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

@ -1493,22 +1493,22 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->sel[w*ty+tx] = true;
}
ui->cur_visible = false;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (IS_CURSOR_MOVE(button)) {
ui->cur_visible = true;
move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, false);
if (ui->keydragging) goto select_square;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (button == CURSOR_SELECT) {
if (!ui->cur_visible) {
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
ui->keydragging = !ui->keydragging;
if (!ui->keydragging) return UI_UPDATE;
if (!ui->keydragging) return MOVE_UI_UPDATE;
select_square:
if (!ui->sel) {
@ -1517,12 +1517,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
if (!state->shared->clues[w*ui->cur_y + ui->cur_x])
ui->sel[w*ui->cur_y + ui->cur_x] = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (button == CURSOR_SELECT2) {
if (!ui->cur_visible) {
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (!ui->sel) {
ui->sel = snewn(w*h, bool);
@ -1536,14 +1536,14 @@ static char *interpret_move(const game_state *state, game_ui *ui,
sfree(ui->sel);
ui->sel = NULL;
}
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (button == '\b' || button == 27) {
sfree(ui->sel);
ui->sel = NULL;
ui->keydragging = false;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (button < '0' || button > '9') return NULL;
@ -1578,7 +1578,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
sfree(ui->sel);
ui->sel = NULL;
/* Need to update UI at least, as we cleared the selection */
return move ? move : UI_UPDATE;
return move ? move : MOVE_UI_UPDATE;
}
static game_state *execute_move(const game_state *state, const char *move)