create_rgb_table(3alleg4)

πŸ’– create_rgb_table β€” bestie edition πŸ’–

okay so this is a page from the Allegro manual (that's the Allegro game programming library, in case you were wondering, and yes it's the 3alleg4 flavor πŸŽ€). grab a snack, we're building lookup tables together.


✨ NAME ✨

create_rgb_table β€” it generates an RGB mapping table with lookup data for a palette. that's it, that's the whole job. slay. πŸ’…


✨ SYNOPSIS ✨

#include <allegro.h>

void create_rgb_table(RGB_MAP *table, const PALETTE pal, void
(*callback)(int pos));

look at her. three params, no notes. πŸ‘‘


✨ DESCRIPTION ✨

so what this does is it fills the specified RGB mapping table with lookup data for the specified palette. like, you hand it a table and a palette and it goes to work filling everything in. very giving, very generous of it. 🫢

and here's the cute part: if that callback function is not NULL, it's gonna get called 256 times while the calculation is happening. 256!! that's literally one call per palette entry, so you can use it to show a little progress indicator and keep your players from thinking the game froze. main character energy for your loading screen ngl. ✨

here's the example from the page, verbatim, no edits because i respect the source material:

RGB_MAP rgb_table;

create_rgb_table(&rgb_table, palette, NULL);
rgb_map = &rgb_table;

see? table declared, table filled, pointer pointed. clean. iconic. no cap. 🌸

ngl if your callback is doing something heavy you're gonna feel those 256 calls, so keep it light, bestie. πŸ’€

✨ SEE ALSO ✨

go read these next, fr fr:


and that's the whole page!! 🌈 this was Allegro, version 4.4.3, and this specific little manual page is create_rgb_table(3alleg4). go make something pretty with your palette, bestie, you got this πŸ’–βœ¨πŸŽ€