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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:
20
tracks.c
20
tracks.c
@ -1922,13 +1922,13 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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ui->drag_sx = ui->drag_ex = gx;
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ui->drag_sy = ui->drag_ey = gy;
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return "";
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return UI_UPDATE;
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}
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if (IS_MOUSE_DRAG(button)) {
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ui->cursor_active = FALSE;
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update_ui_drag(state, ui, gx, gy);
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return "";
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return UI_UPDATE;
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}
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if (IS_MOUSE_RELEASE(button)) {
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@ -1965,12 +1965,12 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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cy = CENTERED_COORD(gy);
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if (!INGRID(state, gx, gy) || FROMCOORD(x) != gx || FROMCOORD(y) != gy)
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return "";
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return UI_UPDATE;
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if (max(abs(x-cx),abs(y-cy)) < TILE_SIZE/4) {
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if (ui_can_flip_square(state, gx, gy, button == RIGHT_RELEASE))
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return square_flip_str(state, gx, gy, button == RIGHT_RELEASE, tmpbuf);
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return "";
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return UI_UPDATE;
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} else {
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if (abs(x-cx) < abs(y-cy)) {
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/* Closest to top/bottom edge. */
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@ -1984,7 +1984,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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return edge_flip_str(state, gx, gy, direction,
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button == RIGHT_RELEASE, tmpbuf);
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else
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return "";
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return UI_UPDATE;
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}
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}
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}
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@ -1997,7 +1997,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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if (!ui->cursor_active) {
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ui->cursor_active = TRUE;
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return "";
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return UI_UPDATE;
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}
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ui->curx = ui->curx + dx;
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@ -2008,17 +2008,17 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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}
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ui->curx = min(max(ui->curx, 1), 2*w-1);
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ui->cury = min(max(ui->cury, 1), 2*h-1);
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return "";
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return UI_UPDATE;
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}
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if (IS_CURSOR_SELECT(button)) {
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if (!ui->cursor_active) {
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ui->cursor_active = TRUE;
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return "";
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return UI_UPDATE;
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}
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/* click on square corner does nothing (shouldn't get here) */
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if ((ui->curx % 2) == 0 && (ui->cury % 2 == 0))
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return "";
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return UI_UPDATE;
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gx = ui->curx / 2;
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gy = ui->cury / 2;
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@ -2030,7 +2030,7 @@ static char *interpret_move(const game_state *state, game_ui *ui,
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else if (!direction &&
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ui_can_flip_square(state, gx, gy, button == CURSOR_SELECT2))
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return square_flip_str(state, gx, gy, button == CURSOR_SELECT2, tmpbuf);
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return "";
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return UI_UPDATE;
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}
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#if 0
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