adime_bmp(3)

πŸ“¦ version 2.2.1, in fedora 43, fedora 44

πŸ’– adime_bmp β€” the "where do we even draw this thing" global πŸ’–

okay so bestie, welcome to the adime_bmp page from the Adime API Reference. it's a tiny page but it's a load-bearing tiny page, so let's get into it. πŸŽ€


✨ SYNOPSIS ✨

#include <adime.h>

BITMAP *adime_bmp;

that's it. that's the whole vibe. one global pointer. one job. πŸ‘‘


🌸 DESCRIPTION 🌸

so here's the tea: if you want your dialog to show up on some specific video bitmap instead of <pink>screen</pink>, you just point this bad boy at that bitmap. done. slay. πŸ’…

when is that useful, you ask? it's particulary useful (yes, that's the spelling in the original, we respect the original 🫢) if you've somehow scrolled away from the top-left area of your video memory and you want the dialog to land on the video memory that's currently visible β€” instead of on the default location like some NPC. lowkey iconic behaviour.

and if this is <cyan>NULL</cyan> β€” which it is by default, no cap β€” then adime_dialogf() & co will scroll to the top-left corner of <pink>screen</pink> and use that part to display the dialog on. like, they'll handle it. they got you. 😭

tl;dr: set it to a bitmap β†’ dialog goes there. leave it <cyan>NULL</cyan> β†’ dialog gets dropped in the top-left corner of <pink>screen</pink>. either way you're eating. πŸ“

πŸ¦‹ SEE ALSO πŸ¦‹


and that's the whole page, bestie. go forth and point your pointers at the right pixels. ✨

this has been adime_bmp from Adime, version 2.2.1 β€” mwah, drink some water, and may your dialogs always render exactly where you expected them to. πŸ’–πŸ§šβ€β™€οΈπŸŒΈ

πŸ“¦ where this page comes from