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