don't call HandleSDLEvents; cleanup

This commit is contained in:
Glenn Maynard
2004-06-14 03:14:00 +00:00
parent f4cea53212
commit 9f72b10743
-44
View File
@@ -813,22 +813,7 @@ static void MountTreeOfZips( const CString &dir )
}
#ifdef _XBOX
/*
extern int SDL_main(int argc, char *argv[]);
void __cdecl main()
{
SDL_main(0, NULL);
}
*/
char *xboxargv[] = { "d:\\default.xbe" };
extern RageDisplay::VideoModeParams g_CurrentParams;
/*
void __cdecl main()
{
main(0, xboxargv);
}
*/
#endif
#if defined(HAVE_VERSION_INFO)
@@ -1493,32 +1478,6 @@ void FocusChanged( bool bHasFocus )
RestoreAppPri();
}
static void HandleSDLEvents()
{
// process all queued events
SDL_Event event;
while(SDL_GetEvent(event, SDL_QUITMASK|SDL_ACTIVEEVENTMASK))
{
switch(event.type)
{
case SDL_QUIT:
LOG->Trace("SDL_QUIT: shutting down");
ExitGame();
break;
case SDL_ACTIVEEVENT:
{
/* We don't care about mouse focus. */
if(event.active.state == SDL_APPMOUSEFOCUS)
break;
uint8_t i = SDL_GetAppState();
FocusChanged( i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE );
}
}
}
}
static void CheckSkips( float fDeltaTime )
{
if( !PREFSMAN->m_bLogSkips )
@@ -1548,9 +1507,6 @@ static void GameLoop()
RageTimer timer;
while(!g_bQuitting)
{
/* This needs to be called before anything that handles SDL events. */
SDL_PumpEvents();
HandleSDLEvents();
/*
* Update