class
	GAME_SURFACE

General
	cluster: graphic
	description: "Representation of an image that can be paste on other image."
	create: make, share_from_image, make_from_image, share_from_other, make_from_other, make_for_window, make_for_display, make_for_display_mode, make_for_pixel_format, make_with_masks

Ancestors
	GAME_BLENDABLE*
	GAME_DRAWING_TOOLS
	GAME_LIBRARY_SHARED*

Queries
	as_converted_to_pixel_format (a_pixel_format: GAME_PIXEL_FORMAT_READABLE): GAME_SURFACE
	color_multiplier: TUPLE [NATURAL_8, NATURAL_8, NATURAL_8]
	Game_library: GAME_LIBRARY_CONTROLLER
	has_error: BOOLEAN
	height: INTEGER_32
	image: GAME_IMAGE
	is_additive_blending_enabled: BOOLEAN
	is_alpha_blending_enabled: BOOLEAN
	is_blending_disabled: BOOLEAN
	is_locked: BOOLEAN
	is_modulate_blending_enabled: BOOLEAN
	is_open: BOOLEAN
	is_transparent_enable: BOOLEAN
	last_error: READABLE_STRING_GENERAL
	must_lock: BOOLEAN
	overall_alpha: NATURAL_8
	pixel_format: GAME_PIXEL_FORMAT_READABLE
	pixels: GAME_PIXEL_READER_WRITER
	transparent_color: GAME_COLOR_READABLE
	width: INTEGER_32

Commands
	disable_blending
	disable_rle_acceleration
	disable_transparent
	draw_rectangle (a_color: GAME_COLOR; a_x, a_y, a_width, a_height: INTEGER_32)
	draw_rectangles (a_color: GAME_COLOR; a_rectangles: CHAIN [TUPLE [INTEGER_32, INTEGER_32, INTEGER_32, INTEGER_32]])
	draw_sub_surface (a_other: GAME_SURFACE; a_x_source, a_y_source, a_width, a_height, a_x_destination, a_y_destination: INTEGER_32)
	draw_sub_surface_with_scale (a_other: GAME_SURFACE; a_x_source, a_y_source, a_width_source, a_height_source, a_x_destination, a_y_destination, a_width_destination, a_height_destination: INTEGER_32)
	draw_surface (a_other: GAME_SURFACE; a_x, a_y: INTEGER_32)
	enable_additive_blending
	enable_alpha_blending
	enable_modulate_blending
	enable_rle_acceleration
	lock
	save_bmp (a_filename: READABLE_STRING_GENERAL)
	set_color_multiplier (a_red_multiplier, a_green_multiplier, a_blue_multiplier: NATURAL_8)
	set_overall_alpha (a_overall_alpha: NATURAL_8)
	set_transparent_color (a_color: GAME_COLOR_READABLE)
	unlock

Constraints
	surface valid


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