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

@ -626,7 +626,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (IS_CURSOR_MOVE(button) || pad) {
if (!ui->cur_visible) {
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
if (control || shift || ui->cur_mode) {
@ -681,7 +681,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
}
@ -699,11 +699,11 @@ static char *interpret_move(const game_state *state, game_ui *ui,
const enum cursor_mode m = (button == CURSOR_SELECT2 ?
lock_position : lock_tile);
ui->cur_mode = (ui->cur_mode == m ? unlocked : m);
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
} else {
ui->cur_visible = true;
return UI_UPDATE;
return MOVE_UI_UPDATE;
}
} else {
return NULL;
@ -718,7 +718,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
else if (cy == state->h && cx >= 0 && cx < state->w)
dy = +1, dx = 0;
else
return UI_UPDATE; /* invalid click location */
return MOVE_UI_UPDATE; /* invalid click location */
/* reverse direction if right hand button is pressed */
if (button == RIGHT_BUTTON || button == CURSOR_SELECT2) {