Rename UI_UPDATE as MOVE_UI_UPDATE

All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead.  This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
This commit is contained in:
Ben Harris
2023-06-04 18:42:58 +01:00
parent b08c13f5f4
commit a9af3fda1d
42 changed files with 216 additions and 216 deletions

View File

@ -939,7 +939,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->cur_x = cx;
ui->cur_y = cy;
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (button == LEFT_BUTTON || button == RIGHT_BUTTON) {
@ -949,7 +949,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
wouldflash = 1;
} else if (button == LEFT_RELEASE) {
ui->flash_laser = 0;
return UI_UPDATE;
return MOVE_UI_UPDATE;
} else if (IS_CURSOR_SELECT(button)) {
if (ui->cur_visible) {
gx = ui->cur_x;
@ -958,7 +958,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
wouldflash = 2;
} else {
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
/* Fix up 'button' for the below logic. */
if (button == CURSOR_SELECT2) button = RIGHT_BUTTON;
@ -1007,9 +1007,9 @@ static char *interpret_move(const game_state *state, game_ui *ui,
return nullret;
ui->flash_laserno = rangeno;
ui->flash_laser = wouldflash;
nullret = UI_UPDATE;
nullret = MOVE_UI_UPDATE;
if (state->exits[rangeno] != LASER_EMPTY)
return UI_UPDATE;
return MOVE_UI_UPDATE;
sprintf(buf, "F%d", rangeno);
break;