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synced 2025-04-20 23:51:29 -07:00
New name UI_UPDATE for interpret_move's return "".
Now midend.c directly tests the returned pointer for equality to this value, instead of checking whether it's the empty string. A minor effect of this is that games may now return a dynamically allocated empty string from interpret_move() and treat it as just another legal move description. But I don't expect anyone to be perverse enough to actually do that! The main purpose is that it avoids returning a string literal from a function whose return type is a pointer to _non-const_ char, i.e. we are now one step closer to being able to make this code base clean under -Wwrite-strings.
This commit is contained in:
18
filling.c
18
filling.c
@ -1449,22 +1449,22 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->sel[w*ty+tx] = 1;
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}
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ui->cur_visible = 0;
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return ""; /* redraw */
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return UI_UPDATE;
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}
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if (IS_CURSOR_MOVE(button)) {
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ui->cur_visible = 1;
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move_cursor(button, &ui->cur_x, &ui->cur_y, w, h, 0);
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if (ui->keydragging) goto select_square;
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return "";
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return UI_UPDATE;
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}
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if (button == CURSOR_SELECT) {
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if (!ui->cur_visible) {
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ui->cur_visible = 1;
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return "";
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return UI_UPDATE;
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}
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ui->keydragging = !ui->keydragging;
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if (!ui->keydragging) return "";
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if (!ui->keydragging) return UI_UPDATE;
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select_square:
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if (!ui->sel) {
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@ -1473,12 +1473,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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}
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if (!state->shared->clues[w*ui->cur_y + ui->cur_x])
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ui->sel[w*ui->cur_y + ui->cur_x] = 1;
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return "";
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return UI_UPDATE;
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}
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if (button == CURSOR_SELECT2) {
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if (!ui->cur_visible) {
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ui->cur_visible = 1;
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return "";
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return UI_UPDATE;
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}
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if (!ui->sel) {
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ui->sel = snewn(w*h, int);
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@ -1492,14 +1492,14 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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sfree(ui->sel);
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ui->sel = NULL;
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}
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return "";
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return UI_UPDATE;
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}
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if (button == '\b' || button == 27) {
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sfree(ui->sel);
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ui->sel = NULL;
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ui->keydragging = FALSE;
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return "";
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return UI_UPDATE;
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}
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if (button < '0' || button > '9') return NULL;
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@ -1534,7 +1534,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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sfree(ui->sel);
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ui->sel = NULL;
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/* Need to update UI at least, as we cleared the selection */
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return move ? move : "";
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return move ? move : UI_UPDATE;
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}
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static game_state *execute_move(const game_state *state, const char *move)
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