func (s *Surface) Lock() error { if C.SDL_LockSurface(s.c()) != 0 { return getError() } return nil }
// Locks a surface for direct access. func (screen *Surface) Lock() int { screen.mutex.Lock() status := int(C.SDL_LockSurface(screen.cSurface)) screen.mutex.Unlock() return status }
func (surface *Surface) Lock() { C.SDL_LockSurface(surface.cptr()) }
// Locks a surface for direct access. func (screen *Surface) Lock() int { return int(C.SDL_LockSurface((*C.SDL_Surface)(cast(screen)))) }
func (surface *Surface) Lock() { _surface := (*C.SDL_Surface)(unsafe.Pointer(surface)) C.SDL_LockSurface(_surface) }
// Locks a surface for direct access. func (screen *Surface) Lock() int { status := int(C.SDL_LockSurface(screen.cSurface)) return status }
// Surface (https://wiki.libsdl.org/SDL_LockSurface) func (surface *Surface) Lock() error { if C.SDL_LockSurface(surface.cptr()) != 0 { return GetError() } return nil }
// // SDL_LockSurface() sets up a surface for directly accessing the pixels. // Between calls to SDL_LockSurface()/SDL_UnlockSurface(), you can write // to and read from 'surface->pixels', using the pixel format stored in // 'surface->format'. Once you are done accessing the surface, you should // use SDL_UnlockSurface() to release it. // // Not all surfaces require locking. If SDL_MUSTLOCK(surface) evaluates // to 0, then you can read and write to the surface at any time, and the // pixel format of the surface will not change. In particular, if the // SDL_HWSURFACE flag is not given when calling SDL_SetVideoMode(), you // will not need to lock the display surface before accessing it. // // No operating system or library calls should be made between lock/unlock // pairs, as critical system locks may be held during this time. // // SDL_LockSurface() returns 0, or -1 if the surface couldn't be locked. func lockSurface(surface *C.SDL_Surface) int { return (int(C.SDL_LockSurface(surface))) }