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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:
12
pattern.c
12
pattern.c
@ -1285,7 +1285,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->drag_start_y = ui->drag_end_y = y;
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ui->cur_visible = 0;
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return ""; /* UI activity occurred */
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return UI_UPDATE;
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}
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if (ui->dragging && button == ui->drag) {
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@ -1314,7 +1314,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->drag_end_x = x;
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ui->drag_end_y = y;
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return ""; /* UI activity occurred */
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return UI_UPDATE;
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}
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if (ui->dragging && button == ui->release) {
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@ -1342,7 +1342,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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x1, y1, x2-x1+1, y2-y1+1);
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return dupstr(buf);
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} else
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return ""; /* UI activity occurred */
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return UI_UPDATE;
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}
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if (IS_CURSOR_MOVE(button)) {
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@ -1350,12 +1350,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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char buf[80];
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move_cursor(button, &ui->cur_x, &ui->cur_y, state->common->w, state->common->h, 0);
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ui->cur_visible = 1;
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if (!control && !shift) return "";
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if (!control && !shift) return UI_UPDATE;
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newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY;
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if (state->grid[y * state->common->w + x] == newstate &&
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state->grid[ui->cur_y * state->common->w + ui->cur_x] == newstate)
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return "";
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return UI_UPDATE;
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sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E',
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min(x, ui->cur_x), min(y, ui->cur_y),
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@ -1370,7 +1370,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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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 (button == CURSOR_SELECT2)
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