move HandleSDLEvents to SDL_utils; the renderer is now responsible
for calling this
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@@ -9,6 +9,8 @@
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#include "RageUtil.h"
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#include "RageUtil.h"
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#include "RageSurface.h"
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#include "RageSurface.h"
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#include "RageSurfaceUtils.h"
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#include "RageSurfaceUtils.h"
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#include "StepMania.h"
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#include <errno.h>
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#include <errno.h>
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/* Pull in all of our SDL libraries here. */
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/* Pull in all of our SDL libraries here. */
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@@ -320,6 +322,25 @@ RageSurface *RageSurfaceFromSDLSurface( SDL_Surface *surf )
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return ret;
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return ret;
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}
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}
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void HandleSDLEvents()
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{
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/* This needs to be called before anything that handles SDL events. */
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SDL_PumpEvents();
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// process all queued events
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SDL_Event event;
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while(SDL_GetEvent(event, SDL_QUITMASK))
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{
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switch(event.type)
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{
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case SDL_QUIT:
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LOG->Trace("SDL_QUIT: shutting down");
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ExitGame();
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break;
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}
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}
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}
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/*
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/*
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* (c) 2002-2004 Glenn Maynard
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* (c) 2002-2004 Glenn Maynard
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* All rights reserved.
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* All rights reserved.
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@@ -31,6 +31,8 @@ void mySDL_WM_SetIcon( CString sIconFile );
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SDL_Surface *SDLSurfaceFromRageSurface( RageSurface *surf );
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SDL_Surface *SDLSurfaceFromRageSurface( RageSurface *surf );
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RageSurface *RageSurfaceFromSDLSurface( SDL_Surface *surf );
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RageSurface *RageSurfaceFromSDLSurface( SDL_Surface *surf );
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void HandleSDLEvents();
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#endif
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#endif
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/*
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/*
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