1draw_trans_sprite(3) Allegro manual draw_trans_sprite(3)
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6 draw_trans_sprite - Draws a sprite blending it with the destination.
7 Allegro game programming library.
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10 #include <allegro.h>
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13 void draw_trans_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y);
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16 Uses the global color_map table or truecolor blender functions to over‐
17 lay the sprite on top of the existing image. This must only be used
18 after you have set up the color mapping table (for 256-color modes) or
19 blender functions (for truecolor modes). Because it involves reading as
20 well as writing the bitmap memory, translucent drawing is very slow if
21 you draw directly to video RAM, so wherever possible you should use a
22 memory bitmap instead. Example:
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24 /* Some one time initialisation code. */
25 COLOR_MAP global_trans_table;
26 create_trans_table(&global_trans_table, my_palette,
27 128, 128, 128, NULL);
28 ...
29 if (get_color_depth() == 8)
30 color_map = &global_trans_table;
31 else
32 set_trans_blender(128, 128, 128, 128);
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34 draw_trans_sprite(buffer, ghost_sprite, x, y);
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36 The bitmap and sprite must normally be in the same color depth, but as
37 a special case you can draw 32 bit RGBA format sprites onto any hicolor
38 or truecolor bitmap, as long as you call set_alpha_blender() first, and
39 you can draw 8-bit alpha images onto a 32-bit RGBA destination, as long
40 as you call set_write_alpha_blender() first. As draw_sprite() this
41 function skips transparent pixels, except if the source sprite is an
42 8-bit image; if this is the case, you should pay attention to properly
43 set up your color map table for index 0.
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47 draw_sprite(3), draw_lit_sprite(3), draw_trans_rle_sprite(3),
48 color_map(3), set_trans_blender(3), set_alpha_blender(3),
49 set_write_alpha_blender(3), bitmap_mask_color(3), exalpha(3),
50 exblend(3), exlights(3), extrans(3), exxfade(3)
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54Allegro version 4.2.3 draw_trans_sprite(3)