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| author | Ben Harris <bjh21@bjh21.me.uk> | 2023-06-04 18:42:58 +0100 |
|---|---|---|
| committer | Ben Harris <bjh21@bjh21.me.uk> | 2023-06-11 00:33:27 +0100 |
| commit | a9af3fda1d784c42d486a019a0a4e947f762af70 (patch) | |
| tree | 8cb5d37274541dae804cd11d944feb41ffa1d40b /pattern.c | |
| parent | b08c13f5f47a8541961fc150142523b061d3d9c6 (diff) | |
| download | puzzles-a9af3fda1d784c42d486a019a0a4e947f762af70.zip puzzles-a9af3fda1d784c42d486a019a0a4e947f762af70.tar.gz puzzles-a9af3fda1d784c42d486a019a0a4e947f762af70.tar.bz2 puzzles-a9af3fda1d784c42d486a019a0a4e947f762af70.tar.xz | |
Rename UI_UPDATE as MOVE_UI_UPDATE
All the other constants named UI_* are special key names that can be
passed to midend_process_key(), but UI_UPDATE is a special return value
from the back-end interpret_move() function instead. This renaming
makes the distinction clear and provides a naming convention for future
special return values from interpret_move().
Diffstat (limited to 'pattern.c')
| -rw-r--r-- | pattern.c | 12 |
1 files changed, 6 insertions, 6 deletions
@@ -1336,7 +1336,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, ui->drag_start_y = ui->drag_end_y = y; ui->cur_visible = false; - return UI_UPDATE; + return MOVE_UI_UPDATE; } if (ui->dragging && button == ui->drag) { @@ -1365,7 +1365,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, ui->drag_end_x = x; ui->drag_end_y = y; - return UI_UPDATE; + return MOVE_UI_UPDATE; } if (ui->dragging && button == ui->release) { @@ -1393,7 +1393,7 @@ 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_UPDATE; + return MOVE_UI_UPDATE; } if (IS_CURSOR_MOVE(button)) { @@ -1401,12 +1401,12 @@ 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, false); ui->cur_visible = true; - if (!control && !shift) return UI_UPDATE; + if (!control && !shift) return MOVE_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 UI_UPDATE; + return MOVE_UI_UPDATE; sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E', min(x, ui->cur_x), min(y, ui->cur_y), @@ -1421,7 +1421,7 @@ static char *interpret_move(const game_state *state, game_ui *ui, if (!ui->cur_visible) { ui->cur_visible = true; - return UI_UPDATE; + return MOVE_UI_UPDATE; } if (button == CURSOR_SELECT2) |