Make GRAPHIC select the text plane
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Co-authored-by: Andrew Kesterson <andrew@aklabs.net>
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@@ -116,6 +116,7 @@ typedef struct akbasic_TextSink
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akerr_ErrorContext AKERR_NOIGNORE *(*moveto)(struct akbasic_TextSink *self, int col, int row);
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akerr_ErrorContext AKERR_NOIGNORE *(*window)(struct akbasic_TextSink *self, int left, int top, int right, int bottom);
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akerr_ErrorContext AKERR_NOIGNORE *(*grid)(struct akbasic_TextSink *self, int *columns, int *rows, int *cellw, int *cellh);
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akerr_ErrorContext AKERR_NOIGNORE *(*graphic)(struct akbasic_TextSink *self, int mode, int split);
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} akbasic_TextSink;
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```
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@@ -123,8 +124,8 @@ typedef struct akbasic_TextSink
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supplies its own and draws into a text layer. `readline` is expected to set `*eof` rather
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than block — that is how `INPUT` behaves sanely inside a frame.
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**The last three are optional and may be NULL**, which is how `CHAR`, `WINDOW` and
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`RWINDOW` know to refuse by name rather than pretending. Supply `grid` if your text layer
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**The last four are optional and may be NULL**, which is how `CHAR`, `WINDOW`, `RWINDOW`
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and `GRAPHIC` know to refuse by name rather than pretending. Supply `grid` if your text layer
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has a character cell: it is the only way a script can find out how big one is, and
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without it anything placing a character and a sprite at the same spot has to hardcode a
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number measured against your font.
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