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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().
This commit is contained in:
24
pearl.c
24
pearl.c
@ -2144,11 +2144,11 @@ static char *mark_in_direction(const game_state *state, int x, int y, int dir,
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char ch = primary ? 'F' : 'M', *other;
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if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return UI_UPDATE;
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if (!INGRID(state, x, y) || !INGRID(state, x2, y2)) return MOVE_UI_UPDATE;
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/* disallow laying a mark over a line, or vice versa. */
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other = primary ? state->marks : state->lines;
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if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return UI_UPDATE;
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if (other[y*w+x] & dir || other[y2*w+x2] & dir2) return MOVE_UI_UPDATE;
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sprintf(buf, "%c%d,%d,%d;%c%d,%d,%d", ch, dir, x, y, ch, dir2, x2, y2);
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return dupstr(buf);
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@ -2182,12 +2182,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->dragcoords[0] = gy * w + gx;
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ui->ndragcoords = 0; /* will be 1 once drag is confirmed */
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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}
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if (button == LEFT_DRAG && ui->ndragcoords >= 0) {
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update_ui_drag(state, ui, gx, gy);
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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}
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if (IS_MOUSE_RELEASE(button)) release = true;
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@ -2209,30 +2209,30 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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if (ui->ndragcoords >= 0)
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update_ui_drag(state, ui, ui->curx, ui->cury);
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}
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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}
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if (IS_CURSOR_SELECT(button)) {
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if (!ui->cursor_active) {
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ui->cursor_active = true;
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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} else if (button == CURSOR_SELECT) {
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if (ui->ndragcoords == -1) {
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ui->ndragcoords = 0;
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ui->dragcoords[0] = ui->cury * w + ui->curx;
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ui->clickx = CENTERED_COORD(ui->curx);
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ui->clicky = CENTERED_COORD(ui->cury);
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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} else release = true;
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} else if (button == CURSOR_SELECT2 && ui->ndragcoords >= 0) {
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ui->ndragcoords = -1;
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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}
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}
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if ((button == 27 || button == '\b') && ui->ndragcoords >= 0) {
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ui->ndragcoords = -1;
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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}
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if (release) {
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@ -2264,7 +2264,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->ndragcoords = -1;
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return buf ? buf : UI_UPDATE;
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return buf ? buf : MOVE_UI_UPDATE;
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} else if (ui->ndragcoords == 0) {
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/* Click (or tiny drag). Work out which edge we were
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* closest to. */
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@ -2285,12 +2285,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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cx = CENTERED_COORD(gx);
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cy = CENTERED_COORD(gy);
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if (!INGRID(state, gx, gy)) return UI_UPDATE;
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if (!INGRID(state, gx, gy)) return MOVE_UI_UPDATE;
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if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
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/* TODO closer to centre of grid: process as a cell click not an edge click. */
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return UI_UPDATE;
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return MOVE_UI_UPDATE;
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} else {
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int direction;
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if (abs(x-cx) < abs(y-cy)) {
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