Cleanup: the `mouse_priorities' field in the back end has been a

more general-purpose flags word for some time now. Rename it to
`flags'.

[originally from svn r6414]
This commit is contained in:
Simon Tatham
2005-10-22 16:35:23 +00:00
parent 6824dcde03
commit b7f192eea3
27 changed files with 38 additions and 37 deletions

View File

@ -578,7 +578,7 @@ static int midend_really_process_key(midend *me, int x, int y, int button)
* See if this move requires an animation.
*/
if (special(type) && !(type == SOLVE &&
(me->ourgame->mouse_priorities & SOLVE_ANIMATES))) {
(me->ourgame->flags & SOLVE_ANIMATES))) {
anim_time = 0;
} else {
anim_time = me->ourgame->anim_length(oldstate,
@ -690,7 +690,7 @@ int midend_process_key(midend *me, int x, int y, int button)
* If the new button has lower priority than the old one,
* don't bother doing this.
*/
if (me->ourgame->mouse_priorities &
if (me->ourgame->flags &
BUTTON_BEATS(me->pressed_mouse_button, button))
return ret; /* just ignore it */
@ -1214,7 +1214,7 @@ char *midend_solve(midend *me)
me->states[me->statepos-2].state,
me->states[me->statepos-1].state);
me->dir = +1;
if (me->ourgame->mouse_priorities & SOLVE_ANIMATES) {
if (me->ourgame->flags & SOLVE_ANIMATES) {
me->oldstate = me->ourgame->dup_game(me->states[me->statepos-2].state);
me->anim_time =
me->ourgame->anim_length(me->states[me->statepos-2].state,