HandleSDLEvents, comment
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@@ -3,8 +3,7 @@
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#include "SDL_utils.h"
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#include "RageLog.h"
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#include "RageDisplay.h" // for REFRESH_DEFAULT
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#include "SDL_utils.h"
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#include "StepMania.h"
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LowLevelWindow_SDL::LowLevelWindow_SDL()
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{
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@@ -195,6 +194,8 @@ void LowLevelWindow_SDL::SwapBuffers()
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void LowLevelWindow_SDL::Update(float fDeltaTime)
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{
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HandleSDLEvents();
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SDL_Event event;
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while(SDL_GetEvent(event, SDL_VIDEORESIZEMASK|SDL_ACTIVEEVENTMASK))
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{
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@@ -208,11 +209,25 @@ void LowLevelWindow_SDL::Update(float fDeltaTime)
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DISPLAY->ResolutionChanged();
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break;
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case SDL_ACTIVEEVENT:
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/* We don't care about mouse focus. */
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if(event.active.state == SDL_APPMOUSEFOCUS)
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break;
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if( event.active.gain && // app regaining focus
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!DISPLAY->GetVideoModeParams().windowed ) // full screen
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{
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// need to reacquire an OGL context
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DISPLAY->SetVideoMode( DISPLAY->GetVideoModeParams() );
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/* This hasn't been done in a long time, since HandleSDLEvents was
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* handling this event before we got it. I tried reenablng it, and
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* it resulted in input not being regained and textures being erased,
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* so I left it disabled; but this might be needed on some cards (with
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* the above fixed) ... */
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// DISPLAY->SetVideoMode( DISPLAY->GetVideoModeParams() );
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}
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{
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uint8_t i = SDL_GetAppState();
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FocusChanged( i&SDL_APPINPUTFOCUS && i&SDL_APPACTIVE );
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}
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break;
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}
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