DRAFT

SDL_BlendFillRect

Use this function to blend an RGBA value into the given rectangle.

Syntax

int SDL_BlendFillRect(SDL_Surface*    dst,
                      const SDL_Rect* rect,
                      SDL_BlendMode   blendMode,
                      Uint8           r,
                      Uint8           g,
                      Uint8           b,
                      Uint8           a)

Function Parameters

dst

the SDL_Surface structure containing the rectangle

rect

the SDL_Rect structure to be filled, or NULL for the entire render target

blendMode

an SDL_BlendMode structure to apply use for texture blending; see Remarks for details

r

the red value used to blend with the target

g

the green value used to blend with the target

b

the blue value used to blend with the target

a

the alpha value used to blend with the target

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

If rect is NULL, the whole surface will be blended with the color. I think this can be removed and included in params above instead.

blendMode can be one of these values:

SDL_BLENDMODE_NONE

no blending

SDL_BLENDMODE_MASK

dst = A ? src : dst (alpha is mask)

SDL_BLENDMODE_BLEND

dst = (src * A) + (dst * (1-A))

SDL_BLENDMODE_ADD

dst = (src * A) + dst

SDL_BLENDMODE_MOD

dst = src * dst

If the blend mode is not supported, the closest supported mode is chosen.

This section and parameter description were taken from SDL_SetTextureBlendMode. Is it applicable?


CategoryAPI, CategorySurface

SDL_BlendFillRect (last edited 2010-12-14 01:23:11 by SheenaSmith)