Expose the NO_EFFECT/UNUSED distinction through midend_process_key()

This removed the "handled" pointer and instead extends the existing
boolean return value (quit or don't quit) into an enumeration.  One of
the values still quits the program, but now there are different values
for keys that had an effect, had no effect, and are not used by the
puzzle at all.  The mapping from interpret_move results to process_key
results is roughly:

move string    -> PKR_SOME_EFFECT
MOVE_UI_UPDATE -> PKR_SOME_EFFECT
MOVE_NO_EFFECT -> PKR_NO_EFFECT
MOVE_UNUSED    -> PKR_UNUSED

The mid-end can also generate results internally, and is the only place
that PKR_QUIT can arise.

For compatibility, PKR_QUIT is zero, so anything expecting a false
return value to mean quit will be unsurprised.  The other values are
ordered so that lower values indicate a greater amount of handling of
the key.
This commit is contained in:
Ben Harris
2023-06-07 23:03:30 +01:00
parent 87e98e6715
commit 1547154efb
8 changed files with 97 additions and 71 deletions

View File

@ -973,13 +973,13 @@ void midend_restart_game(midend *me)
midend_set_timer(me);
}
static bool midend_really_process_key(midend *me, int x, int y, int button,
bool *handled)
static int midend_really_process_key(midend *me, int x, int y, int button)
{
game_state *oldstate =
me->ourgame->dup_game(me->states[me->statepos - 1].state);
int type = MOVE;
bool gottype = false, ret = true;
bool gottype = false;
int ret = PKR_NO_EFFECT;
float anim_time;
game_state *s;
char *movestr = NULL;
@ -995,7 +995,7 @@ static bool midend_really_process_key(midend *me, int x, int y, int button,
button == '\x0E' || button == UI_NEWGAME) {
midend_new_game(me);
midend_redraw(me);
*handled = true;
ret = PKR_SOME_EFFECT;
goto done; /* never animate */
} else if ((me->one_key_shortcuts && (button=='u' || button=='U')) ||
button == '*' || button == '\x1A' || button == '\x1F' ||
@ -1005,30 +1005,32 @@ static bool midend_really_process_key(midend *me, int x, int y, int button,
gottype = true;
if (!midend_undo(me))
goto done;
*handled = true;
ret = PKR_SOME_EFFECT;
} else if ((me->one_key_shortcuts && (button=='r' || button=='R')) ||
button == '#' || button == '\x12' || button == '\x19' ||
button == UI_REDO) {
midend_stop_anim(me);
if (!midend_redo(me))
goto done;
*handled = true;
ret = PKR_SOME_EFFECT;
} else if ((button == '\x13' || button == UI_SOLVE) &&
me->ourgame->can_solve) {
*handled = true;
ret = PKR_SOME_EFFECT;
if (midend_solve(me))
goto done;
} else if ((me->one_key_shortcuts && (button=='q' || button=='Q')) ||
button == '\x11' || button == UI_QUIT) {
ret = false;
*handled = true;
ret = PKR_QUIT;
goto done;
} else
} else {
ret = PKR_UNUSED;
goto done;
}
} else if (movestr == MOVE_NO_EFFECT) {
ret = PKR_NO_EFFECT;
goto done;
} else {
*handled = true;
ret = PKR_SOME_EFFECT;
if (movestr == MOVE_UI_UPDATE)
s = me->states[me->statepos-1].state;
else {
@ -1099,12 +1101,10 @@ static bool midend_really_process_key(midend *me, int x, int y, int button,
return ret;
}
bool midend_process_key(midend *me, int x, int y, int button, bool *handled)
int midend_process_key(midend *me, int x, int y, int button)
{
bool ret = true, dummy_handled;
int ret = PKR_UNUSED, ret2;
if (handled == NULL) handled = &dummy_handled;
*handled = false;
/*
* Harmonise mouse drag and release messages.
*
@ -1206,9 +1206,10 @@ bool midend_process_key(midend *me, int x, int y, int button, bool *handled)
/*
* Fabricate a button-up for the previously pressed button.
*/
ret = ret && midend_really_process_key
ret2 = midend_really_process_key
(me, x, y, (me->pressed_mouse_button +
(LEFT_RELEASE - LEFT_BUTTON)), handled);
(LEFT_RELEASE - LEFT_BUTTON)));
ret = min(ret, ret2);
}
/* Canonicalise CTRL+ASCII. */
@ -1243,7 +1244,8 @@ bool midend_process_key(midend *me, int x, int y, int button, bool *handled)
/*
* Now send on the event we originally received.
*/
ret = ret && midend_really_process_key(me, x, y, button, handled);
ret2 = midend_really_process_key(me, x, y, button);
ret = min(ret, ret2);
/*
* And update the currently pressed button.