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:
Simon Tatham
2017-10-01 12:52:12 +01:00
parent edcf839d4c
commit eeb2db283d
41 changed files with 217 additions and 201 deletions

View File

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