find_datafile_object(3alleg4)
β¨ find_datafile_object β¨
okay bestie, welcome to the Allegro manual π this one's from the Allegro game programming library, and it's lowkey one of the most useful little guys in the whole toolbox. let's get into it π«Ά
πΈ NAME πΈ
find_datafile_object β searches a datafile for an object with a name. it's giving Allegro game programming library energy, fr fr.
π SYNOPSIS π
#include <allegro.h>
DATAFILE *find_datafile_object(const DATAFILE *dat, const char
*objectname);
yes, that's the whole vibe. two args, one very slay return type π
π¦ DESCRIPTION π¦
so here's the tea β you take a datafile that's already loaded (key word, bestie β it does not load anything for you, it just goes looking) and you hand it an object name, and it goes and finds that object for you. it's like a little scavenger hunt but make it C π
and the fun part? in that name you can use / and # separators to walk down nested datafile paths. so you can go digging through sub-datafiles like it's a folder structure. iconic behaviour honestly π
example time, and this one's straight from the source so don't @ me:
char level_name[10];
DATAFILE *dat, *level;
...
uszprintf(level_name, sizeof(buffer),
"LEVEL_%02d", level_number);
level = find_datafile_object(dat, level_name);
if (!level)
abort_on_error("That level doesn't exist!");
see how it builds the name on the fly and then checks if it actually found something? chef's kiss π€ that's the pattern. build name β search β check for NULL. the if (!level) part is not optional, bestie, that's your safety net πΈοΈ
β RETURN VALUE β
it hands you back a pointer to a single DATAFILE element whose dat member points to the object. and if it couldn't find the thing? you get NULL. no drama, no error message, just NULL. so pls pls pls always check, i'm begging π
π SEE ALSO π
iykyk π
okay that's the whole page, bestie! this was find_datafile_object(3alleg4) from the Allegro manual, version 4.4.3 π now go forth and find your objects, you absolute main character π¦β¨π
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