popup_dialog(3alleg4)

okay bestie, gather round, because we're talking about popup_dialog from the Allegro manual β€” the Allegro game programming library πŸ’– this one is a total diva and honestly? she deserves it πŸ‘‘


🌸 SYNOPSIS 🌸

#include <allegro.h>

int popup_dialog(DIALOG *dialog, int focus_obj);

πŸ’… DESCRIPTION πŸ’…

So you already know and love do_dialog(), right? Well popup_dialog() is literally that, but with main character energy ✨ It stores what's on the screen before it draws the dialog, and then puts it right back when the dialog closes β€” like it was never even there. no cap. the screen is untouched, the vibe is immaculate πŸ¦‹

Here's the part you actually need to remember though: the screen area that gets saved is calculated from the dimensions of the first object in the dialog πŸŽ€ so every other object in that dialog needs to lie within that first one. like, all of them. tucked in. inside the box. if your other objects are wandering outside those bounds, that's not it, that's a problem πŸ™ˆ


🌈 SEE ALSO 🌈


mwah, that's the whole page πŸ’‹ this one's from Allegro, version 4.4.3, and yeah β€” that's the same popup_dialog(3alleg4) you came here for. go make something cute with it πŸŽ€πŸ’–βœ¨