Create a memory context
#include <photon/PhRender.h> PmMemoryContext_t * PmMemCreateMC( PhImage_t *mc_image, PhDim_t *dim, PhPoint_t *translation );
ph
This function creates a memory context. A memory context is used to draw into a local memory image buffer. You must create a memory context before calling any other Photon Memory (Pm) functions. The memory context provides definition, control, and access to the memory image.
The parameters for this function are:
If the image member of the PhImage_t structure pointed to by mc_image (i.e. mc_image->image) is NULL, PmMemCreateMC() uses calloc() to allocate its own buffer. In this case, PmMemReleaseMC() frees the allocated image buffer.
If mc_image->image isn't NULL, PmMemCreateMC() uses it instead of allocating its own buffer. The size of the buffer depends on the type and dimensions specified for mc_image. In this case, PmMemReleaseMC() doesn't free the buffer.
If you want the image to be in shared memory, allocate the shared space for the image data, instead of letting PmMemCreateMC() do it. |
The mc_image->type member indicates the type of image that's generated. The type must be one of:
If the type member is Pg_IMAGE_PALETTE_BYTE or Pg_IMAGE_PALETTE_NIBBLE, the palette member is used to define the palette. If the palette member is NULL, the default palette is used.
The image member of the PhImage_t structure filled in by PmMemFlush() is a pointer to the mc_image->image buffer.
A pointer to the new memory context, or NULL if there isn't enough memory to allocate one.
/* pmmemtobutton.c This demonstrates how to draw into an image. This example uses the PmMem*() functions to draw into a memory context. When finished drawing, the memory context is then dumped into an image. The image is then used as the image displayed on a button. To compile, you must link with the phrender library. For example: qcc -w3 -opmmemtobutton -lphrender -lph pmmemtobutton.c */ #include <stdlib.h> #include <mem.h> #include <photon/PhRender.h> #include <Pt.h> void create_image( PhImage_t *image, PhDim_t *dim ) { PhPoint_t translation = { 0, 0 }, center, radii; PmMemoryContext_t *mc; mc = PmMemCreateMC( image, dim, &translation ); PmMemStart( mc ); // now all drawing goes into the memory context // draw whatever we want to appear in the image center.x = dim->w / 2; center.y = dim->h / 2; radii = center; PgSetFillColor( Pg_WHITE ); PgSetStrokeColor( Pg_RED ); PgDrawEllipse( ¢er, &radii, Pg_DRAW_FILL_STROKE ); PgSetStrokeColor( Pg_GREEN ); PgDrawILine( 0, 0, dim->w-1, dim->h-1 ); PmMemFlush( mc, image ); // get the image PmMemStop( mc ); // now all drawing goes to the default drawing context PmMemReleaseMC( mc ); } int main( int argc, char *argv[] ) { PhArea_t area = { {80, 20}, {80, 40} }; PhDim_t dim = { 240, 80 }; PhImage_t image; PtArg_t args[3]; PtWidget_t *button, *window; short bytes_per_pixel = 3; if (PtInit(NULL) == -1) exit(EXIT_FAILURE); PtSetArg( &args[0], Pt_ARG_WINDOW_TITLE, "Memory Context Sample", 0 ); PtSetArg( &args[1], Pt_ARG_DIM, &dim, 0 ); if ((window = PtCreateWidget(PtWindow, Pt_NO_PARENT, 2, args)) == NULL) PtExit(EXIT_FAILURE); memset( &image, 0, sizeof(PhImage_t) ); image.type = Pg_IMAGE_DIRECT_888; // 3 bytes per pixel // with this type // If we want the image to be in shared memory, we must // allocate the shared space for the image data, instead // of letting PmMemCreateMC() do it. image.size = dim; image.image = PgShmemCreate( dim.w * dim.h * bytes_per_pixel, NULL ); create_image( &image, &area.size ); PtSetArg( &args[0], Pt_ARG_LABEL_TYPE, Pt_IMAGE, 0 ); PtSetArg( &args[1], Pt_ARG_AREA, &area, 0 ); PtSetArg( &args[2], Pt_ARG_LABEL_IMAGE, &image, 0 ); button = PtCreateWidget( PtButton, Pt_DEFAULT_PARENT, 3, args ); PtRealizeWidget( window ); PtMainLoop(); // Shared memory for the image is cleaned up by an // internal function that's called when the program // exits. return (EXIT_SUCCESS); }
Photon
Safety: | |
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Interrupt handler | No |
Signal handler | No |
Thread | No |
PgShmemCreate(), PgShmemDestroy(), PhDim_t, PhImage_t, PhPoint_t, PmMemFlush(), PmMemReleaseMC()
“Flickerless animation” in the Raw Drawing and Animation chapter of the Photon Programmer's Guide