Tao.Sdl SDK Documentation

Sdl.SDL_CreateRGBSurface Method 

Create an empty SDL_Surface

[Visual Basic]
Public Shared Function SDL_CreateRGBSurface( _
   ByVal flags As Integer, _
   ByVal width As Integer, _
   ByVal height As Integer, _
   ByVal depth As Integer, _
   ByVal Rmask As Integer, _
   ByVal Gmask As Integer, _
   ByVal Bmask As Integer, _
   ByVal Amask As Integer _
) As IntPtr
[C#]
public static IntPtr SDL_CreateRGBSurface(
   int flags,
   int width,
   int height,
   int depth,
   int Rmask,
   int Gmask,
   int Bmask,
   int Amask
);

Parameters

flags
width
height
depth
Rmask
Gmask
Bmask
Amask

Return Value

IntPtr to Sdl.SDL_Surface, or NULL upon error.

Remarks

Allocate an empty surface (must be called after SDL_SetVideoMode).

If depth is 8 bits an empty palette is allocated for the surface, otherwise a 'packed-pixel' Sdl.SDL_PixelFormat is created using the [RGBA]mask's provided (see SDL_PixelFormat). The flags specifies the type of surface that should be created, it is an OR'd combination of the following possible values.

SDL_SWSURFACE SDL will create the surface in system memory. This improves the performance of pixel level access, however you may not be able to take advantage of some types of hardware blitting.
SDL_HWSURFACE SDL will attempt to create the surface in video memory. This will allow SDL to take advantage of Video->Video blits (which are often accelerated).
SDL_SRCCOLORKEY This flag turns on colourkeying for blits from this surface. If SDL_HWSURFACE is also specified and colourkeyed blits are hardware-accelerated, then SDL will attempt to place the surface in video memory. Use SDL_SetColorKey to set or clear this flag after surface creation.
SDL_SRCALPHA This flag turns on alpha-blending for blits from this surface. If SDL_HWSURFACE is also specified and alpha-blending blits are hardware-accelerated, then the surface will be placed in video memory if possible. Use SDL_SetAlpha to set or clear this flag after surface creation.

Note: If an alpha-channel is specified (that is, if Amask is nonzero), then the SDL_SRCALPHA flag is automatically set. You may remove this flag by calling SDL_SetAlpha after surface creation.

Binds to C-function call in SDL_video.h:

SDL_Surface *SDL_CreateRGBSurface(Uint32 flags, int width, int height, int depth, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask)

Example

/* Create a 32-bit surface with the bytes of each pixel in R,G,B,A order, as expected by OpenGL for textures */ SDL_Surface *surface; Uint32 rmask, gmask, bmask, amask; /* SDL interprets each pixel as a 32-bit number, so our masks must depend on the endianness (byte order) of the machine */ #if SDL_BYTEORDER == SDL_BIG_ENDIAN rmask = 0xff000000; gmask = 0x00ff0000; bmask = 0x0000ff00; amask = 0x000000ff; #else rmask = 0x000000ff; gmask = 0x0000ff00; bmask = 0x00ff0000; amask = 0xff000000; #endif surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, rmask, gmask, bmask, amask); if(surface == NULL) { fprintf(stderr, "CreateRGBSurface failed: %s\n", SDL_GetError()); exit(1); }

See Also

Sdl Class | Tao.Sdl Namespace | SDL_CreateRGBSurfaceFrom | SDL_FreeSurface | SDL_SetVideoMode | SDL_LockSurface | SDL_PixelFormat | SDL_Surface | SDL_SetAlpha | SDL_SetColorKey