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

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