From 6852ec12550a3e43fd47c95a9d2bbeb2a8c82a7d Mon Sep 17 00:00:00 2001 From: minjaesong Date: Tue, 4 Jul 2017 00:14:06 +0900 Subject: [PATCH] little elaboration on colour code --- README.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 766707f..7da5d3f 100644 --- a/README.md +++ b/README.md @@ -111,8 +111,9 @@ Color codes are individual unicode characters. While you can somehow make a raw GameFontBase.toColorCode(r: Int, g: Int, b: Int, a: Int) -- returns String ```rgba4444``` takes whole RGBA as input, that is, from 0x0000 to 0xFFFF. Most significant bits represents Red, and least significant bits represents Alpha (which should be fixed as F for the most time) -```r, g, b(, a)``` takes RGB and A separately, in the range of 0..F. Any value exceeding the range **are unchecked and may wreak havoc**, so be careful. +```r, g, b(, a)``` takes RGB and A separately, in the range of 0x0..0xF. Any value exceeding the range **are unchecked and may wreak havoc**, so be careful. +U+100000 is used to disable previously-applied color codes (going back to original colour), although it may seem like RGBA of all zero. ## Font metrics