Mines: use new move_cursor() features

This commit is contained in:
Ben Harris
2023-08-10 00:08:13 +01:00
parent 6a9a0cd8f6
commit 029cc39968

View File

@ -2422,12 +2422,9 @@ static char *interpret_move(const game_state *from, game_ui *ui,
cx = FROMCOORD(x); cx = FROMCOORD(x);
cy = FROMCOORD(y); cy = FROMCOORD(y);
if (IS_CURSOR_MOVE(button)) { if (IS_CURSOR_MOVE(button))
move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h, false, return move_cursor(button, &ui->cur_x, &ui->cur_y, from->w, from->h,
NULL); false, &ui->cur_visible);
ui->cur_visible = true;
return MOVE_UI_UPDATE;
}
if (IS_CURSOR_SELECT(button)) { if (IS_CURSOR_SELECT(button)) {
int v = from->grid[ui->cur_y * from->w + ui->cur_x]; int v = from->grid[ui->cur_y * from->w + ui->cur_x];