HandleSDLEvents is too small to be worth splitting
handle hwnd changes within the renderers, since it's tied to the window
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@@ -322,25 +322,6 @@ RageSurface *RageSurfaceFromSDLSurface( SDL_Surface *surf )
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return ret;
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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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void SDL_UpdateHWnd()
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{
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#ifdef _WINDOWS
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