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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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@ -1845,11 +1845,11 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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if (IS_CURSOR_MOVE(button)) {
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move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, false);
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ui->cur_visible = true;
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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} else if (IS_CURSOR_SELECT(button)) {
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if (!ui->cur_visible) {
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ui->cur_visible = true;
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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}
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action = (button == CURSOR_SELECT) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
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gx = ui->cur_x;
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@ -1858,7 +1858,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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(button == LEFT_BUTTON || button == RIGHT_BUTTON)) {
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if (ui->cur_visible) {
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ui->cur_visible = false;
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nullret = UI_UPDATE;
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nullret = MOVE_UI_UPDATE;
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}
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action = (button == LEFT_BUTTON) ? CYCLE_MAGNET : CYCLE_NEUTRAL;
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} else if (button == LEFT_BUTTON && is_clue(state, gx, gy)) {
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