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-rw-r--r--devel.but10
1 files changed, 9 insertions, 1 deletions
diff --git a/devel.but b/devel.but
index 76d6efa..9c1d1c1 100644
--- a/devel.but
+++ b/devel.but
@@ -1275,7 +1275,7 @@ activity, so that the victory flash in Net is not cancelled by that
final locking move.
The input parameters to \cw{flash_length()} are exactly the same as
-the ones to \cw{anim_length()}.
+the ones to \cw{anim_length()}: see \k{backend-anim-length}.
Just like \cw{anim_length()}, when this function is called, it may
rely on \cw{changed_state()} having been called previously, so if it
@@ -1392,6 +1392,14 @@ that the animation has already been running. If \c{oldstate} is
\cw{NULL}, then \c{anim_time} is unused (and will hopefully be set
to zero to avoid confusion).
+\c{dir} specifies the chronological order of those states: if it is
+positive, then the transition is the result of a move or a redo (and
+so \c{newstate} is the later of the two moves), whereas if it is
+negative then the transition is the result of an undo (so that
+\c{newstate} is the \e{earlier} move). This allows move animations
+that are not time-symmetric (such as Inertia, where gems are consumed
+during the animation) to be drawn the right way round.
+
\c{flash_time}, if it is is non-zero, denotes that the game is in
the middle of a flash, and gives the time since the start of the
flash. See \k{backend-flash-length} for general discussion of