SDL_Joystick *joy;
int joy_id;
int axis_keydown[2];
+#ifdef SDL_REDRAW_EVT
+ int rdraw;
+#endif
keybits_t keystate[SDLK_LAST / KEYBITS_WORD_BITS + 1];
// emulator keys should always be processed immediately lest one is lost
keybits_t emu_keys[SDLK_LAST / KEYBITS_WORD_BITS + 1];
*kc_out = event->key.keysym.sym;
if (down_out != NULL)
*down_out = event->type == SDL_KEYDOWN;
- if (emu_out != 0)
+ if (emu_out != NULL)
*emu_out = emu;
return 1;
{
SDL_Event events[4];
Uint32 mask = state->joy ? JOY_EVENTS : (SDL_ALLEVENTS & ~JOY_EVENTS);
- int count, maxcount, is_emukey;
+ int count, maxcount, is_emukey = 0;
int i, ret, retval = 0;
int num_events, num_peeped_events;
SDL_Event *event;
+#ifdef SDL_REDRAW_EVT
+ if (state->rdraw) {
+ if (one_kc != NULL)
+ *one_kc = SDLK_UNKNOWN;
+ if (one_down != NULL)
+ *one_down = 0;
+ state->rdraw = 0;
+ return 1;
+ }
+#endif
maxcount = (one_kc != NULL) ? 1 : sizeof(events) / sizeof(events[0]);
SDL_PumpEvents();
ext_event_handler(event);
break;
}
- continue;
+#ifdef SDL_REDRAW_EVT
+ if (ret != -2 && event->type == SDL_VIDEORESIZE) {
+ if (one_kc != NULL)
+ *one_kc = SDLK_UNKNOWN;
+ if (one_down != NULL)
+ *one_down = 1;
+ state->rdraw = 1;
+ is_emukey = 1, ret = 1;
+ } else
+ continue;
+#endif
}
retval |= ret;
- if ((is_emukey || one_kc != NULL) && ret)
+ if ((is_emukey || one_kc != NULL) && retval)
{
// don't lose events other devices might want to handle
if (++i < count)
}
else
{
+#ifdef SDL_REDRAW_EVT
+ if (keycode == SDLK_UNKNOWN)
+ ret = PBTN_RDRAW;
+ else
+#endif
for (i = 0; i < map_len; i++) {
if (map[i].key == keycode) {
ret = map[i].pbtn;
wait = autorep_delay_ms;
/* wait until either key repeat or a new key has been pressed */
+#ifdef SDL_REDRAW_EVT
+ interesting |= PBTN_RDRAW;
+#endif
do {
ret = in_menu_wait_any(charcode, wait);
if (ret == 0 || ret != menu_key_prev)
{
static int prev_w, prev_h;
+ // skip GL recreation if window doesn't change - avoids flicker
+ if (plat_target.vout_method == vout_mode_gl && plat_sdl_gl_active
+ && plat_target.vout_fullscreen == old_fullscreen
+ && w == prev_w && h == prev_h && !force)
+ {
+ return 0;
+ }
+
if (w == 0)
w = prev_w;
else
plat_target.vout_method = 0;
}
- // skip GL recreation if window doesn't change - avoids flicker
- if (plat_target.vout_method == vout_mode_gl && plat_sdl_gl_active
- && plat_target.vout_fullscreen == old_fullscreen && !force)
- {
- return 0;
- }
-
if (plat_sdl_overlay != NULL) {
SDL_FreeYUVOverlay(plat_sdl_overlay);
plat_sdl_overlay = NULL;