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authorBen Harris <bjh21@bjh21.me.uk>2022-12-15 13:53:29 +0000
committerBen Harris <bjh21@bjh21.me.uk>2022-12-15 13:53:29 +0000
commitf1756279d2847aaac33fc3db767cbd23aa69c229 (patch)
treea71c6acac2c7c9ef30235079cfd61ca95b67de8e
parent8acb84ea7f21a581349458a39ec3f889fd525cc5 (diff)
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Update developer docs for mkhighlight changes
Specifically for passing -1 as a colour number, and for proper handling of dark backgrounds.
-rw-r--r--devel.but6
1 files changed, 5 insertions, 1 deletions
diff --git a/devel.but b/devel.but
index b545548..93fd84e 100644
--- a/devel.but
+++ b/devel.but
@@ -4948,7 +4948,7 @@ sections. Fifteen, Sixteen and Twiddle are good examples of this.
Puzzles using this graphical style are running a risk if they just
use whatever background colour is supplied to them by the front end,
-because that background colour might be too light to see any
+because that background colour might be too light or dark to see any
highlights on at all. (In particular, it's not unheard of for the
front end to specify a default background colour of white.)
@@ -4972,6 +4972,10 @@ Thus, \cw{ret[background*3]} to \cw{ret[background*3+2]} will be set
to RGB values defining a sensible background colour, and similary
\c{highlight} and \c{lowlight} will be set to sensible colours.
+Either \c{highlight} or \c{lowlight} may be passed in as \cw{-1} to
+indicate that the back-end does not require a highlight or lowlight
+colour, respectively.
+
\S{utils-game-mkhighlight-specific} \cw{game_mkhighlight_specific()}
\c void game_mkhighlight_specific(frontend *fe, float *ret,