diff --git a/docs/dev/overlay-dev-guide.rst b/docs/dev/overlay-dev-guide.rst index 053144d7e..e6147f8c3 100644 --- a/docs/dev/overlay-dev-guide.rst +++ b/docs/dev/overlay-dev-guide.rst @@ -17,17 +17,15 @@ right choice for you. However, here are some reasons you might want to implement an overlay widget instead: #. 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. - + 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. #. 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. - + on the screen. Widget state is saved for you and is automatically restored + when the game is restarted. #. You don't have to manage the C++ interposing logic yourself and can focus on - the business logic, writing purely in Lua if desired. + 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 to add to an existing screen (including live updates of map tiles while the game