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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().
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@ -1062,7 +1062,7 @@ divide mouse coordinates by it.)
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in response to the input event; the puzzle was not interested in it
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at all.
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\b Returning the special value \cw{UI_UPDATE} indicates that the input
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\b Returning the special value \cw{MOVE_UI_UPDATE} indicates that the input
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event has resulted in a change being made to the \c{game_ui} which
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will require a redraw of the game window, but that no actual \e{move}
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was made (i.e. no new \c{game_state} needs to be created).
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@ -1080,7 +1080,7 @@ strings can be written to disk when saving the game and fed to
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The return value from \cw{interpret_move()} is expected to be
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dynamically allocated if and only if it is not either \cw{NULL}
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\e{or} the special string constant \c{UI_UPDATE}.
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\e{or} the special string constant \c{MOVE_UI_UPDATE}.
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After this function is called, the back end is permitted to rely on
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some subsequent operations happening in sequence:
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@ -5804,7 +5804,7 @@ be:
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\b Put cursor position fields in the \c{game_ui}.
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\b \cw{interpret_move()} responds to arrow keys by modifying the
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cursor position fields and returning \cw{UI_UPDATE}.
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cursor position fields and returning \cw{MOVE_UI_UPDATE}.
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\b \cw{interpret_move()} responds to some other button \dash either
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\cw{CURSOR_SELECT} or some more specific thing like a number key \dash
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