func (this Surface) Flip() error { c_surface := (*C.SDL_Surface)(this.Ptr) ret := C.SDL_Flip(c_surface) if ret == 0 { return nil } return GetError() }
// Swaps screen buffers. func (screen *Surface) Flip() int { GlobalMutex.Lock() screen.mutex.Lock() status := int(C.SDL_Flip(screen.cSurface)) screen.mutex.Unlock() GlobalMutex.Unlock() return status }
func MainIteration() (quit bool) { select { case <-kill: quit = true default: for _, a := range drawers { a.canvas.pane = screen a.canvas.load() a.drawer.Draw(&a.canvas) } C.SDL_Flip(screen) } time.Sleep(16000000) quit = false return }
// Swaps screen buffers. func (screen *Surface) Flip() int { return int(C.SDL_Flip((*C.SDL_Surface)(cast(screen)))) }
// Flip swaps screen buffers with a double-buffered display mode. Use it to // make the changes you made to the screen become visible. func Flip() { mutex.Lock() defer mutex.Unlock() C.SDL_Flip(C.SDL_GetVideoSurface()) }
// On hardware that supports double-buffering, this function sets up a flip // and returns. The hardware will wait for vertical retrace, and then swap // video buffers before the next video surface blit or lock will return. // On hardware that doesn not support double-buffering, this is equivalent // to calling SDL_UpdateRect(screen, 0, 0, 0, 0); // The SDL_DOUBLEBUF flag must have been passed to SDL_SetVideoMode() when // setting the video mode for this function to perform hardware flipping. // This function returns 0 if successful, or -1 if there was an error. func flip(screen *C.SDL_Surface) { C.SDL_Flip(screen) }