HandleSDLEvents is too small to be worth splitting

handle hwnd changes within the renderers, since it's tied to the window
This commit is contained in:
Glenn Maynard
2004-06-14 03:54:46 +00:00
parent aa7ad967ae
commit 58cf9f21c5
3 changed files with 1 additions and 43 deletions
-19
View File
@@ -322,25 +322,6 @@ RageSurface *RageSurfaceFromSDLSurface( SDL_Surface *surf )
return ret;
}
void HandleSDLEvents()
{
/* This needs to be called before anything that handles SDL events. */
SDL_PumpEvents();
// process all queued events
SDL_Event event;
while(SDL_GetEvent(event, SDL_QUITMASK))
{
switch(event.type)
{
case SDL_QUIT:
LOG->Trace("SDL_QUIT: shutting down");
ExitGame();
break;
}
}
}
void SDL_UpdateHWnd()
{
#ifdef _WINDOWS