit_map">
<area href="classSDLmm_1_1BaseSurface.html" shape="rect" coords="0,11,133,30">
</map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center><a href="classSDLmm_1_1Display-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a0">~Display</a> ()</td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a6">SetVideoMode</a> (int w, int h, int bpp=0, Uint32 flags=0)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Setup the video mode with the specified width, height and color depth.</em> <a href="#a6">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a15">SetDisplayFormat</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Convert the surface to the display format.</em> <a href="#a15">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a16">SetDisplayFormatAlpha</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Convert the surface to the display format.</em> <a href="#a16">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Methods updating the screen</div></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a1">UpdateRect</a> (Sint32 x=0, Sint32 y=0, Sint32 w=0, Sint32 h=0)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Makes sure the given area is updated on the screen.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a2">Update</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Makes sure the entire screen is updated.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a3">UpdateRect</a> (<a class="el" href="structSDL__Rect.html">SDL_Rect</a> &amp;rect)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Makes sure the given area is updated on the display.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a4">UpdateRects</a> (int numrects, <a class="el" href="structSDL__Rect.html">SDL_Rect</a> *rects)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Makes sure the given list of rectangles is updated on the display.</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a5">Flip</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Swaps screen buffers.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Window Management</div></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a7">SetCaption</a> (const char *title, const char *icon)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Sets the window title and icon name of the application.</em> <a href="#a7">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a8">SetCaption</a> (const std::string &amp;title, const std::string &amp;icon)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Sets the window title and icon name of the application.</em> <a href="#a8">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a9">GetCaption</a> (char **title, char **icon)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets the window title and icon name.</em> <a href="#a9">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a10">GetCaption</a> (std::string &amp;title, std::string &amp;icon)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Gets the window title and icon name.</em> <a href="#a10">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a11">SetIcon</a> (<a class="el" href="classSDLmm_1_1BaseSurface.html">BaseSurface</a> &amp;icon, Uint8 *mask=0)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Sets the icon for the display window.</em> <a href="#a11">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a12">Iconify</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Iconify / minimize the application.</em> <a href="#a12">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a13">ToggleFullScreen</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Toggles between fullscreen and windowed mode.</em> <a href="#a13">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>SDL_GrabMode&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#a14">GrabInput</a> (SDL_GrabMode mode)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Grabs mouse and keyboard input.</em> <a href="#a14">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Static Public Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>Display&amp;&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#d0">GetDisplay</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>The one and only display.</em> <a href="#d0">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">Video Modes / Setup</div></td></tr>
<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#d1">Init</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Initializes the video subsystem.</em> <a href="#d1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#d2">Quit</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Shut down the video subsystem.</em> <a href="#d2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>int&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#d3">VideoModeOK</a> (int w, int h, int bpp, Uint32 flags)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Check to see if a particular video mode is supported.</em> <a href="#d3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top><a class="el" href="structSDL__Rect.html">SDL_Rect</a>**&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#d4">ListModes</a> (SDL_PixelFormat *format=0, Uint32 flags=0)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Returns a pointer to an array of available screen dimensions for the given format and video flags.</em> <a href="#d4">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
<tr><td nowrap align=right valign=top>Display&amp;&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#b0">operator=</a> (Display &amp;)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Dummy implementation of <a class="el" href="classSDLmm_1_1Display.html#b0">operator=</a>() to stop initialization.</em> <a href="#b0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#b1">Display</a> (Display &amp;)</td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Display.html#b2">Display</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>A NOOP constructor.</em> <a href="#b2">More...</a><em></em></font><br><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
The video frame buffer surface.
<p>
This class represents the actual video frame buffer memory. If you are using hardware video support, the actual memory is stored on the graphics card. Please note that if you create more than one <a class="el" href="classSDLmm_1_1Display.html">Display</a> instance, they will all reference the same actual surface (i.e the current display).
<p>
<dl compact><dt>
<b>Note: </b><dd>
Since the actual SDL_Surface representation is shared among all <a class="el" href="classSDLmm_1_1Display.html">Display</a> instances, they will always reference the correct surface. </dl>
<p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a name="b1" doxytag="SDLmm::Display::Display"></a><p>
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SDLmm::Display::Display (
          </b></td>
          <td valign="bottom"><b>
Display &amp;&nbsp;)<code> [protected]</code>
          </b></td>
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      &nbsp;
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<a name="b2" doxytag="SDLmm::Display::Display"></a><p>
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SDLmm::Display::Display (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline, protected]</code>
          </b></td>
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      &nbsp;
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<p>
A NOOP constructor.
<p>
    </td>
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<a name="a0" doxytag="SDLmm::Display::~Display"></a><p>
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          <td nowrap valign="top"><b> 
SDLmm::Display::~Display (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline]</code>
          </b></td>
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    </td>
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      &nbsp;
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<hr><h2>Member Function Documentation</h2>
<a name="a5" doxytag="SDLmm::Display::Flip"></a><p>
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bool SDLmm::Display::Flip (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline]</code>
          </b></td>
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<p>
Swaps screen buffers.
<p>
On hardware that supports double-buffering, this function sets up a flip and returns. The hardware will wait for vertical retrace, and then swap video buffers before the next video surface Blit or Lock will return. On hardware that doesn't support double-buffering, this is equivalent to calling <a class="el" href="classSDLmm_1_1Display.html#a1">UpdateRect</a>() (i.e w/o parameters).
<p>
The SDL_DOUBLEBUF flag must have been passed to SetVideoMode, when setting the video mode for this function to perform hardware flipping. <dl compact><dt>
<b>Returns: </b><dd>
true for success, false for failure. </dl>    </td>
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<a name="a10" doxytag="SDLmm::Display::GetCaption"></a><p>
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void SDLmm::Display::GetCaption (
          </b></td>
          <td valign="bottom"><b>
std::string &amp; <em>title</em>, 
          </b></td>
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          <td></td>
          <td><b>
std::string &amp; <em>icon</em>&nbsp;)
          </b></td>
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<p>
Gets the window title and icon name.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
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&nbsp;</td><td>
references to strings which will be set to the title and icon titles. </td></tr>
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</dl>    </td>
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<a name="a9" doxytag="SDLmm::Display::GetCaption"></a><p>
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void SDLmm::Display::GetCaption (
          </b></td>
          <td valign="bottom"><b>
char ** <em>title</em>, 
          </b></td>
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char ** <em>icon</em>&nbsp;)
          </b></td>
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<p>
Gets the window title and icon name.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
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&nbsp;</td><td>
pointers to char * which will be set to the title and icon titles. </td></tr>
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</dl>    </td>
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<a name="d0" doxytag="SDLmm::Display::GetDisplay"></a><p>
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Display &amp; SDLmm::Display::GetDisplay (
          </b></td>
          <td valign="bottom"><b>
)<code> [static]</code>
          </b></td>
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      &nbsp;
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<p>
The one and only display.
<p>
    </td>
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<a name="a14" doxytag="SDLmm::Display::GrabInput"></a><p>
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SDL_GrabMode SDLmm::Display::GrabInput (
          </b></td>
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SDL_GrabMode <em>mode</em>&nbsp;)
          </b></td>
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<p>
Grabs mouse and keyboard input.
<p>
Grabbing means that the mouse is confined to the application window, and nearly all keyboard input is passed directly to the application, and not interpreted by a window manager, if any.
<p>
When mode is SDL_GRAB_QUERY the grab mode is not changed, but the current grab mode is returned.<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
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&nbsp;</td><td>
one of the following: <div class="fragment"><pre>      <font class="keyword">typedef</font> <font class="keyword">enum</font> {
        SDL_GRAB_QUERY,   <font class="comment">// Query the current mode</font>
        SDL_GRAB_OFF,     <font class="comment">// Ungrab the mouse and keyboard</font>
        SDL_GRAB_ON       <font class="comment">// Grab the mouse and keyboard</font>
      } SDL_GrabMode;</pre></div> </td></tr>
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<a name="a12" doxytag="SDLmm::Display::Iconify"></a><p>
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bool SDLmm::Display::Iconify (
          </b></td>
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<p>
Iconify / minimize the application.
<p>
If the application is running in a window managed environment SDL attempts to iconify / minimize it. If <a class="el" href="classSDLmm_1_1Display.html#a12">Iconify</a>() is successful, the application will receive a SDL_APPACTIVE loss event.
<p>
<dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1EventHandler.html#a13">EventHandler::HandleActiveEvent</a>()
<p>
</dl><dl compact><dt>
<b>Returns: </b><dd>
true on success or false if iconification isn't supported or was refused by the window manager. </dl>    </td>
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<a name="d1" doxytag="SDLmm::Display::Init"></a><p>
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bool SDLmm::Display::Init (
          </b></td>
          <td valign="bottom"><b>
)<code> [static]</code>
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<p>
Initializes the video subsystem.
<p>
Call this method to setup the video subsystem.  <dl compact><dt>
<b>Returns: </b><dd>
true on success, false on error </dl>    </td>
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<a name="d4" doxytag="SDLmm::Display::ListModes"></a><p>
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<a class="el" href="structSDL__Rect.html">SDL_Rect</a> ** SDLmm::Display::ListModes (
          </b></td>
          <td valign="bottom"><b>
SDL_PixelFormat * <em>format</em> = 0, 
          </b></td>
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Uint32 <em>flags</em> = 0&nbsp;)<code> [static]</code>
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<p>
Returns a pointer to an array of available screen dimensions for the given format and video flags.
<p>
Return a pointer to an array of available screen dimensions for the given format and video flags, sorted largest to smallest. Returns 0 if there are no dimensions available for a particular format, or -1 if any dimension is okay for the given format.
<p>
If <em>format</em> is 0, the mode list will be for the format returned by VideoInfo()-&gt;vfmt(). The <em>flag</em> parameter is an OR'd combination of surface flags. The flags are the same as those used SetVideoMode and they play a strong role in deciding what modes are valid. For instance, if you pass SDL_HWSURFACE as a flag only modes that support hardware video surfaces will be returned.
<p>
<dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a6">SetVideoMode</a>, <a class="el" href="classSDLmm_1_1VideoInfo.html">VideoInfo</a>, <a class="el" href="classSDLmm_1_1SRect.html">SRect</a> </dl>    </td>
  </tr>
</table>
<a name="d2" doxytag="SDLmm::Display::Quit"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::Quit (
          </b></td>
          <td valign="bottom"><b>
)<code> [static]</code>
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Shut down the video subsystem.
<p>
    </td>
  </tr>
</table>
<a name="a8" doxytag="SDLmm::Display::SetCaption"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::SetCaption (
          </b></td>
          <td valign="bottom"><b>
const std::string &amp; <em>title</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
const std::string &amp; <em>icon</em>&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the window title and icon name of the application.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>title</em>
&nbsp;</td><td>
the new title </td></tr>
<tr><td valign=top><em>icon</em>
&nbsp;</td><td>
the new icon title </td></tr>
</table>
</dl>    </td>
  </tr>
</table>
<a name="a7" doxytag="SDLmm::Display::SetCaption"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::SetCaption (
          </b></td>
          <td valign="bottom"><b>
const char * <em>title</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
const char * <em>icon</em>&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the window title and icon name of the application.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>title</em>
&nbsp;</td><td>
the new title </td></tr>
<tr><td valign=top><em>icon</em>
&nbsp;</td><td>
the new icon title </td></tr>
</table>
</dl>    </td>
  </tr>
</table>
<a name="a15" doxytag="SDLmm::Display::SetDisplayFormat"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
bool SDLmm::Display::SetDisplayFormat (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline, virtual]</code>
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Convert the surface to the display format.
<p>
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.
<p>
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.
<p>
<dl compact><dt>
<b>Returns: </b><dd>
The functions returns true if the conversion succeeded or false otherwise. If the conversion failed, the <a class="el" href="classSDLmm_1_1BaseSurface.html">BaseSurface</a> object will not have changed.
<p>
</dl><dl compact><dt>
<b>Note: </b><dd>
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.
<p>
</dl><dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a16">SetDisplayFormatAlpha</a>(), <a class="el" href="classSDLmm_1_1BaseSurface.html#a25">SetAlpha</a>(), <a class="el" href="classSDLmm_1_1BaseSurface.html#a24">SetColorKey</a>() </dl>
<p>
Reimplemented from <a class="el" href="classSDLmm_1_1BaseSurface.html#a42">SDLmm::BaseSurface</a>.    </td>
  </tr>
</table>
<a name="a16" doxytag="SDLmm::Display::SetDisplayFormatAlpha"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
bool SDLmm::Display::SetDisplayFormatAlpha (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline, virtual]</code>
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Convert the surface to the display format.
<p>
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.
<p>
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.
<p>
<dl compact><dt>
<b>Returns: </b><dd>
The functions returns true if the conversion succeeded or false otherwise. If the conversion failed, the <a class="el" href="classSDLmm_1_1BaseSurface.html">BaseSurface</a> object will not have changed.
<p>
</dl><dl compact><dt>
<b>Note: </b><dd>
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.
<p>
</dl><dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a15">SetDisplayFormat</a>(), <a class="el" href="classSDLmm_1_1BaseSurface.html#a25">SetAlpha</a>(), <a class="el" href="classSDLmm_1_1BaseSurface.html#a24">SetColorKey</a>() </dl>
<p>
Reimplemented from <a class="el" href="classSDLmm_1_1BaseSurface.html#a43">SDLmm::BaseSurface</a>.    </td>
  </tr>
</table>
<a name="a11" doxytag="SDLmm::Display::SetIcon"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::SetIcon (
          </b></td>
          <td valign="bottom"><b>
<a class="el" href="classSDLmm_1_1BaseSurface.html">BaseSurface</a> &amp; <em>icon</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
Uint8 * <em>mask</em> = 0&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Sets the icon for the display window.
<p>
This function must be called before the first call to <a class="el" href="classSDLmm_1_1Display.html#a6">SetVideoMode</a>().
<p>
It takes an <em>icon</em> surface, and a <em>mask</em> in MSB format.
<p>
If mask is zero (default), the entire icon surface will be used as the icon.     </td>
  </tr>
</table>
<a name="a6" doxytag="SDLmm::Display::SetVideoMode"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
bool SDLmm::Display::SetVideoMode (
          </b></td>
          <td valign="bottom"><b>
int <em>w</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
int <em>h</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
int <em>bpp</em> = 0, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
Uint32 <em>flags</em> = 0&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Setup the video mode with the specified width, height and color depth.
<p>
If bpp is zero, the color depth uses is that of the current display.
<p>
<dl compact><dt>
<b>Returns: </b><dd>
Returns true for success and false for failure. </dl><dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>w, h</em>
&nbsp;</td><td>
width and height </td></tr>
<tr><td valign=top><em>bpp</em>
&nbsp;</td><td>
color depth in bits-per-pixel </td></tr>
<tr><td valign=top><em>flags</em>
&nbsp;</td><td>
the video flags </td></tr>
</table>
</dl>    </td>
  </tr>
</table>
<a name="a13" doxytag="SDLmm::Display::ToggleFullScreen"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
bool SDLmm::Display::ToggleFullScreen (
          </b></td>
          <td valign="bottom"><b>
)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Toggles between fullscreen and windowed mode.
<p>
Toggles the application between windowed and fullscreen mode, if supported. (X11 is the only target currently supported, BeOS support is experimental).
<p>
<dl compact><dt>
<b>Returns: </b><dd>
true on success, false on failure. </dl>    </td>
  </tr>
</table>
<a name="a2" doxytag="SDLmm::Display::Update"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::Update (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline]</code>
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Makes sure the entire screen is updated.
<p>
This call is identical to calling <a class="el" href="classSDLmm_1_1Display.html#a1">UpdateRect</a>() without arguments.
<p>
This function should not be called if <a class="el" href="classSDLmm_1_1Display.html">Display</a> is locked!
<p>
<dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a1">UpdateRect</a>, <a class="el" href="classSDLmm_1_1Display.html#a4">UpdateRects</a>, <a class="el" href="classSDLmm_1_1SRect.html">SRect</a> </dl>    </td>
  </tr>
</table>
<a name="a3" doxytag="SDLmm::Display::UpdateRect"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::UpdateRect (
          </b></td>
          <td valign="bottom"><b>
<a class="el" href="structSDL__Rect.html">SDL_Rect</a> &amp; <em>rect</em>&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Makes sure the given area is updated on the display.
<p>
This function should not be called if <a class="el" href="classSDLmm_1_1Display.html">Display</a> is locked!<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>rect</em>
&nbsp;</td><td>
the rectangle to update.  </td></tr>
</table>
</dl><dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a4">UpdateRects</a>, <a class="el" href="classSDLmm_1_1SRect.html">SRect</a> </dl>    </td>
  </tr>
</table>
<a name="a1" doxytag="SDLmm::Display::UpdateRect"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::UpdateRect (
          </b></td>
          <td valign="bottom"><b>
Sint32 <em>x</em> = 0, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
Sint32 <em>y</em> = 0, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
Sint32 <em>w</em> = 0, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
Sint32 <em>h</em> = 0&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Makes sure the given area is updated on the screen.
<p>
If '<em>x</em>', '<em>y</em>', '<em>w</em>' and '<em>h</em>' are all 0 (the default), <a class="el" href="classSDLmm_1_1Display.html#a1">UpdateRect</a>() will update the entire display.
<p>
This function should not be called if <a class="el" href="classSDLmm_1_1Display.html">Display</a> is locked!<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>x, y</em>
&nbsp;</td><td>
the top left corner of the rectangle to update </td></tr>
<tr><td valign=top><em>w, h</em>
&nbsp;</td><td>
the width and height of the rectangle.
<p>
</td></tr>
</table>
</dl><dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a3">UpdateRect</a>(SDL_Rect&amp; rect), <a class="el" href="classSDLmm_1_1Display.html#a4">UpdateRects</a>, <a class="el" href="classSDLmm_1_1SRect.html">SRect</a> </dl>    </td>
  </tr>
</table>
<a name="a4" doxytag="SDLmm::Display::UpdateRects"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
void SDLmm::Display::UpdateRects (
          </b></td>
          <td valign="bottom"><b>
int <em>numrects</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
<a class="el" href="structSDL__Rect.html">SDL_Rect</a> * <em>rects</em>&nbsp;)
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Makes sure the given list of rectangles is updated on the display.
<p>
This function should not be called if <a class="el" href="classSDLmm_1_1Display.html">Display</a> is locked!
<p>
<dl compact><dt>
<b>Note: </b><dd>
It is adviced to call this function only once per frame, since each call has some processing overhead. This is no restriction since you can pass any number of rectangles each time.
<p>
</dl>The rectangles are not automatically merged or checked for overlap. In general, the programmer can use his knowledge about his particular rectangles to merge them in an efficient way, to avoid overdraw.<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>numrects</em>
&nbsp;</td><td>
the number of rectangles in the array. </td></tr>
<tr><td valign=top><em>rects</em>
&nbsp;</td><td>
the array of rectangles to update </td></tr>
</table>
</dl><dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a1">UpdateRect</a>, <a class="el" href="classSDLmm_1_1SRect.html">SRect</a>, <a class="el" href="classSDLmm_1_1Display.html#a2">Update</a> </dl>    </td>
  </tr>
</table>
<a name="d3" doxytag="SDLmm::Display::VideoModeOK"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
int SDLmm::Display::VideoModeOK (
          </b></td>
          <td valign="bottom"><b>
int <em>w</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
int <em>h</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
int <em>bpp</em>, 
          </b></td>
        </tr>
        <tr>
          <td></td>
          <td><b>
Uint32 <em>flags</em>&nbsp;)<code> [static]</code>
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Check to see if a particular video mode is supported.
<p>
VideoModeOK returns 0 if the requested mode is not supported under any bit depth, or returns the bits-per-pixel of the closest available mode with the given width, height and requested surface flags (see SetVideoMode).
<p>
The bits-per-pixel value returned is only a suggested mode. You can usually request any bpp you want when setting the video mode and SDL will emulate that color depth with a shadow video surface.
<p>
The arguments to VideoModeOK are the same ones you would pass to SetVideoMode.
<p>
<dl compact><dt>
<b>See also: </b><dd>
<a class="el" href="classSDLmm_1_1Display.html#a6">SetVideoMode</a>, <a class="el" href="classSDLmm_1_1VideoInfo.html">VideoInfo</a> </dl>    </td>
  </tr>
</table>
<a name="b0" doxytag="SDLmm::Display::operator="></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td nowrap valign="top"><b> 
Display &amp; SDLmm::Display::operator= (
          </b></td>
          <td valign="bottom"><b>
Display &amp;&nbsp;)<code> [protected]</code>
          </b></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Dummy implementation of <a class="el" href="classSDLmm_1_1Display.html#b0">operator=</a>() to stop initialization.
<p>
    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="sdlmm__display_8h-source.html">sdlmm_display.h</a><li><a class="el" href="sdlmm__display_8cpp.html">sdlmm_display.cpp</a></ul>
<hr>
<table cellspacing=10 cellpadding=0 border=0 width=100%>
<tr valign=middle><td><font size=-1>Documentation automatically generated by <a
href="http://www.stack.nl/~dimitri/doxygen/"><img border=0 align=center src="doxygen.gif" alt="doxygen"></a> written by <a href="mailto:dimitri@stack.nl">Dimitri van Heesch</a>.</font></td>
<td align=right><font size=-1>Project hosted at <br><a href="http://sourceforge.net"><img align=middle src="http://sourceforge.net/sflogo.php?group_id=25445&type=1" width="88" height="31" border="0"  alt="Hosted by SourceForge"></a></font></td></tr></table>