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

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