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NAME

       SDL_PixelFormat - Stores surface format information

STRUCTURE DEFINITION

       typedef struct SDL_PixelFormat {
         SDL_Palette *palette;
         Uint8  BitsPerPixel;
         Uint8  BytesPerPixel;
         Uint8  Rloss, Gloss, Bloss, Aloss;
         Uint8  Rshift, Gshift, Bshift, Ashift;
         Uint32 Rmask, Gmask, Bmask, Amask;
         Uint32 colorkey;
         Uint8  alpha;
       } SDL_PixelFormat;

STRUCTURE DATA

       palette             Pointer   to   the   palette,   or   NULL   if  the
                           BitsPerPixel>8

       BitsPerPixel        The number of bits used to represent each pixel  in
                           a surface. Usually 8, 16, 24 or 32.

       BytesPerPixel       The number of bytes used to represent each pixel in
                           a surface. Usually one to four.

       [RGBA]mask          Binary  mask  used  to  retrieve  individual  color
                           values

       [RGBA]loss          Precision    loss    of    each   color   component
                           (2^[RGBA]loss)

       [RGBA]shift         Binary left shift of each color  component  in  the
                           pixel value

       colorkey            Pixel value of transparent pixels

       alpha               Overall surface alpha value

DESCRIPTION

       A  SDL_PixelFormat describes the format of the pixel data stored at the
       pixels field of a SDL_Surface. Every surface stores  a  SDL_PixelFormat
       in the format field.

       If  you  wish  to  do  pixel  level  modifications  on  a surface, then
       understanding how SDL stores its color information is essential.

       8-bit pixel formats are the easiest to understand. Since its  an  8-bit
       format, we have 8 BitsPerPixel and 1 BytesPerPixel. Since BytesPerPixel
       is 1, all pixels are represented by a Uint8  which  contains  an  index
       into  palette->colors. So, to determine the color of a pixel in a 8-bit
       surface: we read the color index from surface->pixels and we  use  that
       index      to      read      the      SDL_Color      structure     from
       surface->format->palette->colors. Like so:

       SDL_Surface *surface;
       SDL_PixelFormat *fmt;
       SDL_Color *color;
       Uint8 index;

       .
       .

       /* Create surface */
       .
       .
       fmt=surface->format;

       /* Check the bitdepth of the surface */
       if(fmt->BitsPerPixel!=8){
         fprintf(stderr, "Not an 8-bit surface.
       ");
         return(-1);
       }

       /* Lock the surface */
       SDL_LockSurface(surface);

       /* Get the topleft pixel */
       index=*(Uint8 *)surface->pixels;
       color=fmt->palette->colors[index];

       /* Unlock the surface */
       SDL_UnlockSurface(surface);
       printf("Pixel Color-> Red: %d, Green: %d, Blue: %d. Index: %d
       ",
                 color->r, color->g, color->b, index);
       .
       .

       Pixel formats above 8-bit are an entirely  different  experience.  They
       are  considered  to be "TrueColor" formats and the color information is
       stored in the pixels themselves, not in a palette. The mask, shift  and
       loss  fields  tell  us  how  the color information is encoded. The mask
       fields allow us to isolate each color component, the shift fields  tell
       us the number of bits to the right of each component in the pixel value
       and the loss fields tell us the number of bits lost from each component
       when packing 8-bit color component in a pixel.

       /* Extracting color components from a 32-bit color value */
       SDL_PixelFormat *fmt;
       SDL_Surface *surface;
       Uint32 temp, pixel;
       Uint8 red, green, blue, alpha;
       .
       .
       .
       fmt=surface->format;
       SDL_LockSurface(surface);
       pixel=*((Uint32*)surface->pixels);
       SDL_UnlockSurface(surface);

       /* Get Red component */
       temp=pixel&fmt->Rmask; /* Isolate red component */
       temp=temp>>fmt->Rshift;/* Shift it down to 8-bit */
       temp=temp<<fmt->Rloss; /* Expand to a full 8-bit number */
       red=(Uint8)temp;

       /* Get Green component */
       temp=pixel&fmt->Gmask; /* Isolate green component */
       temp=temp>>fmt->Gshift;/* Shift it down to 8-bit */
       temp=temp<<fmt->Gloss; /* Expand to a full 8-bit number */
       green=(Uint8)temp;

       /* Get Blue component */
       temp=pixel&fmt->Bmask; /* Isolate blue component */
       temp=temp>>fmt->Bshift;/* Shift it down to 8-bit */
       temp=temp<<fmt->Bloss; /* Expand to a full 8-bit number */
       blue=(Uint8)temp;

       /* Get Alpha component */
       temp=pixel&fmt->Amask; /* Isolate alpha component */
       temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */
       temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */
       alpha=(Uint8)temp;

       printf("Pixel Color -> R: %d,  G: %d,  B: %d,  A: %d
       ", red, green, blue, alpha);
       .
       .
       .

SEE ALSO

       SDL_Surface, SDL_MapRGB