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
pearl.c
View File

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