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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 sur-
     face.

     Only the position is used in the dstrect (the  width  and	height	are  ig-
     nored).

     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 interact
     with surface blitting, as the following pseudo-code  should  hopefully  ex-
     plain.

     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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