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Size: 1247
Comment: minor change
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← Revision 8 as of 2016-10-08 22:35:29 ⇥
Size: 1244
Comment: Updated with content from header file.
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| ||<tablewidth="100%" style="color: #FF0000;" :> DRAFT|| | |
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| Use this function to save a surface to a seekable SDL data source (memory or file). | Use this function to save a surface to a seekable SDL data stream (memory or file) in BMP format. |
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| ||'''surface'''||a pointer to the [[SDL_Surface]] to be saved|| ||'''dst'''||a pointer to a data source to save to|| ||'''freedst'''||non-zero to close the source after being written|| |
||'''surface'''||the [[SDL_Surface]] structure containing the image to be saved|| ||'''dst'''||a data stream to save to|| ||'''freedst'''||non-zero to close the stream after being written|| |
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| <<Color2(green,Why is it free''dst'' and it's the ''source'' that is closed?)>> | |
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| ''You can add useful comments here'' <<Color2(green,Should the following be included on this page?)>> SDL_SaveBMP(surface, file) \ SDL_SaveBMP_RW(surface, SDL_RWFromFile(file, "wb"), 1) (convenience macro) |
Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the BMP directly. Other RGB formats with 8-bit or higher get converted to a 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit surface before they are saved. YUV and paletted 1-bit and 4-bit formats are not supported. |
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| .[[SDL_LoadBMP_RW]]??? | .[[SDL_LoadBMP_RW]] .[[SDL_SaveBMP]] |
SDL_SaveBMP_RW
Use this function to save a surface to a seekable SDL data stream (memory or file) in BMP format.
Contents
Syntax
int SDL_SaveBMP_RW(SDL_Surface* surface,
SDL_RWops* dst,
int freedst)
Function Parameters
surface |
the SDL_Surface structure containing the image to be saved |
dst |
a data stream to save to |
freedst |
non-zero to close the stream after being written |
Return Value
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Code Examples
You can add your code example here
Remarks
Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the BMP directly. Other RGB formats with 8-bit or higher get converted to a 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit surface before they are saved. YUV and paletted 1-bit and 4-bit formats are not supported.
