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Don't request a highlight colour in games that don't need one
This means that Range, Singles, and Tracks can now use the default background colour even if it's close to white. In the case of Singles I've left a dummy entry in the colour list so as not to renumber the rest and break everyone's environment variables. If Singles ever needs a new colour it can re-use that slot.
This commit is contained in:
3
range.c
3
range.c
@ -1624,7 +1624,6 @@ enum {
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COL_USER = COL_GRID,
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COL_USER = COL_GRID,
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COL_ERROR,
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COL_ERROR,
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COL_LOWLIGHT,
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COL_LOWLIGHT,
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COL_HIGHLIGHT = COL_ERROR, /* mkhighlight needs it, I don't */
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COL_CURSOR = COL_LOWLIGHT,
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COL_CURSOR = COL_LOWLIGHT,
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NCOLOURS
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NCOLOURS
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};
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};
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@ -1649,7 +1648,7 @@ static float *game_colours(frontend *fe, int *ncolours)
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{
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{
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float *ret = snewn(3 * NCOLOURS, float);
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float *ret = snewn(3 * NCOLOURS, float);
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game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
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game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_LOWLIGHT);
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COLOUR(ret, COL_GRID, 0.0F, 0.0F, 0.0F);
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COLOUR(ret, COL_GRID, 0.0F, 0.0F, 0.0F);
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COLOUR(ret, COL_ERROR, 1.0F, 0.0F, 0.0F);
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COLOUR(ret, COL_ERROR, 1.0F, 0.0F, 0.0F);
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@ -82,7 +82,7 @@ bool verbose = false;
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#define FLASH_TIME 0.7F
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#define FLASH_TIME 0.7F
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enum {
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enum {
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COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT,
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COL_BACKGROUND, COL_UNUSED1, COL_LOWLIGHT,
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COL_BLACK, COL_WHITE, COL_BLACKNUM, COL_GRID,
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COL_BLACK, COL_WHITE, COL_BLACKNUM, COL_GRID,
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COL_CURSOR, COL_ERROR,
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COL_CURSOR, COL_ERROR,
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NCOLOURS
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NCOLOURS
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@ -1620,12 +1620,13 @@ static float *game_colours(frontend *fe, int *ncolours)
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float *ret = snewn(3 * NCOLOURS, float);
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float *ret = snewn(3 * NCOLOURS, float);
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int i;
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int i;
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game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
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game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_LOWLIGHT);
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for (i = 0; i < 3; i++) {
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for (i = 0; i < 3; i++) {
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ret[COL_BLACK * 3 + i] = 0.0F;
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ret[COL_BLACK * 3 + i] = 0.0F;
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ret[COL_BLACKNUM * 3 + i] = 0.4F;
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ret[COL_BLACKNUM * 3 + i] = 0.4F;
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ret[COL_WHITE * 3 + i] = 1.0F;
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ret[COL_WHITE * 3 + i] = 1.0F;
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ret[COL_GRID * 3 + i] = ret[COL_LOWLIGHT * 3 + i];
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ret[COL_GRID * 3 + i] = ret[COL_LOWLIGHT * 3 + i];
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ret[COL_UNUSED1 * 3 + i] = 0.0F; /* To placate an assertion. */
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}
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}
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ret[COL_CURSOR * 3 + 0] = 0.2F;
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ret[COL_CURSOR * 3 + 0] = 0.2F;
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ret[COL_CURSOR * 3 + 1] = 0.8F;
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ret[COL_CURSOR * 3 + 1] = 0.8F;
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5
tracks.c
5
tracks.c
@ -2463,8 +2463,7 @@ static void game_set_size(drawing *dr, game_drawstate *ds,
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}
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}
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enum {
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enum {
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COL_BACKGROUND, COL_LOWLIGHT, COL_HIGHLIGHT,
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COL_BACKGROUND, COL_TRACK_BACKGROUND,
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COL_TRACK_BACKGROUND = COL_LOWLIGHT,
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COL_GRID, COL_CLUE, COL_CURSOR,
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COL_GRID, COL_CLUE, COL_CURSOR,
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COL_TRACK, COL_TRACK_CLUE, COL_SLEEPER,
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COL_TRACK, COL_TRACK_CLUE, COL_SLEEPER,
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COL_DRAGON, COL_DRAGOFF,
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COL_DRAGON, COL_DRAGOFF,
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@ -2477,7 +2476,7 @@ static float *game_colours(frontend *fe, int *ncolours)
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float *ret = snewn(3 * NCOLOURS, float);
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float *ret = snewn(3 * NCOLOURS, float);
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int i;
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int i;
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game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT);
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game_mkhighlight(fe, ret, COL_BACKGROUND, -1, COL_TRACK_BACKGROUND);
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for (i = 0; i < 3; i++) {
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for (i = 0; i < 3; i++) {
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ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
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ret[COL_TRACK_CLUE * 3 + i] = 0.0F;
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