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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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4
midend.c
4
midend.c
@ -1027,7 +1027,7 @@ static bool midend_really_process_key(midend *me, int x, int y, int button,
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goto done;
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} else {
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*handled = true;
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if (movestr == UI_UPDATE)
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if (movestr == MOVE_UI_UPDATE)
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s = me->states[me->statepos-1].state;
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else {
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assert_printable_ascii(movestr);
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@ -2039,7 +2039,7 @@ const char *midend_solve(midend *me)
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movestr = me->ourgame->solve(me->states[0].state,
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me->states[me->statepos-1].state,
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me->aux_info, &msg);
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assert(movestr != UI_UPDATE);
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assert(movestr != MOVE_UI_UPDATE);
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if (!movestr) {
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if (!msg)
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msg = "Solve operation failed"; /* _shouldn't_ happen, but can */
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