color_map(3alleg4)

πŸ’– color_map β€” the glow-up your 256-color vibes needed πŸ’–

okay so bestie, welcome to the color_map(3alleg4) page from the Allegro manual (yes, the Allegro game programming library, we love her) πŸŽ€


✨ NAME ✨

color_map β€” global pointer to the color mapping table. it's giving Allegro game programming library energy, no cap πŸ¦‹


🌸 SYNOPSIS 🌸

#include <allegro.h>

extern COLOR_MAP *color_map;

like, that's the whole vibe. one global pointer. iconic behavior honestly πŸ’…


πŸ’œ DESCRIPTION πŸ’œ

so color_map is a global pointer to the color mapping table. that's it, that's her job, and she takes it very seriously ✨

but here's the tea, bestie, and you need to hear this part: you have to allocate your own COLOR_MAP β€” either statically or dynamically, dealer's choice β€” and set color_map to point at it before you use any translucent or lit drawing functions in a 256-color video mode. not after. before. this is not a drill 🚨

the manpage literally provides the example, so here it is, verbatim, don't touch it:

color_map = malloc(sizeof(COLOR_MAP));
if (!color_map)
   abort_on_error("Not enough memory for color map!");

see how she checks the pointer and yells at you if memory didn't come through? that's main character energy. always check your mallocs, periodt πŸ‘‘

no cap: skip the allocation and your translucent/lit drawing in 256-color mode is gonna have a bad time. allocate first, vibe later πŸ’€

πŸ¦‹ SEE ALSO πŸ¦‹

the whole friend group, and yes they're all in section 3alleg4:


and that's the whole page, bestie 🫢 tysm for reading, this was Allegro version 4.4.3 serving color_map(3alleg4) realness, mwah πŸ’‹βœ¨ go allocate that map and slay πŸŒˆπŸ’–