if (with_frame_delay)
WaitUntilDelayReached(&video.frame_delay, video.frame_delay_value);
+ video.frame_counter++;
+
// show render target buffer on screen
SDL_RenderPresent(sdl_renderer);
}
static void UpdateScreen_WithFrameDelay(SDL_Rect *rect)
{
+ PumpEvents(); // execute event filter actions while waiting
+
UpdateScreenExt(rect, TRUE);
}
SDL_WaitEvent(event);
}
-void SDLCorrectMouseEventXY(int *x, int *y)
+void SDLCorrectRawMousePosition(int *x, int *y)
{
if (sdl_renderer == NULL)
return;