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Expose colour_mix() to backends (and others)
Quite a few backends currently generate colours by multiplying the foreground colour by a fraction, effectively mixing it with black. On a black background, this might be reasonably replaced by mixing the background colour with white, but that's rather arithmetically fiddly. Happily, I already have a function for that and just need to expose it.
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14
devel.but
14
devel.but
@ -4937,6 +4937,20 @@ more flexible than standard \cw{qsort()}: it lets you vary the sorting
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criterion in a dynamic manner without having to write global variables
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in the caller for the compare function to read.
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\S{utils-colour-mix} \cw{colour_mix()}
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\c void colour_mix(const float src1[3], const float src2[3], float p,
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\c float dst[3]);
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This function mixes the colours \c{src1} and \c{src2} in specified
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proportions, producing \c{dst}. \c{p} is the proportion of \c{src2}
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in the result. So if \c{p} is \cw{1.0}, \cw{dst} will be the same as
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\c{src2}. If \c{p} is \cw{0.0}, \cw{dst} will be the same as
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\c{src1}. And if \{p} is somewhere in between, so will \c{dst} be.
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\c{p} is not restricted to the range \cw{0.0} to \cw{1.0}. Values
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outside that range will produce extrapolated colours, which may be
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useful for some purposes, but may also produce impossible colours.
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\S{utils-game-mkhighlight} \cw{game_mkhighlight()}
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\c void game_mkhighlight(frontend *fe, float *ret,
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