popup_dialog(3)

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

okay so bestie, welcome to the Allegro manual πŸ’– this one's a little function with big main character energy and honestly? she's serving.


🌸 NAME 🌸

popup_dialog β€” it's literally do_dialog() but for popup dialogs 🫢 part of the Allegro game programming library, no cap.


πŸŽ€ SYNOPSIS πŸŽ€

#include <allegro.h>

int popup_dialog(DIALOG *dialog, int focus_obj);

πŸ¦‹ DESCRIPTION πŸ¦‹

so like, popup_dialog() is giving exactly like do_dialog(), except ✨ with a plot twist ✨. Before it draws your dialog, it saves what was already on the screen πŸ’Ύ, and when the dialog closes, it puts that saved screen data right back like nothing ever happened. it's giving ghosting, but polite πŸ’…

the way it works out which chunk of the screen to stash is by measuring the dimensions of the first object in the dialog πŸ“ β€” so heads up, bestie, every other object should live inside that first one. don't be that girl whose objects are wandering off outside the box 😭 keep them all nested in there, fr fr.

🚨 friendly reminder: the screen area saved is calculated from that first object's dimensions, so all the other objects should lie within this one. no exceptions, periodt.

πŸ’œ SEE ALSO πŸ’œ

  • do_dialog(3) β€” the original, the blueprint, the blueprint-adjacent icon πŸ‘‘

and that's the whole vibe check, bestie!! 🌈 this page came to you straight from Allegro, version 4.4.3 πŸ’– go forth and pop up them dialogs, you absolute icon πŸŽ€βœ¨πŸ’…

πŸ“¦ where this page comes from