COL_SLANT1,
COL_SLANT2,
COL_ERROR,
- COL_CURSOR, COL_LOWLIGHT, /* LOWLIGHT currently not used. */
+ COL_CURSOR,
+ COL_FILLEDSQUARE,
NCOLOURS
};
{
float *ret = snewn(3 * NCOLOURS, float);
- /* CURSOR colour is a background highlight. LOWLIGHT is unused. */
- game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, COL_LOWLIGHT);
+ /* CURSOR colour is a background highlight. */
+ game_mkhighlight(fe, ret, COL_BACKGROUND, COL_CURSOR, -1);
+
+ ret[COL_FILLEDSQUARE * 3 + 0] = ret[COL_BACKGROUND * 3 + 0];
+ ret[COL_FILLEDSQUARE * 3 + 1] = ret[COL_BACKGROUND * 3 + 1];
+ ret[COL_FILLEDSQUARE * 3 + 2] = ret[COL_BACKGROUND * 3 + 2];
ret[COL_GRID * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.7F;
ret[COL_GRID * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.7F;
draw_rect(dr, COORD(x), COORD(y), TILESIZE, TILESIZE,
(v & FLASH) ? COL_GRID :
- (v & CURSOR) ? COL_CURSOR : COL_BACKGROUND);
+ (v & CURSOR) ? COL_CURSOR :
+ (v & (BACKSLASH | FORWSLASH)) ? COL_FILLEDSQUARE :
+ COL_BACKGROUND);
/*
* Draw the grid lines.
return 0.0F;
}
+static int game_status(game_state *state)
+{
+ return state->completed ? +1 : 0;
+}
+
static int game_timing_state(game_state *state, game_ui *ui)
{
return TRUE;
game_redraw,
game_anim_length,
game_flash_length,
+ game_status,
TRUE, FALSE, game_print_size, game_print,
FALSE, /* wants_statusbar */
FALSE, game_timing_state,