bitmap_color_depth(3)

πŸ“¦ version 4.4.3.1, in fedora 43, fedora 44

✨ bitmap_color_depth β€” the Allegro manual, but make it cute ✨

okay so bestie, welcome to bitmap_color_depth(3) πŸ’– this one lives in the Allegro manual, and it's genuinely one of the most lowkey useful little functions in the whole game programming library. no cap.


🌸 NAME 🌸

bitmap_color_depth β€” returns the color depth of the specified bitmap πŸŽ€ and yeah, it's part of the Allegro game programming library, in case the allegro.h wasn't a dead giveaway.


πŸ¦‹ SYNOPSIS πŸ¦‹

#include <allegro.h>

int bitmap_color_depth(BITMAP *bmp);

like, that's it. one include, one function, one BITMAP * argument. iconic behavior honestly πŸ’…


πŸ’œ DESCRIPTION πŸ’œ

so what does it actually do? it returns the color depth of the bitmap you hand it β€” and the possible values are literally just 8, 15, 16, 24, or 32. that's the whole vibe check. 🫢

and why do you care?? because different depths want different code paths, bestie. here's the example from the page, verbatim:

switch (bitmap_color_depth(screen)) {
   case 8:
      /* Access screen using optimized 8-bit code. */
      break;
   default:
      /* Use generic slow functions. */
      break;
}

see what's happening? if the depth is 8, you get to use the optimized 8-bit code ✨. anything else falls into the default branch and you're stuck with the generic slow functions 😭. it's giving "know your depth or suffer the framerate".


πŸ‘‘ SEE ALSO πŸ‘‘

go read these too, they're all in the same friend group:


reminder bestie: every single one of those references is real and worth your time. go click around the manual, it's a whole vibe. 🌈

and that's the page!! this was Allegro, version 4.4.3, and yes, bitmap_color_depth(3) really did eat πŸ’… mwah, love u, go check your color depth before you write any rendering code πŸŽ€πŸ’–βœ¨

πŸ“¦ where this page comes from