ret[COL_FOREGROUND * 3 + 1] = 0.0F;
ret[COL_FOREGROUND * 3 + 2] = 0.0F;
- ret[COL_LINEUNKNOWN * 3 + 0] = 0.8F;
- ret[COL_LINEUNKNOWN * 3 + 1] = 0.8F;
+ /*
+ * We want COL_LINEUNKNOWN to be a yellow which is a bit darker
+ * than the background. (I previously set it to 0.8,0.8,0, but
+ * found that this went badly with the 0.8,0.8,0.8 favoured as a
+ * background by the Java frontend.)
+ */
+ ret[COL_LINEUNKNOWN * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.9F;
+ ret[COL_LINEUNKNOWN * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.9F;
ret[COL_LINEUNKNOWN * 3 + 2] = 0.0F;
ret[COL_HIGHLIGHT * 3 + 0] = 1.0F;
draw_rect(dr, x, y, w, h, COL_BACKGROUND);
for (i = 0; i < g->num_faces; i++) {
- face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
- if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
- game_redraw_clue(dr, ds, state, i);
+ if (state->clues[i] >= 0) {
+ face_text_bbox(ds, g, &g->faces[i], &bx, &by, &bw, &bh);
+ if (boxes_intersect(x, y, w, h, bx, by, bw, bh))
+ game_redraw_clue(dr, ds, state, i);
+ }
}
for (phase = 0; phase < NPHASES; phase++) {
for (i = 0; i < g->num_edges; i++) {