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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 in-
       ternally	(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  ac-
       quire_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), ex-
       accel(3), expat(3), exquat(3), exscroll(3), exswitch(3),	exupdate(3)

Allegro				 version 4.4.2		     acquire_bitmap(3)

NAME | SYNOPSIS | DESCRIPTION | SEE ALSO

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