SDL_BlitSurface man page on IRIX

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SDL_BlitSurface(3)	SDL API Reference      SDL_BlitSurface(3)

NAME
       SDL_BlitSurface- This performs a fast blit from the source
       surface to the destination surface.

SYNOPSIS
       #include "SDL.h"

       int SDL_BlitSurface(SDL_Surface *src,  SDL_Rect	*srcrect,
       SDL_Surface *dst, SDL_Rect *dstrect);

DESCRIPTION
       This  performs  a fast blit from the source surface to the
       destination surface.

       Only the position is used in the dstrect	 (the  width  and
       height are ignored).

       If  either srcrect or dstrect are NULL, the entire surface
       (src or dst) is copied.

       The final blit rectangle is saved  in  dstrect  after  all
       clipping is performed (srcrect is not modified).

       The  blit  function  should not be called on a locked sur-
       face.

       The results of blitting operations vary greatly	depending
       on  whether  SDL_SRCAPLHA  is set or not. See SDL_SetAlpha
       for an explaination of how this affects your results. Col-
       orkeying	 and  alpha attributes also interact with surface
       blitting, as the following  pseudo-code	should	hopefully
       explain.

       if (source surface has SDL_SRCALPHA set) {
	   if (source surface has alpha channel (that is, format->Amask != 0))
	       blit using per-pixel alpha, ignoring any colour key
	   else {
	       if (source surface has SDL_SRCCOLORKEY set)
		   blit using the colour key AND the per-surface alpha value
	       else
		   blit using the per-surface alpha value
	   }
       } else {
	   if (source surface has SDL_SRCCOLORKEY set)
	       blit using the colour key
	   else
	       ordinary opaque rectangular blit
       }

RETURN VALUE
       If  the	blit  is  successful,  it returns 0, otherwise it
       returns -1.

       If either of the surfaces were in video	memory,	 and  the
       blit  returns  -2, the video memory was lost, so it should
       be reloaded with artwork and re-blitted:

	       while ( SDL_BlitSurface(image, imgrect, screen, dstrect) == -2 ) {
		       while ( SDL_LockSurface(image)) < 0 )
			       Sleep(10);
		       -- Write image pixels to image->pixels --
		       SDL_UnlockSurface(image);
	       }

	This happens under DirectX 5.0 when the	 system	 switches
       away from your fullscreen application. Locking the surface
       will also fail until you have access to the  video  memory
       again.

SEE ALSO
       SDL_LockSurface, SDL_FillRect, SDL_Surface, SDL_Rect

SDL		      Tue 11 Sep 2001, 23:01   SDL_BlitSurface(3)
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