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

24
guess.c
View File

@ -814,7 +814,7 @@ static char *interpret_move(const game_state *from, game_ui *ui,
*/
if (button == 'l' || button == 'L') {
ui->show_labels = !ui->show_labels;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (from->solved) return NULL;
@ -871,13 +871,13 @@ static char *interpret_move(const game_state *from, game_ui *ui,
ui->drag_y = y;
debug(("Start dragging, col = %d, (%d,%d)",
ui->drag_col, ui->drag_x, ui->drag_y));
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
}
} else if (button == LEFT_DRAG && ui->drag_col) {
ui->drag_x = x;
ui->drag_y = y;
debug(("Keep dragging, (%d,%d)", ui->drag_x, ui->drag_y));
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == LEFT_RELEASE && ui->drag_col) {
if (over_guess > -1) {
debug(("Dropping colour %d onto guess peg %d",
@ -894,13 +894,13 @@ static char *interpret_move(const game_state *from, game_ui *ui,
ui->drag_opeg = -1;
ui->display_cur = false;
debug(("Stop dragging."));
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == RIGHT_BUTTON) {
if (over_guess > -1) {
/* we use ths feedback in the game_ui to signify
* 'carry this peg to the next guess as well'. */
ui->holds[over_guess] ^= 1;
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
}
} else if (button == LEFT_RELEASE && over_hint && ui->markable) {
/* NB this won't trigger if on the end of a drag; that's on
@ -915,10 +915,10 @@ static char *interpret_move(const game_state *from, game_ui *ui,
ui->colour_cur++;
if (button == CURSOR_UP && ui->colour_cur > 0)
ui->colour_cur--;
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == 'h' || button == 'H' || button == '?') {
compute_hint(from, ui);
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == CURSOR_LEFT || button == CURSOR_RIGHT) {
int maxcur = from->params.npegs;
if (ui->markable) maxcur++;
@ -928,14 +928,14 @@ static char *interpret_move(const game_state *from, game_ui *ui,
ui->peg_cur++;
if (button == CURSOR_LEFT && ui->peg_cur > 0)
ui->peg_cur--;
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == CURSOR_SELECT) {
ui->display_cur = true;
if (ui->peg_cur == from->params.npegs) {
ret = encode_move(from, ui);
} else {
set_peg(&from->params, ui, ui->peg_cur, ui->colour_cur+1);
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
}
} else if (((button >= '1' && button <= '0' + from->params.ncolours) ||
(button == '0' && from->params.ncolours == 10)) &&
@ -946,17 +946,17 @@ static char *interpret_move(const game_state *from, game_ui *ui,
button == '0' ? 10 : button - '0');
if (ui->peg_cur + 1 < from->params.npegs + ui->markable)
ui->peg_cur++;
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == 'D' || button == 'd' || button == '\b') {
ui->display_cur = true;
set_peg(&from->params, ui, ui->peg_cur, 0);
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
} else if (button == CURSOR_SELECT2) {
if (ui->peg_cur == from->params.npegs)
return NULL;
ui->display_cur = true;
ui->holds[ui->peg_cur] ^= 1;
ret = UI_UPDATE;
ret = MOVE_UI_UPDATE;
}
return ret;
}