#include <display.h>
Public Members | |||
![]() | ![]() | NativeBitmap ( NativePlayerWnd* native, const SColorTable* ctab, int width, int height, int depth, int pixelFormat ) | |
![]() | ![]() | ~NativeBitmap () | |
![]() | ![]() | int | Height () |
![]() | ![]() | int | Width () |
![]() | ![]() | U8* | Bits () |
![]() | ![]() | int | ScanLine () |
![]() | ![]() | int | PixelFormat () |
![]() | ![]() | int | Depth () |
![]() | ![]() | void | Flush () |
![]() | ![]() | void | BltNativeToScreen ( NativePlayerWnd* native, int xDest, int yDest, int cx, int cy, int xSource, int ySource ) |
![]() | ![]() | void | ClearScreen ( NativePlayerWnd* ) |
Fully contstructs a bitmap - after construction, it can be read or written at any time.
Height, in pixels.
Width, , in pixels.
Pointer to the base address of bitmap memory.
Bytes of memory per row of pixels.
Valid formats are: pix1, pix4, pix8, pix16, pix16A, pix24, pix32, pix32A.
The number of pixels per byte.
Flush is only meaningful if you have to worry about graphics commands being queued on your OS. Win and Mac, mainly. Mac code looks like: while ( !QDDone((GrafPort*)bits->m_gWorld) ) ;
BltNativeToScreen transfers a block of pixels from memory to the display. All parameters are input.
Clears the screen when nothing is going on.