static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); for (i = 0; i < 3; i++) ret[COL_TEXT * 3 + i] = 0.0; *ncolours = NCOLOURS; return ret; }
static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); /* cursor is light-background with a red tinge. */ ret[COL_HIGHCURSOR * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.0F; ret[COL_HIGHCURSOR * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 0.5F; ret[COL_HIGHCURSOR * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.5F; for (i = 0; i < 3; i++) { ret[COL_HIGHLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 1.1F; ret[COL_LOWLIGHT_GENTLE * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_TEXT * 3 + i] = 0.0; ret[COL_LOWCURSOR * 3 + i] = ret[COL_HIGHCURSOR * 3 + i] * 0.6F; } *ncolours = NCOLOURS; return ret; }
static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); int i; game_mkhighlight(fe, ret, COL_BACKGROUND, COL_HIGHLIGHT, COL_LOWLIGHT); ret[COL_BALL * 3 + 0] = 0.0F; ret[COL_BALL * 3 + 1] = 0.0F; ret[COL_BALL * 3 + 2] = 0.0F; ret[COL_WRONG * 3 + 0] = 1.0F; ret[COL_WRONG * 3 + 1] = 0.0F; ret[COL_WRONG * 3 + 2] = 0.0F; ret[COL_BUTTON * 3 + 0] = 0.0F; ret[COL_BUTTON * 3 + 1] = 1.0F; ret[COL_BUTTON * 3 + 2] = 0.0F; ret[COL_CURSOR * 3 + 0] = 1.0F; ret[COL_CURSOR * 3 + 1] = 0.0F; ret[COL_CURSOR * 3 + 2] = 0.0F; for (i = 0; i < 3; i++) { ret[COL_GRID * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.9F; ret[COL_LOCK * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.7F; ret[COL_COVER * 3 + i] = ret[COL_BACKGROUND * 3 + i] * 0.5F; ret[COL_TEXT * 3 + i] = 0.0F; } ret[COL_FLASHTEXT * 3 + 0] = 0.0F; ret[COL_FLASHTEXT * 3 + 1] = 1.0F; ret[COL_FLASHTEXT * 3 + 2] = 0.0F; *ncolours = NCOLOURS; return ret; }