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<hr><h1>SDLmm::Surface  Class Reference</h1>A graphical surface structure which is used to store graphical data. 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="sdlmm__surface_8h-source.html">sdlmm_surface.h</a>&gt;</code>
<p>
Inheritance diagram for SDLmm::Surface:<p><center><img src="classSDLmm_1_1Surface__inherit__graph.gif" border="0" usemap="#SDLmm::Surface_inherit_map" alt="Inheritance graph"></center>
<map name="SDLmm::Surface_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_1Surface-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_1Surface.html#a0">Surface</a> (SDL_Surface *surface)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Constructor from an SDL_Surface*.</em> <a href="#a0">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_1Surface.html#a1">Surface</a> (const Surface &amp;other)</td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#a2">Surface</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Create an uninitialized surface.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>Surface&amp;&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#a3">operator=</a> (const Surface &amp;other)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of operator=.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>Surface&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#a4">Duplicate</a> () const</td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#a5">SetDisplayFormat</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Convert the surface to the display format.</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#a6">SetDisplayFormatAlpha</a> ()</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Convert the surface to the display format.</em> <a href="#a6">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>Surface&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#d0">CreateSurface</a> (const <a class="el" href="classSDLmm_1_1BaseSurface.html">BaseSurface</a> &amp;other)</td></tr>
<tr><td nowrap align=right valign=top>Surface&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#d1">CreateSurface</a> (Uint32 flags, int w, int h, int d, Uint32 Rmask=0, Uint32 Gmask=0, Uint32 Bmask=0, Uint32 Amask=0)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Allocate an empty RGB surface.</em> <a href="#d1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>Surface&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#d2">CreateSurface</a> (void *pixels, int w, int h, int d, int p, Uint32 Rmask=0, Uint32 Gmask=0, Uint32 Bmask=0, Uint32 Amask=0)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Create a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a> from the provided pixel data.</em> <a href="#d2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>Surface&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#d3">LoadBMP</a> (const char *file)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Loads a Windows BMP and returns it as a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a>.</em> <a href="#d3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>Surface&nbsp;</td><td valign=bottom><a class="el" href="classSDLmm_1_1Surface.html#d4">LoadBMP</a> (const std::string &amp;file)</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Loads a Windows BMP and returns a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a>.</em> <a href="#d4">More...</a><em></em></font><br><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A graphical surface structure which is used to store graphical data.
<p>
Surfaces represent areas of "graphical" memory, memory that can be drawn to or blitted onto other Surfaces.
<p>

<p>
<dl compact><dt>
<b><a class="el" href="todo.html#_todo000002">Todo: </a></b><dd>
Implement a better constructor scheme, where the first argument is a dummy class which specified what to do. This would allow a construct where a surface can be loaded from an image file without first having to create an unitialized object.</dl>
<p>
<dl compact><dt>
<b>Author: </b><dd>
David Hedbor &lt;<a href="mailto:david@hedbor.org">david@hedbor.org</a>&gt; </dl>
<p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a name="a0" doxytag="SDLmm::Surface::Surface"></a><p>
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SDLmm::Surface::Surface (
          </b></td>
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SDL_Surface * <em>surface</em>&nbsp;)<code> [inline, explicit]</code>
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<p>
Constructor from an SDL_Surface*.
<p>
This creates a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a> object from an existing SDL_Surface. It's very important not to free the original surface since that will cause a problem when the object is destructed (SDL_Surface storage freed twice). Use with caution.     </td>
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<a name="a1" doxytag="SDLmm::Surface::Surface"></a><p>
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SDLmm::Surface::Surface (
          </b></td>
          <td valign="bottom"><b>
const Surface &amp; <em>other</em>&nbsp;)<code> [inline]</code>
          </b></td>
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<p>
    </td>
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<a name="a2" doxytag="SDLmm::Surface::Surface"></a><p>
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SDLmm::Surface::Surface (
          </b></td>
          <td valign="bottom"><b>
)<code> [inline]</code>
          </b></td>
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<p>
Create an uninitialized surface.
<p>
<dl compact><dt>
<b>Warning: </b><dd>
Trying to use an uninitialized surface will result in crashes. Most functions to not have any checks to see whether the surface is initialized or not. </dl>    </td>
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<hr><h2>Member Function Documentation</h2>
<a name="d2" doxytag="SDLmm::Surface::CreateSurface"></a><p>
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Surface SDLmm::Surface::CreateSurface (
          </b></td>
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void * <em>pixels</em>, 
          </b></td>
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          <td></td>
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int <em>w</em>, 
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          <td><b>
int <em>h</em>, 
          </b></td>
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int <em>d</em>, 
          </b></td>
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int <em>p</em>, 
          </b></td>
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Uint32 <em>Rmask</em> = 0, 
          </b></td>
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          <td><b>
Uint32 <em>Gmask</em> = 0, 
          </b></td>
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Uint32 <em>Bmask</em> = 0, 
          </b></td>
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          <td><b>
Uint32 <em>Amask</em> = 0&nbsp;)<code> [inline, static]</code>
          </b></td>
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<p>
Create a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a> from the provided pixel data.
<p>
The data stored in <em>pixels</em> is assumed to be of the depth specified in the parameter <em>d</em>. The pixel data is not copied into the SDL_Surface structure <em><a class="el" href="classSDLmm_1_1BaseSurface.html#n0">me</a></em> so it should no be freed until the <a class="el" href="classSDLmm_1_1Surface.html">Surface</a> object has been destructed<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>flags</em>
&nbsp;</td><td>
the type of surface that should be created which is OR'd combination of the values as described in the SDL documentation. </td></tr>
<tr><td valign=top><em>w, h</em>
&nbsp;</td><td>
width and height of the surface to create. </td></tr>
<tr><td valign=top><em>d</em>
&nbsp;</td><td>
color depth in bits per pixel to use for this surface. If zero, use the depth of the current display. </td></tr>
<tr><td valign=top><em>p</em>
&nbsp;</td><td>
pitch the length (pitch) of each scanline in bytes. </td></tr>
<tr><td valign=top><em>RGBAmask</em>
&nbsp;</td><td>
optional binary masks used to retrieve individual color values. </td></tr>
</table>
</dl>    </td>
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<a name="d1" doxytag="SDLmm::Surface::CreateSurface"></a><p>
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Surface SDLmm::Surface::CreateSurface (
          </b></td>
          <td valign="bottom"><b>
Uint32 <em>flags</em>, 
          </b></td>
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          <td></td>
          <td><b>
int <em>w</em>, 
          </b></td>
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          <td></td>
          <td><b>
int <em>h</em>, 
          </b></td>
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          <td><b>
int <em>d</em>, 
          </b></td>
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          <td><b>
Uint32 <em>Rmask</em> = 0, 
          </b></td>
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          <td></td>
          <td><b>
Uint32 <em>Gmask</em> = 0, 
          </b></td>
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Uint32 <em>Bmask</em> = 0, 
          </b></td>
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Uint32 <em>Amask</em> = 0&nbsp;)<code> [inline, static]</code>
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<p>
Allocate an empty RGB surface.
<p>
If depth is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' SDL_PixelFormat is created using the [RGBA]mask's provided. The flags specifies<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>flags</em>
&nbsp;</td><td>
the type of surface that should be created which is OR'd combination of the values as described in the SDL documentation. </td></tr>
<tr><td valign=top><em>w, h</em>
&nbsp;</td><td>
width and height of the surface to create. </td></tr>
<tr><td valign=top><em>d</em>
&nbsp;</td><td>
color depth in bits per pixel to use for this surface. If zero, use the depth of the current display.</td></tr>
<tr><td valign=top><em>RGBAmask</em>
&nbsp;</td><td>
optional binary masks used to retrieve individual color values. </td></tr>
</table>
</dl>    </td>
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<a name="d0" doxytag="SDLmm::Surface::CreateSurface"></a><p>
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Surface SDLmm::Surface::CreateSurface (
          </b></td>
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const <a class="el" href="classSDLmm_1_1BaseSurface.html">BaseSurface</a> &amp; <em>other</em>&nbsp;)<code> [inline, static]</code>
          </b></td>
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<a name="a4" doxytag="SDLmm::Surface::Duplicate"></a><p>
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Surface SDLmm::Surface::Duplicate (
          </b></td>
          <td valign="bottom"><b>
) const<code> [inline]</code>
          </b></td>
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<a name="d4" doxytag="SDLmm::Surface::LoadBMP"></a><p>
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Surface SDLmm::Surface::LoadBMP (
          </b></td>
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const std::string &amp; <em>file</em>&nbsp;)<code> [inline, static]</code>
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<p>
Loads a Windows BMP and returns a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a>.
<p>
<dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>file</em>
&nbsp;</td><td>
the file to attempt to load </td></tr>
</table>
</dl><dl compact><dt>
<b>Returns: </b><dd>
True if the loading succeeded, false otherwise. </dl>    </td>
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<a name="d3" doxytag="SDLmm::Surface::LoadBMP"></a><p>
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Surface SDLmm::Surface::LoadBMP (
          </b></td>
          <td valign="bottom"><b>
const char * <em>file</em>&nbsp;)<code> [inline, static]</code>
          </b></td>
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<p>
Loads a Windows BMP and returns it as a new <a class="el" href="classSDLmm_1_1Surface.html">Surface</a>.
<p>
If the image couldn't be loaded, the <a class="el" href="classSDLmm_1_1Surface.html">Surface</a> will be invalid. You can check the success of the image loading using the Surface.valid() method like the example code below. <div class="fragment"><pre>      <a class="code" href="classSDLmm_1_1Surface.html">SDLmm::Surface</a> img(SDLmm::Surface::LoadBMP(<font class="stringliteral">"myimage.bmp"</font>));
      <font class="keywordflow">if</font>(!img.valid()) {
        cerr &lt;&lt; <font class="stringliteral">"Loading of image myimage.bmp failed!\n"</font>;
        exit(1);
      }</pre></div> <dl compact><dt>
<b>Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>file</em>
&nbsp;</td><td>
the file to attempt to load </td></tr>
</table>
</dl><dl compact><dt>
<b>Returns: </b><dd>
True if the loading succeeded, false otherwise. </dl>    </td>
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<a name="a5" doxytag="SDLmm::Surface::SetDisplayFormat"></a><p>
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bool SDLmm::Surface::SetDisplayFormat (
          </b></td>
          <td valign="bottom"><b>
)<code> [virtual]</code>
          </b></td>
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<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_1Surface.html#a6">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>
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<a name="a6" doxytag="SDLmm::Surface::SetDisplayFormatAlpha"></a><p>
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bool SDLmm::Surface::SetDisplayFormatAlpha (
          </b></td>
          <td valign="bottom"><b>
)<code> [virtual]</code>
          </b></td>
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    </td>
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<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_1Surface.html#a5">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>
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<a name="a3" doxytag="SDLmm::Surface::operator="></a><p>
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Surface &amp; SDLmm::Surface::operator= (
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const Surface &amp; <em>other</em>&nbsp;)<code> [inline]</code>
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Implementation of operator=.
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<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="sdlmm__surface_8h-source.html">sdlmm_surface.h</a><li><a class="el" href="sdlmm__surface_8cpp.html">sdlmm_surface.cpp</a></ul>
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