return FALSE;
}
+static boolean WaitValidEvent(Event *event)
+{
+ WaitEvent(event);
+
+ if (!FilterEvents(event))
+ return FALSE;
+
+ if (SkipPressedMouseMotionEvent(event))
+ return FALSE;
+
+ return TRUE;
+}
+
/* this is especially needed for event modifications for the Android target:
if mouse coordinates should be modified in the event filter function,
using a properly installed SDL event filter does not work, because in
boolean NextValidEvent(Event *event)
{
while (PendingEvent())
- {
- boolean handle_this_event = FALSE;
-
- NextEvent(event);
-
- if (FilterEvents(event))
- handle_this_event = TRUE;
-
- if (SkipPressedMouseMotionEvent(event))
- handle_this_event = FALSE;
-
- if (handle_this_event)
+ if (WaitValidEvent(event))
return TRUE;
- }
return FALSE;
}
void ClearEventQueue()
{
- while (PendingEvent())
- {
- Event event;
-
- NextEvent(&event);
+ Event event;
+ while (NextValidEvent(&event))
+ {
switch (event.type)
{
case EVENT_BUTTONRELEASE:
{
Event event;
- NextEvent(&event);
+ if (!WaitValidEvent(&event))
+ continue;
switch (event.type)
{
if (HandleGlobalAnimClicks(mx, my, button))
{
/* do not handle this button event anymore */
- mx = my = -32; /* force mouse event to be outside screen tiles */
+ return; /* force mouse event not to be handled at all */
}
if (button_hold && game_status == GAME_MODE_PLAYING && tape.pausing)
{
SaveNativeLevel(&level);
}
+ else if (is_string_suffix(cheat_input, ":frames-per-second") ||
+ is_string_suffix(cheat_input, ":fps"))
+ {
+ global.show_frames_per_second = !global.show_frames_per_second;
+ }
}
else if (game_status == GAME_MODE_PLAYING)
{