get_rle_sprite(3)

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

πŸ’– get_rle_sprite β€” the Allegro manual, but make it cute πŸ’–

okay bestie, so this one lives in section 3 of the Allegro manual (that's get_rle_sprite(3), iykyk) and it's part of the Allegro game programming library. it's giving "let me turn your bitmap into an RLE sprite" energy and honestly? iconic.


✨ SYNOPSIS ✨

#include <allegro.h>

RLE_SPRITE *get_rle_sprite(BITMAP *bitmap);

🌸 DESCRIPTION 🌸

so like, this function creates an RLE sprite based on the bitmap you hand it β€” and heads up, that bitmap must be a memory bitmap, no cap. 🫢

🚨 bestie listen: you HAVE to free this RLE sprite later or you'll get a memory leak. literally do not forget. it's not a vibe.

here's the example, copied exactly, go off:

RLE_SPRITE *rle;
BITMAP *bmp;
...
/* Create RLE sprite from an existent bitmap. */
rle = get_rle_sprite(bmp);
if (!rle)
   abort_on_error("Couldn't create RLE sprite!");

/* We don't need the bitmap any more.*/
destroy_bitmap(bmp);

/* Use the RLE sprite. */
...
/* Destroy it when we don't need it any more. */
destroy_rle_sprite(rle);

see how she made the sprite, yeeted the bitmap, used the sprite, then destroyed the sprite? that's the whole cycle. main character behavior. πŸ’…


πŸ’« RETURN VALUE πŸ’«

it returns a pointer to the created RLE sprite β€” slay. πŸŽ€

but if the RLE sprite could not be created, you get NULL back. 😭 and again, for the people in the back: remember to free this RLE sprite later to avoid memory leaks. no leaks, only dreams. ✨


πŸ‘‘ SEE ALSO πŸ‘‘


and that's the whole page, bestie!! πŸ¦‹ this was Allegro, version 4.4.3 β€” shoutout to the Allegro girlies for the get_rle_sprite(3) page, mwah πŸ’œ go forth and RLE responsibly, and don't forget destroy_rle_sprite or the memory leak will find you. periodt. πŸ’…βœ¨

πŸ“¦ where this page comes from