diff --git a/docs/guides/overlay-dev-guide.rst b/docs/guides/overlay-dev-guide.rst index 87d9dd49c..d7f651deb 100644 --- a/docs/guides/overlay-dev-guide.rst +++ b/docs/guides/overlay-dev-guide.rst @@ -16,17 +16,17 @@ screen. If you need very specific low-level control, those APIs might be the right choice for you. However, here are some reasons you might want to implement an overlay widget instead: -1. You can draw directly to an existing viewscreen instead of creating an +#. You can draw directly to an existing viewscreen instead of creating an entirely new screen on the viewscreen stack. This allows the original viewscreen to continue processing uninterrupted and keybindings bound to that viewscreen will continue to function. This was previously only achievable by C++ plugins. -1. You'll get a free UI for enabling/disabling your widget and repositioning it +#. You'll get a free UI for enabling/disabling your widget and repositioning it on the screen. Widget state is saved for you and is automatically restored when the game is restarted. -1. You don't have to manage the C++ interposing logic yourself and can focus on +#. You don't have to manage the C++ interposing logic yourself and can focus on the business logic, writing purely in Lua if desired. In general, if you are writing a plugin or script and have anything you'd like