Details Contained within an SDL_PixelFormat Struct
What information does an SDL_PixelFormat contain?
An SDL_PixelFormat structure holds all the necessary details for SDL to interpret the raw pixel data stored within an SDL_Surface. It essentially defines the "rules" for translating the bytes in memory into actual colors.
Here are the key members of the SDL_PixelFormat struct:
format: An enumeration value (likeSDL_PIXELFORMAT_RGB888) that uniquely identifies the format. This is often the most convenient way to check a format type.palette: A pointer to anSDL_Palettestructure. This is only used for "palettized" or "indexed" color modes, where pixel values are indices into a color lookup table. For direct color modes like RGB888, this is usuallynullptr.BitsPerPixel: The total number of bits used to store a single pixel's data (e.g., 8, 16, 24, 32).BytesPerPixel: The total number of bytes used to store a single pixel's data. This is typicallyBitsPerPixel / 8.
The following members describe how the Red, Green, Blue, and Alpha (transparency) channels are packed within the bits of a single pixel:
Rmask,Gmask,Bmask,Amask: These are bitmasks used to isolate the bits corresponding to each color channel. Applying a bitwise AND operation between a pixel's integer value and a mask yields the value of that specific channel (shifted to the mask's position). We cover masks in more detail separately.Rloss,Gloss,Bloss,Aloss: The number of bits lost for each channel when packing the color. Usually 0 for common formats.Rshift,Gshift,Bshift,Ashift: The number of bits to right-shift a masked pixel value to get the channel's value aligned to the least significant bit (LSB).refcount: Used internally by SDL for reference counting. You generally don't need to interact with this directly.next: Used internally by SDL to link pixel formats together. You generally don't need to interact with this directly.
Example Interpretation
Let's consider a common 32-bit format like SDL_PIXELFORMAT_RGBA8888. The SDL_PixelFormat for this might contain:
BitsPerPixel: 32BytesPerPixel: 4Rmask:0xFF000000(Red channel in the most significant byte)Gmask:0x00FF0000(Green channel in the next byte)Bmask:0x0000FF00(Blue channel in the next byte)Amask:0x000000FF(Alpha channel in the least significant byte)Rshift: 24Gshift: 16Bshift: 8Ashift: 0
This tells SDL that for a 32-bit pixel value, the first 8 bits are Red, the next 8 are Green, the next 8 are Blue, and the last 8 are Alpha. The masks allow SDL functions like SDL_MapRGB and SDL_GetRGB to correctly pack and unpack color components into/from the raw integer pixel representation according to these rules.
You typically get an SDL_PixelFormat* from an existing SDL_Surface (via its format member) rather than creating one manually.
SDL Surfaces and Colors
Explore SDL surfaces, the canvases for drawing, understand pixel formats, colors, and set your window's background.