load_tga_pf(3alleg4)

πŸ’– load_tga_pf β€” the manual, but make it make sense πŸ’–

okay bestie, so this is a page from the Allegro manual (you know, the game programming library, very old school, very iconic) and honestly? it's giving short and sweet. let's get into it 🫢


✨ NAME ✨

load_tga_pf β€” it's literally the packfile version of load_tga. that's it, that's the whole vibe. part of the Allegro game programming library πŸŽ€


✨ SYNOPSIS ✨

#include <allegro.h>

BITMAP *load_tga_pf(PACKFILE *f, RGB *pal);

so you pull in the header, and then boom πŸ’₯ you've got a function that takes a PACKFILE *f and an RGB *pal. easy.


✨ DESCRIPTION ✨

okay so lowkey the whole point: this is a version of load_tga() that reads from a packfile instead of a regular file. same energy, different source. no cap πŸ’…

here's the example straight from the page, bestie, copy it exactly:

PACKFILE *packfile;
BITMAP *bmp;

packfile = pack_fopen("mybitmap.tga", F_READ);
if (!packfile)
   abort_on_error("Couldn't open mybitmap.tga");

bmp = load_bmp_pf(packfile, pal);
if (!bmp)
   abort_on_error("Error loading mybitmap.tga");
⚠️ yes, we see it too β€” the example opens mybitmap.tga and then calls load_bmp_pf. we are NOT fixing it, we are reporting it faithfully. that's the assignment 🫑

✨ RETURN VALUE ✨

it hands you back a pointer to the bitmap 🌸 or NULL if something went wrong (crying, throwing up 😭).

important, for real: you are responsible for destroying the bitmap when you're done with it, otherwise you get memory leaks. it's giving main character energy but also it's giving responsibility. clean up after yourself, queen πŸ‘‘πŸ§Ή

✨ SEE ALSO ✨


and that's the whole page, bestie!! no notes, we ate πŸ’…βœ¨

this was load_tga_pf(3alleg4) from the Allegro manual, version 4.4.3 πŸ¦‹ mwah, take care of your bitmaps, love u, bye πŸ’–πŸŽ€