-void SleepWhileUnmapped(void)
-{
- boolean window_unmapped = TRUE;
-
- KeyboardAutoRepeatOn();
-
- while (window_unmapped)
- {
- Event event;
-
- if (!WaitValidEvent(&event))
- continue;
-
- switch (event.type)
- {
- case EVENT_BUTTONRELEASE:
- button_status = MB_RELEASED;
- break;
-
- case EVENT_KEYRELEASE:
- key_joystick_mapping = 0;
- break;
-
- case SDL_CONTROLLERBUTTONUP:
- HandleJoystickEvent(&event);
- key_joystick_mapping = 0;
- break;
-
- case EVENT_MAPNOTIFY:
- window_unmapped = FALSE;
- break;
-
- case EVENT_UNMAPNOTIFY:
- // this is only to surely prevent the 'should not happen' case
- // of recursively looping between 'SleepWhileUnmapped()' and
- // 'HandleOtherEvents()' which usually calls this funtion.
- break;
-
- default:
- HandleOtherEvents(&event);
- break;
- }
- }
-
- if (game_status == GAME_MODE_PLAYING)
- KeyboardAutoRepeatOffUnlessAutoplay();
-}
-
-void HandleExposeEvent(ExposeEvent *event)
-{
-}
-