acquire_bitmap man page on DragonFly

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acquire_bitmap(3)		Allegro manual		     acquire_bitmap(3)

NAME
       acquire_bitmap  - Locks the bitmap before drawing onto it. Allegro game
       programming library.

SYNOPSIS
       #include <allegro.h>

       void acquire_bitmap(BITMAP *bmp);

DESCRIPTION
       Acquires the specified video bitmap prior to drawing onto it. You never
       need  to call the function explicitly as it is low level, and will only
       give you a speed up if you know what you are doing.  Using  it  wrongly
       may cause slowdown, or even lock up your program.

       Note:  You do never need to use acquire_bitmap on a memory bitmap, i.e.
       a normal bitmap created with create_bitmap. It will simply  do  nothing
       in that case.

       It  still  can  be  useful,  because  e.g. under the current DirectDraw
       driver of Allegro, most drawing functions need to lock a	 video	bitmap
       before drawing to it. But doing this is very slow, so you will get much
       better performance if you acquire the screen just once at the start  of
       your  main redraw function, then call multiple drawing operations which
       need the bitmap locked, and only release it when done.

       Multiple acquire calls may be nested, but you must make sure  to	 match
       up  the acquire_bitmap and release_bitmap calls. Be warned that DirectX
       and X11 programs activate a mutex lock whenever a  surface  is  locked,
       which  prevents	them  from  getting any input messages, so you must be
       sure to release all your bitmaps before using any timer,	 keyboard,  or
       other non-graphics routines!

       Note  that  if you are using hardware accelerated VRAM->VRAM functions,
       you should not call acquire_bitmap(). Such functions need  an  unlocked
       target  bitmap  under  DirectX,	so there is now just the opposite case
       from before - if the bitmap is already locked with acquire_bitmap,  the
       drawing operation has to unlock it.

       Note: For backwards compatibility, the unlocking behavior of such func‐
       tions is permanent. That is, if you  call  acquire_bitmap  first,  then
       call  e.g.  an  accelerated  blit,  the DirectX bitmap will be unlocked
       internally (it won't affect  the	 nesting  counter  of  acquire/release
       calls).

       There  is  no  clear cross-platform way in this Allegro version to know
       which drawing operations need a locked/unlocked state.  For  example  a
       normal  rectfill most probably is accelerated under DirectX, and there‐
       fore needs the screen unlocked, but an XOR rectfill, or one with blend‐
       ing  activated,	most  probably is not, and therefore locks the screen.
       And while the DirectX driver will do automatic unlocking, there	is  no
       such  thing  under  X11,	 where the function is used to synchronize X11
       calls  from  different  threads.	 Your  best  bet  is  to   never   use
       acquire_bitmap  -  changes are you are doing something in the wrong way
       if you think you need it.

       Warning: This function can be very dangerous to use,  since  the	 whole
       program	may  get locked while the bitmap is locked. So the lock should
       only be held for a short time, and you should  not  call	 anything  but
       drawing	operations  onto  the  locked  video bitmap while a lock is in
       place. Especially don't call things  like  show_mouse  (or  scare_mouse
       which  calls  that) or readkey, since it will most likely deadlock your
       entire program.

SEE ALSO
       release_bitmap(3),  acquire_screen(3),  release_screen(3),   ex3buf(3),
       exaccel(3), expat(3), exquat(3), exscroll(3), exswitch(3), exupdate(3)

Allegro				 version 4.4.2		     acquire_bitmap(3)
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