SDL_BlitSurface man page on Aros

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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 per‐
       formed (srcrect is not modified).

       The blit function should not be called on a locked surface.

       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. Colorkeying and alpha attributes also inter‐
       act with surface blitting, as the following  pseudo-code	 should	 hope‐
       fully 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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