func (this Surface) UpdateRect(rect Rect) { c_surface := (*C.SDL_Surface)(this.Ptr) c_x := C.Sint32(rect.X) c_y := C.Sint32(rect.Y) c_w := C.Uint32(rect.W) c_h := C.Uint32(rect.H) C.SDL_UpdateRect(c_surface, c_x, c_y, c_w, c_h) }
// Makes sure the given area is updated on the given screen. If x, y, w, and // h are all 0, the whole screen will be updated. func (screen *Surface) UpdateRect(x int32, y int32, w uint32, h uint32) { GlobalMutex.Lock() screen.mutex.Lock() C.SDL_UpdateRect(screen.cSurface, C.Sint32(x), C.Sint32(y), C.Uint32(w), C.Uint32(h)) screen.mutex.Unlock() GlobalMutex.Unlock() }
// Makes sure the given area is updated on the given screen. If x, y, w, and // h are all 0, the whole screen will be updated. func (screen *Surface) UpdateRect(x int32, y int32, w uint32, h uint32) { C.SDL_UpdateRect((*C.SDL_Surface)(cast(screen)), C.Sint32(x), C.Sint32(y), C.Uint32(w), C.Uint32(h)) }
// Makes sure the given list of rectangles is updated on the given screen. // If 'x', 'y', 'w' and 'h' are all 0, SDL_UpdateRect will update the entire // screen. // These functions should not be called while 'screen' is locked. // extern DECLSPEC void SDLCALL SDL_UpdateRects // (SDL_Surface *screen, int numrects, SDL_Rect *rects); func updateRect(screen *C.SDL_Surface, x, y int32, w, h uint32) { C.SDL_UpdateRect(screen, C.Sint32(x), C.Sint32(y), C.Uint32(w), C.Uint32(h)) }