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

@ -1922,13 +1922,13 @@ static char *interpret_move(const game_state *state, game_ui *ui,
ui->drag_sx = ui->drag_ex = gx;
ui->drag_sy = ui->drag_ey = gy;
return "";
return UI_UPDATE;
}
if (IS_MOUSE_DRAG(button)) {
ui->cursor_active = FALSE;
update_ui_drag(state, ui, gx, gy);
return "";
return UI_UPDATE;
}
if (IS_MOUSE_RELEASE(button)) {
@ -1965,12 +1965,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
cy = CENTERED_COORD(gy);
if (!INGRID(state, gx, gy) || FROMCOORD(x) != gx || FROMCOORD(y) != gy)
return "";
return UI_UPDATE;
if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
if (ui_can_flip_square(state, gx, gy, button == RIGHT_RELEASE))
return square_flip_str(state, gx, gy, button == RIGHT_RELEASE, tmpbuf);
return "";
return UI_UPDATE;
} else {
if (abs(x-cx) < abs(y-cy)) {
/* Closest to top/bottom edge. */
@ -1984,7 +1984,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
return edge_flip_str(state, gx, gy, direction,
button == RIGHT_RELEASE, tmpbuf);
else
return "";
return UI_UPDATE;
}
}
}
@ -1997,7 +1997,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
return "";
return UI_UPDATE;
}
ui->curx = ui->curx + dx;
@ -2008,17 +2008,17 @@ static char *interpret_move(const game_state *state, game_ui *ui,
}
ui->curx = min(max(ui->curx, 1), 2*w-1);
ui->cury = min(max(ui->cury, 1), 2*h-1);
return "";
return UI_UPDATE;
}
if (IS_CURSOR_SELECT(button)) {
if (!ui->cursor_active) {
ui->cursor_active = TRUE;
return "";
return UI_UPDATE;
}
/* click on square corner does nothing (shouldn't get here) */
if ((ui->curx % 2) == 0 && (ui->cury % 2 == 0))
return "";
return UI_UPDATE;
gx = ui->curx / 2;
gy = ui->cury / 2;
@ -2030,7 +2030,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
else if (!direction &&
ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2))
return square_flip_str(state, gx, gy, button == CURSOR_SELECT2, tmpbuf);
return "";
return UI_UPDATE;
}
#if 0