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pods::SDL::Video(3)   User Contributed Perl Documentation  pods::SDL::Video(3)

NAME
       SDL::Video - Bindings to the video category in SDL API

CATEGORY
       Core, Video

SYNOPSIS
	use SDL;
	use SDL::Video;
	use SDL::Surface;
	use SDL::Rect;

	# the size of the window box or the screen resolution if fullscreen
	my $screen_width   = 800;
	my $screen_height  = 600;

	SDL::init(SDL_INIT_VIDEO);

	# setting video mode
	my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_ANYFORMAT);

	# drawing something somewhere
	my $mapped_color   = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue
	SDL::Video::fill_rect($screen_surface,
			      SDL::Rect->new($screen_width / 4, $screen_height / 4,
					     $screen_width / 2, $screen_height / 2), $mapped_color);

	# update an area on the screen so its visible
	SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height);

	sleep(5); # just to have time to see it

CONSTANTS
       The constants are exported by default. You can avoid this by doing:

	use SDL::Video ();

       and access them directly:

	SDL::Video::SDL_SWSURFACE;

       or by choosing the export tags below:

       Export tag: ':surface'

	SDL_ASYNCBLIT	    Use asynchronous blit if possible
	SDL_SWSURFACE	    Stored in the system memory.
	SDL_HWSURFACE	    Stored in video memory

       Export tag: ':video'

	SDL_ANYFORMAT	    Allow any pixel-format
	SDL_HWPALETTE	    Have an exclusive palette
	SDL_DOUBLEBUF	    Double buffered
	SDL_FULLSCREEN	    Full screen surface
	SDL_OPENGL	    Have an OpenGL context
	SDL_OPENGLBLIT	    Support OpenGL blitting.
			    NOTE: This option is kept for compatibility only, and is not recommended for new code.
	SDL_RESIZABLE	    Resizable surface
	SDL_NOFRAME	    No window caption or edge frame
	SDL_HWACCEL	    Use hardware acceleration blit
	SDL_SRCCOLORKEY	    Use colorkey blitting
	SDL_RLEACCELOK	    Private flag
	SDL_RLEACCEL	    Accelerated colorkey blitting with RLE
	SDL_SRCALPHA	    Use alpha blending blit
	SDL_PREALLOC	    Use preallocated memory

       Export tag ':overlay'

	SDL_YV12_OVERLAY    Planar mode: Y + V + U  (3 planes)
	SDL_IYUV_OVERLAY    Planar mode: Y + U + V  (3 planes)
	SDL_YUY2_OVERLAY    Packed mode: Y0+U0+Y1+V0 (1 plane)
	SDL_UYVY_OVERLAY    Packed mode: U0+Y0+V0+Y1 (1 plane)
	SDL_YVYU_OVERLAY    Packed mode: Y0+V0+Y1+U0 (1 plane)

       Export tag ':palette'

	SDL_LOGPAL	    Logical palette, which controls how blits are mapped to/from the surface
	SDL_PHYSPAL	    Physical palette, which controls how pixels look on the screen

       Export tag ':grab'

	SDL_GRAB_QUERY
	SDL_GRAB_OFF
	SDL_GRAB_ON
	SDL_GRAB_FULLSCREEN Used internally

       Export tag ':gl'

	SDL_GL_RED_SIZE
	SDL_GL_GREEN_SIZE
	SDL_GL_BLUE_SIZE
	SDL_GL_ALPHA_SIZE
	SDL_GL_BUFFER_SIZE
	SDL_GL_DOUBLEBUFFER
	SDL_GL_DEPTH_SIZE
	SDL_GL_STENCIL_SIZE
	SDL_GL_ACCUM_RED_SIZE
	SDL_GL_ACCUM_GREEN_SIZE
	SDL_GL_ACCUM_BLUE_SIZE
	SDL_GL_ACCUM_ALPHA_SIZE
	SDL_GL_STEREO
	SDL_GL_MULTISAMPLEBUFFERS
	SDL_GL_MULTISAMPLESAMPLES
	SDL_GL_ACCELERATED_VISUAL
	SDL_GL_SWAP_CONTROL

Core Functions
   get_video_surface
	my $surface = SDL::Video::get_video_surface();

       This function returns the current display SDL::Surface. If SDL is doing
       format conversion on the display surface, this function returns the
       publicly visible surface, not the real video surface.

       Example:

	# somewhere after you set the video mode
	my $surface = SDL::Video::get_video_surface();

	printf( "our screen is %d pixels wide and %d pixels high\n", $surface->w, $surface->h );

   get_video_info
	my $video_info = SDL::Video::get_video_info();

       This function returns a read-only structure containing information
       about the video hardware. If it is called before
       SDL::Video::set_video_mode, the "vfmt" member of the returned structure
       will contain the pixel format of the best video mode.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::VideoInfo;
	use SDL::PixelFormat;

	SDL::init(SDL_INIT_VIDEO);

	my $video_info = SDL::Video::get_video_info();

	printf( "we can have %dbits per pixel\n", $video_info->vfmt->BitsPerPixel );

   video_driver_name
	my $driver_name = SDL::Video::video_driver_name();

       This function will return the name of the initialized video driver up
       to a maximum of 1024 characters. The driver name is a simple one word
       identifier like "x11", "windib" or "directx".

       Note: Some platforms allow selection of the video driver through the
       "SDL_VIDEODRIVER" environment variable.

       Example:

	use SDL;
	use SDL::Video;

	SDL::init(SDL_INIT_VIDEO);

	print SDL::Video::video_driver_name() . "\n";

   list_modes
	my @modes = @{ SDL::Video::list_modes( $pixel_format, $flags ) };

       Returns a reference to an array:

       ·   of available screen dimensions (as "SDL::Rect"'s) for the given
	   format and video flags.

       ·   with first array element 'all'. In this case you can set all modes.

       ·   with first array element 'none' if no mode is available.

       Note: <list_modes> should be called before the video_mode ist set.
       Otherwise you will always get 'all'.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::VideoInfo;
	use SDL::PixelFormat;
	use SDL::Rect;

	SDL::init(SDL_INIT_VIDEO);

	my $video_info = SDL::Video::get_video_info();

	my @modes = @{ SDL::Video::list_modes($video_info->vfmt, SDL_NOFRAME) };

	if($#modes > 0)
	{
	    print("available modes:\n");
	    foreach my $mode ( @modes )
	    {
		printf("%d x %d\n", $mode->w, $mode->h );
	    }
	}
	elsif($#modes == 0)
	{
	    printf("%s video modes available\n", $modes[0]);
	}

   video_mode_ok
	my $bpp_ok = SDL::Video::video_mode_ok( $width, $height, $bpp, $flags );

       This function is used to check whether the requested mode is supported
       by the current video device. The arguments passed to this function are
       the same as those you would pass to SDL::Video::set_video_mode.	It
       returns 0 if the mode is not supported at all, otherwise the suggested
       "bpp".

       Example:

	use SDL;
	use SDL::Video;

	SDL::init(SDL_INIT_VIDEO);

	my $video_mode_ok = SDL::Video::video_mode_ok( 800, 600, 32, SDL_SWSURFACE );

	unless($video_mode_ok)
	{
	    printf( "this video mode is not supported\n" );
	}

   set_video_mode
	my $surface = SDL::Video::set_video_mode( 800, 600, 32, SDL_SWSURFACE|SDL_DOUBLEBUF|SDL_FULLSCREEN);

       Sets up a video mode with the specified width, height, bits-per-pixel
       and flags.  "set_video_mode" returns a SDL::Surface on success
       otherwise it returns undef on error, the error message is retrieved
       using "SDL::get_error".

       List of available flags

       "SDL_SWSURFACE"
	   Create the video surface in system memory

       "SDL_HWSURFACE"
	   Create the video surface in video memory

       "SDL_ASYNCBLIT"
	   Enables the use of asynchronous updates of the display surface.
	   This will usually slow down blitting on single CPU machines, but
	   may provide a speed increase on SMP systems.

       "SDL_ANYFORMAT"
	   Normally, if a video surface of the requested bits-per-pixel (bpp)
	   is not available, SDL will emulate one with a shadow surface.
	   Passing "SDL_ANYFORMAT" prevents this and causes SDL to use the
	   video surface, regardless of its pixel depth.

       "SDL_HWPALETTE"
	   Give SDL exclusive palette access. Without this flag you may not
	   always get the colors you request with SDL::set_colors or
	   SDL::set_palette.

       "SDL_DOUBLEBUF"
	   Enable hardware double buffering; only valid with "SDL_HWSURFACE".
	   Calling SDL::Video::flip will flip the buffers and update the
	   screen.  All drawing will take place on the surface that is not
	   displayed at the moment.  If double buffering could not be enabled
	   then SDL::Video::flip will just perform a SDL::Video::update_rect
	   on the entire screen.

       "SDL_FULLSCREEN"
	   SDL will attempt to use a fullscreen mode. If a hardware resolution
	   change is not possible (for whatever reason), the next higher
	   resolution will be used and the display window centered on a black
	   background.

       "SDL_OPENGL"
	   Create an OpenGL rendering context. You should have previously set
	   OpenGL video attributes with SDL::Video::GL_set_attribute.

       "SDL_OPENGLBLIT"
	   Create an OpenGL rendering context, like above, but allow normal
	   blitting operations.	 The screen (2D) surface may have an alpha
	   channel, and SDL::update_rects must be used for updating changes to
	   the screen surface.	NOTE: This option is kept for compatibility
	   only, and will be removed in next versions. Is not recommended for
	   new code.

       "SDL_RESIZABLE"
	   Create a resizable window.  When the window is resized by the user
	   a "SDL_VIDEORESIZE" event is generated and
	   SDL::Video::set_video_mode can be called again with the new size.

       "SDL_NOFRAME"
	   If possible, SDL_NOFRAME causes SDL to create a window with no
	   title bar or frame decoration.  Fullscreen modes automatically have
	   this flag set.

       Note 1: Use "SDL_SWSURFACE" if you plan on doing per-pixel
       manipulations, or blit surfaces with alpha channels, and require a high
       framerate.  When you use hardware surfaces (by passing the flag
       "SDL_HWSURFACE" as parameter), SDL copies the surfaces from video
       memory to system memory when you lock them, and back when you unlock
       them. This can cause a major performance hit. Be aware that you may
       request a hardware surface, but receive a software surface because the
       video driver doesn't support hardware surface. Many platforms can only
       provide a hardware surface when using "SDL_FULLSCREEN". The
       "SDL_HWSURFACE" flag is best used when the surfaces you'll be blitting
       can also be stored in video memory.

       Note 2: If you want to control the position on the screen when creating
       a windowed surface, you may do so by setting the environment variables
       "SDL_VIDEO_CENTERED=center" or "SDL_VIDEO_WINDOW_POS=x,y". You can also
       set them via "SDL::putenv".

       Note 3: This function should be called in the main thread of your
       application.

       User note 1: Some have found that enabling OpenGL attributes like
       "SDL_GL_STENCIL_SIZE" (the stencil buffer size) before the video mode
       has been set causes the application to simply ignore those attributes,
       while enabling attributes after the video mode has been set works fine.

       User note 2: Also note that, in Windows, setting the video mode resets
       the current OpenGL context. You must execute again the OpenGL
       initialization code (set the clear color or the shade model, or reload
       textures, for example) after calling SDL::set_video_mode. In Linux,
       however, it works fine, and the initialization code only needs to be
       executed after the first call to SDL::Video::set_video_mode (although
       there is no harm in executing the initialization code after each call
       to SDL::Video::set_video_mode, for example for a multiplatform
       application).

   convert_surface
	$converted_surface = SDL::Video::convert_surface( $surface, $format, $flags );

       Creates a new SDL::surface of the specified SDL::PixelFormat, and then
       copies and maps the given surface to it.	 It is also useful for making
       a copy of a surface.

       The flags parameter is passed to SDL::Surface"->new" and has those
       semantics.  This function is used internally by
       SDL::Video::display_format.  This function can only be called after
       "SDL::init".

       it returns a SDL::Surface on success or "undef" on error.

   display_format
	$new_surface = SDL::Video::display_format( $surface );

       This function takes a surface and copies it to a new surface of the
       pixel format and colors of the video framebuffer, suitable for fast
       blitting onto the display surface. It calls
       SDL::Video::convert_surface.

       If you want to take advantage of hardware colorkey or alpha blit
       acceleration, you should set the colorkey and alpha value before
       calling this function.

       If you want an alpha channel, see "SDL::Video::display_format_alpha".
       Return Value

       Note: Remember to use a different variable for the returned surface,
       otherwise you have a memory leak, since the original surface isn't
       freed.

   display_format_alpha
	$new_surface = SDL::Video::display_format_alpha( $surface );

       This function takes a surface and copies it to a new surface of the
       pixel format and colors of the video framebuffer plus an alpha channel,
       suitable for fast blitting onto the display surface. It calls
       SDL::Video::convert_surface.

       If you want to take advantage of hardware colorkey or alpha blit
       acceleration, you should set the colorkey and alpha value before
       calling this function.

       This function can be used to convert a colorkey to an alpha channel, if
       the "SDL_SRCCOLORKEY" flag is set on the surface. The generated surface
       will then be transparent (alpha=0) where the pixels match the colorkey,
       and opaque (alpha=255) elsewhere.

       Note: The video surface must be initialised using
       SDL::Video::set_video_mode before this function is called, or it will
       segfault.

   load_BMP
	$surface = SDL::Video::load_BMP( $filename );

       Loads a SDL::Surface from a named Windows BMP file.
       "SDL::Video::load_BMP" returns a SDL::Surface on success or "undef" on
       error.

       Note: When loading a 24-bit Windows BMP file, pixel data points are
       loaded as blue, green, red, and NOT red, green, blue (as one might
       expect).

	use SDL;
	use SDL::Video;
	use SDL::Rect;
	use SDL::Surface;

	my $screen_width  = 640;
	my $screen_height = 480;

	SDL::init(SDL_INIT_VIDEO);

	my $screen  = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);

	my $picture = SDL::Video::load_BMP('test.bmp');

	die(SDL::get_error) unless $picture;

	my $rect    = SDL::Rect->new(0, 0, $screen_width, $screen_height);

	SDL::Video::blit_surface( $picture, SDL::Rect->new(0, 0, $picture->w, $picture->h),
				  $screen,  SDL::Rect->new(0, 0, $screen->w,  $screen->h) );

	SDL::Video::update_rect( $screen, 0, 0, $screen_width, $screen_height );

	sleep(2);

   save_BMP
	$saved_BMP = SDL::Video::save_BMP( $surface, $filename );

       Saves the given SDL::Surface as a Windows BMP file named filename.  it
       returns 0 on success or -1 on error.

   set_color_key
	$set_color_key = SDL::Video::set_color_key( $surface, $flag, $key );

       Sets the color key (transparent pixel) in a blittable surface and
       enables or disables RLE blit acceleration.  $key can be an integer or
       an SDL::Color object. If you pass an SDL::Color object
       SDL::Video::map_RGB will be called on it before setting the color key.

       RLE acceleration can substantially speed up blitting of images with
       large horizontal runs of transparent pixels (i.e., pixels that match
       the key value).	The key must be of the same pixel format as the
       surface, SDL::Video::map_RGB is often useful for obtaining an
       acceptable value.  If flag is "SDL_SRCCOLORKEY" then key is the
       transparent pixel value in the source image of a blit.

       If "flag" is OR'd with "SDL_RLEACCEL" then the surface will be drawn
       using RLE acceleration when drawn with SDL::Video::blit_surface.	 The
       surface will actually be encoded for RLE acceleration the first time
       SDL::Video::blit_surface or
       "SDL::Video::display_format|/display_format" is called on the surface.
       If "flag" is 0, this function clears any current color key.

       "SDL::Video::set_color_key" returns 0 on success or "-1" on error.

   set_alpha
	$set_alpha = SDL::Video::set_alpha( $surface, $flag, $key );

       "set_alpha" is used for setting the per-surface alpha value and/or
       enabling and disabling alpha blending.

       The surface parameter specifies which SDL::surface whose alpha
       attributes you wish to adjust.  flags is used to specify whether alpha
       blending should be used ( "SDL_SRCALPHA" ) and whether the surface
       should use RLE acceleration for blitting ( "SDL_RLEACCEL" ).  flags can
       be an OR'd combination of these two options, one of these options or 0.
       If "SDL_SRCALPHA" is not passed as a flag then all alpha information is
       ignored when blitting the surface.  The alpha parameter is the per-
       surface alpha value; a surface need not have an alpha channel to use
       per-surface alpha and blitting can still be accelerated with
       "SDL_RLEACCEL".

       Note: The per-surface alpha value of 128 is considered a special case
       and is optimised, so it's much faster than other per-surface values.

       Alpha affects surface blitting in the following ways:

       RGBA->RGB with "SDL_SRCALPHA"
	   The source is alpha-blended with the destination, using the alpha
	   channel.  SDL_SRCCOLORKEY and the per-surface alpha are ignored.

       RGBA->RGB without "SDL_SRCALPHA"
	   The RGB data is copied from the source. The source alpha channel
	   and the per-surface alpha value are ignored.	 If SDL_SRCCOLORKEY is
	   set, only the pixels not matching the colorkey value are copied.

       RGB->RGBA with "SDL_SRCALPHA"
	   The source is alpha-blended with the destination using the per-
	   surface alpha value.	 If SDL_SRCCOLORKEY is set, only the pixels
	   not matching the colorkey value are copied.	The alpha channel of
	   the copied pixels is set to opaque.

       RGB->RGBA without "SDL_SRCALPHA"
	   The RGB data is copied from the source and the alpha value of the
	   copied pixels is set to opaque.  If SDL_SRCCOLORKEY is set, only
	   the pixels not matching the colorkey value are copied.

       RGBA->RGBA with "SDL_SRCALPHA"
	   The source is alpha-blended with the destination using the source
	   alpha channel.  The alpha channel in the destination surface is
	   left untouched. SDL_SRCCOLORKEY is ignored.

       RGBA->RGBA without "SDL_SRCALPHA"
	   The RGBA data is copied to the destination surface.	If
	   SDL_SRCCOLORKEY is set, only the pixels not matching the colorkey
	   value are copied.

       RGB->RGB with "SDL_SRCALPHA"
	   The source is alpha-blended with the destination using the per-
	   surface alpha value.	 If SDL_SRCCOLORKEY is set, only the pixels
	   not matching the colorkey value are copied.

       RGB->RGB without "SDL_SRCALPHA"
	   The RGB data is copied from the source.  If SDL_SRCCOLORKEY is set,
	   only the pixels not matching the colorkey value are copied.

       Note: When blitting, the presence or absence of "SDL_SRCALPHA" is
       relevant only on the source surface, not the destination.  Note: Note
       that RGBA->RGBA blits (with "SDL_SRCALPHA" set) keep the alpha of the
       destination surface. This means that you cannot compose two arbitrary
       RGBA surfaces this way and get the result you would expect from
       "overlaying" them; the destination alpha will work as a mask.

       Note: Also note that per-pixel and per-surface alpha cannot be
       combined; the per-pixel alpha is always used if available.

       "SDL::Video::set_alpha" returns 0 on success or "-1" on error.

   fill_rect
	$fill_rect = SDL::Video::fill_rect( $dest, $dest_rect, $pixel );

       This function performs a fast fill of the given SDL::Rect with the
       given SDL::PixelFormat. If dest_rect is NULL, the whole surface will be
       filled with color.

       The color should be a pixel of the format used by the surface, and can
       be generated by the SDL::Video::map_RGB or
       "SDL::Video::map_RGBA|/map_RGBA" functions. If the color value contains
       an alpha value then the destination is simply "filled" with that alpha
       information, no blending takes place.

       If there is a clip rectangle set on the destination (set via
       SDL::Video::set_clip_rect), then this function will clip based on the
       intersection of the clip rectangle and the dstrect rectangle, and the
       dstrect rectangle will be modified to represent the area actually
       filled.

       If you call this on the video surface (ie: the value of
       SDL::Video::get_video_surface) you may have to update the video surface
       to see the result. This can happen if you are using a shadowed surface
       that is not double buffered in Windows XP using build 1.2.9.

       "SDL::Video::fill_rect" returns 0 on success or "-1" on error.

       for an example see "SYNOPSIS".

Surface Locking and Unlocking
   lock_surface
	int SDL::Video::lock_surface( $surface );

       "SDL::Video::lock_surface" sets up the given SDL::Surface for directly
       accessing the pixels.  Between calls to SDL::lock_surface and
       SDL::unlock_surface, you can write to ( "surface-"set_pixels>) and read
       from ( "surface-"get_pixels> ), using the pixel format stored in
       "surface-"format>.  Once you are done accessing the surface, you should
       use SDL::Video::unlock_surface to release the lock.

       Not all surfaces require locking. If SDL::Video::MUSTLOCK evaluates to
       0, then reading and writing pixels to the surface can be performed at
       any time, and the pixel format of the surface will not change.  No
       operating system or library calls should be made between the
       lock/unlock pairs, as critical system locks may be held during this
       time.  "SDL::Video::lock_surface" returns 0 on success or "-1" on
       error.

       Note: Since SDL 1.1.8, the surface locks are recursive. This means that
       you can lock a surface multiple times, but each lock must have a
       matching unlock.

	use strict;
	use warnings;
	use Carp;

	use SDL v2.3;
	use SDL::Video;
	use SDL::Event;
	use SDL::Events;
	use SDL::Surface;

	my $screen;

	sub putpixel
	{
	    my($x, $y, $color) = @_;
	    my $lineoffset     = $y * ($screen->pitch / 4);
	    $screen->set_pixels( $lineoffset+ $x, $color);
	}

	sub render
	{
	    if( SDL::Video::MUSTLOCK( $screen) )
	    {
		return if (SDL::Video::lock_surface( $screen ) < 0)
	    }

	    my $ticks		     = SDL::get_ticks();
	    my ($i, $y, $yofs, $ofs) = (0,0,0,0);
	    for ($i = 0; $i < 480; $i++)
	    {
		for (my $j = 0, $ofs = $yofs; $j < 640; $j++, $ofs++)
		{
		    $screen->set_pixels( $ofs, (  $i * $i + $j * $j + $ticks ) );
		}
		$yofs += $screen->pitch / 4;
	    }

	    putpixel(10, 10, 0xff0000);
	    putpixel(11, 10, 0xff0000);
	    putpixel(10, 11, 0xff0000);
	    putpixel(11, 11, 0xff0000);

	    SDL::Video::unlock_surface($screen) if (SDL::Video::MUSTLOCK($screen));

	    SDL::Video::update_rect($screen, 0, 0, 640, 480);

	    return 0;
	}

	sub main
	{
	    Carp::cluck 'Unable to init SDL: '.SDL::get_error() if( SDL::init(SDL_INIT_VIDEO) < 0);

	    $screen = SDL::Video::set_video_mode( 640, 480, 32, SDL_SWSURFACE);

	    Carp::cluck 'Unable to set 640x480x32 video' . SDL::get_error() if(!$screen);

	    while(1)
	    {
		render();

		my $event = SDL::Event->new();

		while( SDL::Events::poll_event($event) )
		{
		    my $type = $event->type;
		    return 0 if( $type == SDL_KEYDOWN || $type == SDL_QUIT);
		}
		SDL::Events::pump_events();
	    }
	}

	main();

   unlock_surface
	SDL::Video::unlock_surface( $surface );

       Surfaces that were previously locked using SDL::Video::lock_surface
       must be unlocked with "SDL::Video::unlock_surface".  Surfaces should be
       unlocked as soon as possible.  "SDL::Video::unlock_surface" doesn't
       return anything.

       Note: Since 1.1.8, the surface locks are recursive. See
       SDL::Video::lock_surface for more information.

   MUSTLOCK
	int SDL::Video::MUSTLOCK( $surface );

       "MUSTLOCK" returns 0 if the surface does not have to be locked during
       pixel operations, otherwise 1.

Screen Updating Functions
   set_clip_rect
	SDL::Video::set_clip_rect( $surface, $rect );

       Sets the clipping rectangle for the given SDL::Surface. When this
       surface is the destination of a blit, only the area within the clip
       rectangle will be drawn into.  The rectangle pointed to by rect will be
       clipped to the edges of the surface so that the clip rectangle for a
       surface can never fall outside the edges of the surface.	 If rect is
       NULL the clipping rectangle will be set to the full size of the
       surface.	 "SDL::Video::set_clip_rect" doesn't returns anything.

   get_clip_rect
	SDL::Video::get_clip_rect( $surface, $rect );

       Gets the clipping rectangle for the given SDL::Surface. When this
       surface is the destination of a blit, only the area within the clip
       rectangle is drawn into.	 The rectangle pointed to by rect will be
       filled with the clipping rectangle of the surface.
       "SDL::Video::get_clip_rect" doesn't returns anything;

	use SDL;
	use SDL::Video;
	use SDL::Rect;
	use SDL::Surface;

	my $screen_width  = 640;
	my $screen_height = 480;

	SDL::init(SDL_INIT_VIDEO);

	my $screen  = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);

	my $rect = SDL::Rect->new(0, 0, 0, 0);

	SDL::Video::get_clip_rect($screen, $rect);

	printf( "rect is %d, %d, %d, %d\n", $rect->x, $rect->y, $rect->w, $rect->h);

   blit_surface
	SDL::Video::blit_surface( $src_surface, $src_rect, $dest_surface, $dest_rect );

       This performs a fast blit from the given source SDL::Surface to the
       given destination SDL::Surface.	The width and height in $src_rect
       determine the size of the copied rectangle. Only the position is used
       in the $dest_rect (the width and height are ignored). Blits with
       negative "dest_rect" coordinates will be clipped properly.  If
       $src_rect is "undef", the entire surface is copied. If $dest_rect is
       "undef", then the destination position (upper left corner) is (0, 0).
       The final blit rectangle is saved in $dest_rect after all clipping is
       performed ($src_rect is not modified).  The blit function should not be
       called on a locked surface. I.e. when you use your own drawing
       functions you may need to lock a surface, but this is not the case with
       "SDL::Video::blit_surface". Like most surface manipulation functions in
       SDL, it should not be used together with OpenGL.

       The results of blitting operations vary greatly depending on whether
       "SDL_SRCALPHA" is set or not. See SDL::Video::set_alpha for an
       explanation of how this affects your results. Colorkeying and alpha
       attributes also interact with surface blitting.
       "SDL::Video::blit_surface" doesn't returns anything.

       For an example see SDL::Video::load_BMP.

   update_rect
	update_rect( $surface, $left, $top, $width, $height );

       Makes sure the given area is updated on the given screen.  The
       rectangle must be confined within the screen boundaries because there's
       no clipping.  update_rect doesn't returns any value.

       Note: This function should not be called while screen is locked by
       SDL::Video::lock_surface

       Note2: If "x", "y", "width" and "height" are all equal to 0,
       "update_rect" will update the entire screen.

       For an example see SYNOPSIS

   update_rects
	update_rects( $surface, @rects );

       Makes sure the given list of rectangles is updated on the given screen.
       The rectangle must be confined within the screen boundaries because
       there's no clipping.  "update_rects" doesn't returns any value.

       Note: This function should not be called while screen is locked by
       SDL::Video::lock_surface.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::Surface;
	use SDL::Rect;

	# the size of the window box or the screen resolution if fullscreen
	my $screen_width   = 800;
	my $screen_height  = 600;

	SDL::init(SDL_INIT_VIDEO);

	# setting video mode
	my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);

	# drawing the whole screen blue
	my $mapped_color   = SDL::Video::map_RGB($screen_surface->format(), 0, 0, 255); # blue
	SDL::Video::fill_rect($screen_surface,
			      SDL::Rect->new(0, 0, $screen_width, $screen_height),
			      $mapped_color);

	my @rects = ();
	push(@rects, SDL::Rect->new(200,   0, 400, 600));
	push(@rects, SDL::Rect->new(  0, 150, 800, 300));

	# updating parts of the screen (should look like a cross)
	SDL::Video::update_rects($screen_surface, @rects);

	sleep(2);

   flip
	$flip = SDL::Video::flip( $screen_surface );

       On hardware that supports double-buffering, this function sets up a
       flip and returns.  The hardware will wait for vertical retrace, and
       then swap video buffers before the next video surface blit or lock will
       return.	On hardware that doesn't support double-buffering or if
       "SDL_SWSURFACE" was set, this is equivalent to calling
       "SDL::Video::update_rect( $screen, 0, 0, 0, 0 )".

       A software screen surface is also updated automatically when parts of a
       SDL window are redrawn, caused by overlapping windows or by restoring
       from an iconified state. As a result there is no proper double buffer
       behavior in windowed mode for a software screen, in contrast to a full
       screen software mode.

       The "SDL_DOUBLEBUF" flag must have been passed to
       SDL::Video::set_video_mode, when setting the video mode for this
       function to perform hardware flipping.

       "flip" returns 0 on success or "-1" on error.

       Note: If you want to swap the buffers of an initialized OpenGL context,
       use the function SDL::Video::GL_swap_buffers instead.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::Surface;

	# the size of the window box or the screen resolution if fullscreen
	my $screen_width   = 800;
	my $screen_height  = 600;

	SDL::init(SDL_INIT_VIDEO);

	# setting video mode
	my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_DOUBLEBUF|SDL_FULLSCREEN);

	# do some video operations here

	# doing page flipping
	unless( SDL::Video::flip($screen_surface) == 0 )
	{
	    printf( STDERR "failed to swap buffers: %s\n", SDL::get_error() );
	}

Palette, Color and Pixel Functions
   set_colors
	$set_colors = SDL::Video::set_colors( $surface, $start, $color1, $color2, ... )

       Sets a portion of the colormap for the given 8-bit surface.

       When surface is the surface associated with the current display, the
       display colormap will be updated with the requested colors.  If
       "SDL_HWPALETTE" was set in SDL::Video::set_video_mode flags,
       "SDL::Video::set_colors" will always return 1, and the palette is
       guaranteed to be set the way you desire, even if the window colormap
       has to be warped or run under emulation.	 The color components of a
       SDL::Color structure are 8-bits in size, giving you a total of 2563 =
       16777216 colors.	 Palettized (8-bit) screen surfaces with the
       "SDL_HWPALETTE" flag have two palettes, a logical palette that is used
       for mapping blits to/from the surface and a physical palette (that
       determines how the hardware will map the colors to the display).
       "SDL::Video::set_colors" modifies both palettes (if present), and is
       equivalent to calling SDL::Video::set_palette with the flags set to (
       "SDL_LOGPAL | SDL_PHYSPAL" ).

       If "surface" is not a palettized surface, this function does nothing,
       returning 0.  If all of the colors were set as passed to
       "SDL::Video::set_colors", it will return 1.  If not all the color
       entries were set exactly as given, it will return 0, and you should
       look at the surface palette to determine the actual color palette.

   set_palette
	$set_palette = set_palette( $surface, $flags, $start, $color1, $color2, ... );

       Sets a portion of the palette for the given 8-bit surface.

       Palettized (8-bit) screen surfaces with the "SDL_HWPALETTE" flag have
       two palettes, a logical palette that is used for mapping blits to/from
       the surface and a physical palette (that determines how the hardware
       will map the colors to the display).  Non screen surfaces have a
       logical palette only. SDL::Video::blit always uses the logical palette
       when blitting surfaces (if it has to convert between surface pixel
       formats). Because of this, it is often useful to modify only one or the
       other palette to achieve various special color effects (e.g., screen
       fading, color flashes, screen dimming).

       This function can modify either the logical or physical palette by
       specifying "SDL_LOGPAL" or "SDL_PHYSPAL" the in the flags parameter.

       When surface is the surface associated with the current display, the
       display colormap will be updated with the requested colors.  If
       "SDL_HWPALETTE" was set in SDL::Video::set_video_mode flags,
       "SDL::Video::set_palette" will always return 1, and the palette is
       guaranteed to be set the way you desire, even if the window colormap
       has to be warped or run under emulation.	 The color components of a
       "SDL::Color" structure are 8-bits in size, giving you a total of 2563 =
       16777216 colors.

       If "surface" is not a palettized surface, this function does nothing,
       returning 0. If all of the colors were set as passed to "set_palette",
       it will return 1. If not all the color entries were set exactly as
       given, it will return 0, and you should look at the surface palette to
       determine the actual color palette.

   set_gamma
	$set_gamma = SDL::Video::set_gamma( $red_gamma, $green_gamma, $blue_gamma );

       Sets the "gamma function" for the display of each color component.
       Gamma controls the brightness/contrast of colors displayed on the
       screen.	A gamma value of 1.0 is identity (i.e., no adjustment is
       made).

       This function adjusts the gamma based on the "gamma function"
       parameter, you can directly specify lookup tables for gamma adjustment
       with SDL::set_gamma_ramp.

       Note: Not all display hardware is able to change gamma.

       "SDL::Video::set_gamma" returns "-1" on error.

       Warning: Under Linux (X.org Gnome and Xfce), gamma settings affects the
       entire display (including the desktop)!

       Example:

	use SDL;
	use SDL::Video;
	use SDL::Surface;
	use SDL::Rect;
	use Time::HiRes qw( usleep );

	# the size of the window box or the screen resolution if fullscreen
	my $screen_width   = 800;
	my $screen_height  = 600;

	SDL::init(SDL_INIT_VIDEO);

	# setting video mode
	my $screen_surface = SDL::Video::set_video_mode($screen_width, $screen_height, 32, SDL_SWSURFACE);

	# drawing something somewhere
	my $mapped_color   = SDL::Video::map_RGB($screen_surface->format(), 128, 128, 128); # gray
	SDL::Video::fill_rect($screen_surface,
			      SDL::Rect->new($screen_width / 4, $screen_height / 4, $screen_width / 2, $screen_height / 2),
			      $mapped_color);

	# update the whole screen
	SDL::Video::update_rect($screen_surface, 0, 0, $screen_width, $screen_height);

	usleep(500000);

	for(1..20)
	{
	   SDL::Video::set_gamma( 1 - $_ / 20, 1, 1 );
	       usleep(40000);
	}

	for(1..20)
	{
	   SDL::Video::set_gamma( $_ / 20, 1, 1 );
	       usleep(40000);
	}

	SDL::Video::set_gamma( 1, 1, 1 );

	usleep(500000);

   get_gamma_ramp
	$get_gamma_ramp = SDL::Video::get_gamma_ramp( \@red_table, \@green_table, \@blue_table );

       Gets the gamma translation lookup tables currently used by the display.
       Each table is an array of 256 Uint16 values.
       "SDL::Video::get_gamma_ramp" returns -1 on error.

	use SDL;
	use SDL::Video;

	SDL::init(SDL_INIT_VIDEO);

	my (@red, @green, @blue);

	my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );

	if( -1 == $ret )
	{
	    print( "an error occurred" );
	}
	else
	{
	    printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] );
	    printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] );
	    printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0],   $green[0],	$blue[0]   );
	}

   set_gamma_ramp
	$set_gamma_ramp = SDL::Video::set_gamma_ramp( \@red_table, \@green_table, \@blue_table );

       Sets the gamma lookup tables for the display for each color component.
       Each table is an array ref of 256 Uint16 values, representing a mapping
       between the input and output for that channel.  The input is the index
       into the array, and the output is the 16-bit gamma value at that index,
       scaled to the output color precision.  You may pass NULL to any of the
       channels to leave them unchanged.

       This function adjusts the gamma based on lookup tables, you can also
       have the gamma calculated based on a "gamma function" parameter with
       SDL::Video::set_gamma.

       Not all display hardware is able to change gamma.
       "SDL::Video::set_gamma_ramp" returns "-1" on error (or if gamma
       adjustment is not supported).

       Example:

	use SDL;
	use SDL::Video;

	SDL::init(SDL_INIT_VIDEO);

	my (@red, @green, @blue);

	my $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );

	$red[127] = 0xFF00;

	   $ret = SDL::Video::set_gamma_ramp( \@red, \@green, \@blue );

	   $ret = SDL::Video::get_gamma_ramp( \@red, \@green, \@blue );

	if( -1 == $ret )
	{
	    print( "an error occurred" );
	}
	else
	{
	    printf( "for gamma = 1.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[255], $green[255], $blue[255] );
	    printf( "for gamma = 0.5: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[127], $green[127], $blue[127] );
	    printf( "for gamma = 0.0: red=0x%04X, green=0x%04X, blue=0x%04X\n", $red[0],   $green[0],	$blue[0]   );
	}

   map_RGB
	$pixel = SDL::Video::map_RGB( $pixel_format, $r, $g, $b );

       Maps the RGB color value to the specified SDL::PixelFormat and returns
       the pixel value as a 32-bit int.	 If the format has a palette (8-bit)
       the index of the closest matching color in the palette will be
       returned.  If the specified pixel format has an alpha component it will
       be returned as all 1 bits (fully opaque).

       "SDL::Video::map_RGB" returns a pixel value best approximating the
       given RGB color value for a given pixel format.	If the
       SDL::PixelFormat's  bpp (color depth) is less than 32-bpp then the
       unused upper bits of the return value can safely be ignored (e.g., with
       a 16-bpp format the return value can be assigned to a Uint16, and
       similarly a Uint8 for an 8-bpp format).

	use SDL;
	use SDL::Video;
	use SDL::PixelFormat;
	use SDL::Surface;

	SDL::init(SDL_INIT_VIDEO);

	my $screen_surface = SDL::Video::set_video_mode(640, 480, 16, SDL_SWSURFACE);
	#							   ^-- 16 bits per pixel

	$r = 0x9C;
	$g = 0xDC;
	$b = 0x67;

	printf( "for 24bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b);

	my $_16bit = SDL::Video::map_RGB( $screen_surface->format, $r, $g, $b );

	# 16bpp is 5 bits red, 6 bits green and 5 bits blue
	# we will obtain the values for each color and calculating them back to 24/32bit color system
	($r, $g, $b) = @{ SDL::Video::get_RGB( $screen_surface->format, $_16bit ) };

	printf( "for 16bpp it is: 0x%02X 0x%02X 0x%02X\n", $r, $g, $b );

	# so color #9CDC67 becomes #9CDF63

   map_RGBA
	$pixel = SDL::Video::map_RGBA( $pixel_format, $r, $g, $b, $a );

       Maps the RGBA color value to the specified SDL::PixelFormat and returns
       the pixel value as a 32-bit int.	 If the format has a palette (8-bit)
       the index of the closest matching color in the palette will be
       returned.  If the specified pixel format has no alpha component the
       alpha value will be ignored (as it will be in formats with a palette).

       A pixel value best approximating the given RGBA color value for a given
       pixel format.  If the pixel format bpp (color depth) is less than
       32-bpp then the unused upper bits of the return value can safely be
       ignored (e.g., with a 16-bpp format the return value can be assigned to
       a Uint16, and similarly a Uint8 for an 8-bpp format).

   get_RGB
	$rgb_array_ref = SDL::Video::get_RGB( $pixel_format, $pixel );

       Returns RGB values from a pixel in the specified pixel format. The
       pixel is an integer (e.g. 16bit RGB565, 24/32bit RGB888).  This
       function uses the entire 8-bit [0..255] range when converting color
       components from pixel formats with less than 8-bits per RGB component
       (e.g., a completely white pixel in 16-bit RGB565 format would return
       [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).

       For an example see SDL::Video::map_RGB.

   get_RGBA
	$rgba_array_ref = SDL::Video::get_RGBA( $pixel_format, $pixel );

       Gets RGBA values from a pixel in the specified pixel format.  This
       function uses the entire 8-bit [0..255] range when converting color
       components from pixel formats with less than 8-bits per RGB component
       (e.g., a completely white pixel in 16-bit RGB565 format would return
       [0xff, 0xff, 0xff] not [0xf8, 0xfc, 0xf8]).

       If the surface has no alpha component, the alpha will be returned as
       0xff (100% opaque).

GL Methods
   GL_load_library
	$gl_load_lib = SDL::Video::GL_load_library( 'path/to/static/glfunctions.dll' );

       If you wish, you may load the OpenGL library from the given path at
       runtime, this must be done before SDL::Video::set_video_mode is called.
       You must then use SDL::Video::GL_get_proc_address to retrieve function
       pointers to GL functions.

       "GL_load_library" returns 0 on success or "-1" or error.

   GL_get_proc_address
	$proc_address = SDL::Video::GL_get_proc_address( $proc );

       Returns the address of the GL function proc, or NULL if the function is
       not found. If the GL library is loaded at runtime, with
       SDL::Video::GL_load_library, then all GL functions must be retrieved
       this way. Usually this is used to retrieve function pointers to OpenGL
       extensions. Note that this function needs an OpenGL context to function
       properly, so it should be called after SDL::Video::set_video_mode has
       been called (with the "SDL_OPENGL" flag).

       It returns undef if the function is not found.

       Example:

	my $has_multitexture = 1;

	# Get function pointer
	$gl_active_texture_ARB_ptr = SDL::Video::GL_get_proc_address("glActiveTextureARB");

	# Check for a valid function ptr
	unless($gl_active_texture_ARB_ptr)
	{
	    printf( STDERR "Multitexture Extensions not present.\n" );
	    $has_multitexture = 0;
	}

	$gl_active_texture_ARB_ptr(GL_TEXTURE0_ARB) if $has_multitexture;

   GL_get_attribute
	$value = SDL::Video::GL_get_attribute( $attr );

       It returns SDL/OpenGL attribute "attr". This is useful after a call to
       SDL::Video::set_video_mode to check whether your attributes have been
       set as you expected.  "SDL::Video::GL_get_attribute" returns "undef" if
       the attribute is not found.

       Example:

	print( SDL::Video::GL_set_attribute(SDL_GL_RED_SIZE) );

   GL_set_attribute
	$set_attr = SDL::Video::GL_set_attribute( $attr, $value );

       This function sets the given OpenGL attribute "attr" to "value". The
       requested attributes will take effect after a call to
       SDL::Video::set_video_mode.  You should use
       "SDL::Video::GL_get_attribute|/GL_get_attribute" to check the values
       after a SDL::Video::set_video_mode call, since the values obtained can
       differ from the requested ones.

       Available attributes:

       ·   "SDL_GL_RED_SIZE"

       ·   "SDL_GL_GREEN_SIZE"

       ·   "SDL_GL_BLUE_SIZE"

       ·   "SDL_GL_ALPHA_SIZE"

       ·   "SDL_GL_BUFFER_SIZE"

       ·   "SDL_GL_DOUBLEBUFFER"

       ·   "SDL_GL_DEPTH_SIZE"

       ·   "SDL_GL_STENCIL_SIZE"

       ·   "SDL_GL_ACCUM_RED_SIZE"

       ·   "SDL_GL_ACCUM_GREEN_SIZE"

       ·   "SDL_GL_ACCUM_BLUE_SIZE"

       ·   "SDL_GL_ACCUM_ALPHA_SIZE"

       ·   "SDL_GL_STEREO"

       ·   "SDL_GL_MULTISAMPLEBUFFERS"

       ·   "SDL_GL_MULTISAMPLESAMPLES"

       ·   "SDL_GL_ACCELERATED_VISUAL"

       ·   "SDL_GL_SWAP_CONTROL"

       "GL_set_attribute" returns 0 on success or "-1" on error.

       Note: The "SDL_DOUBLEBUF" flag is not required to enable double
       buffering when setting an OpenGL video mode. Double buffering is
       enabled or disabled using the "SDL_GL_DOUBLEBUFFER" attribute.

       Example:

	SDL::Video::GL_set_attribute(SDL_GL_RED_SIZE, 5);

   GL_swap_buffers
	SDL::Video::GL_swap_buffers();

       Swap the OpenGL buffers, if double-buffering is supported.
       "SDL::Video::GL_swap_buffers" doesn't returns any value.

Video Overlay Functions
       see SDL::Overlay

   lock_YUV_overlay
	$lock_overlay = SDL::Video::lock_YUV_overlay( $overlay );

       Much the same as SDL::Video::lock_surface, "lock_YUV_overlay" locks the
       overlay for direct access to pixel data.	 It returns 0 on success or
       "-1" on error.

   unlock_YUV_overlay
	SDL::Video::unlock_YUV_overlay( $overlay );

       The opposite to SDL::Video::lock_YUV_overlay. Unlocks a previously
       locked overlay. An overlay must be unlocked before it can be displayed.
       "unlock_YUV_overlay" does not return anything.

   display_YUV_overlay
	$display_overlay = SDL::Video::display_YUV_overlay( $overlay, $dstrect );

       Blit the overlay to the display surface specified when the overlay was
       created. The SDL::Rect structure, "dstrect", specifies a rectangle on
       the display where the overlay is drawn. The "x" and "y" fields of
       "dstrect" specify the upper left location in display coordinates.  The
       overlay is scaled (independently in x and y dimensions) to the size
       specified by dstrect, and is "optimized" for 2x scaling

       It returns 0 on success or "-1" on error.

Window Management Functions
   wm_set_caption
	SDL::Video::wm_set_caption( $title, $icon );

       Sets the title-bar and icon name of the display window.

       "title" is a UTF-8 encoded null-terminated string which will serve as
       the window title (the text at the top of the window). The function does
       not change the string. You may free the string after the function
       returns.

       "icon" is a UTF-8 encoded null-terminated string which will serve as
       the iconified window title (the text which is displayed in the menu bar
       or desktop when the window is minimized). As with title this string may
       be freed after the function returns.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::Surface;

	SDL::init(SDL_INIT_VIDEO);

	my $screen  = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);

	SDL::Video::wm_set_caption( 'maximized title', 'minimized title' );

	sleep(2);

   wm_get_caption
	SDL::Video::wm_get_caption( $title, $icon );

       Retrieves the title-bar and icon name of the display window.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::Surface;

	SDL::init(SDL_INIT_VIDEO);

	my $screen  = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);

	SDL::Video::wm_set_caption( 'maximized title', 'minimized title' );

	my ($title, $icon) = @{ SDL::Video::wm_get_caption() };

	printf( "title is '%s' and icon is '%s'\n", $title, $icon );

   wm_set_icon
	SDL::Video::wm_set_icon( $icon );

       Sets the icon for the display window. Win32 icons must be 32x32.

       This function must be called before the first call to
       SDL::Video::set_video_mode. Note that this means SDL::Image cannot be
       used.

       The shape is determined by the colorkey or alpha channel of the icon,
       if any. If neither of those are present, the icon is made opaque (no
       transparency).

       Example:

	SDL::Video::wm_set_icon(SDL::Video::load_BMP("icon.bmp"));

       Another option, if your icon image does not have a colorkey set, is to
       use the SDL::Video::set_color_key to set the transparency.

       Example:

	my $image = SDL::Video::load_BMP("icon.bmp");

	my colorkey = SDL::Video::map_RGB($image->format, 255, 0, 255); # specify the color that will be transparent

	SDL::Video::set_color_key($image, SDL_SRCCOLORKEY, $colorkey);

	SDL::Video::wm_set_icon($image);

   wm_grab_input
	$grab_mode = SDL::Video::wm_grab_input($mode);

       Grabbing means that the mouse is confined to the application window,
       and nearly all keyboard input is passed directly to the application,
       and not interpreted by a window manager, if any.

       When mode is "SDL_GRAB_QUERY" the grab mode is not changed, but the
       current grab mode is returned.

       "mode" and the return value of "wm_grab_input" can be one of the
       following:

       ·   "SDL_GRAB_QUERY"

       ·   "SDL_GRAB_OFF"

       ·   "SDL_GRAB_ON"

   wm_iconify_window
	$iconify_window = SDL::Video::wm_iconify_window();

       If the application is running in a window managed environment SDL
       attempts to iconify/minimise it. If "wm_iconify_window" is successful,
       the application will receive a "SDL_APPACTIVE" loss event (see
       Application visibility events at SDL::Event).

       Returns non-zero on success or 0 if iconification is not supported or
       was refused by the window manager.

       Example:

	use SDL;
	use SDL::Video;
	use SDL::Surface;

	SDL::init(SDL_INIT_VIDEO);

	my $screen  = SDL::Video::set_video_mode(640, 480, 32, SDL_SWSURFACE);

	sleep(2);

	SDL::Video::wm_iconify_window();

	sleep(2);

   wm_toggle_fullscreen
	$toggle = SDL::Video::wm_toggle_fullscreen( $surface );

       Toggles the application between windowed and fullscreen mode, if
       supported. (X11 is the only target currently supported, BeOS support is
       experimental).

AUTHORS
       See "AUTHORS" in SDL.

SEE ALSO
   Category Objects
       SDL::Surface, SDL::Overlay, SDL::Color, SDL::Rect, SDL::Palette,
       SDL::PixelFormat, SDL::VideoInfo

perl v5.18.1			  2013-09-28		   pods::SDL::Video(3)
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