fixed bug with wrong high score list width when using font draw offsets
[rocksndiamonds.git] / src / events.c
index 2127242f376221be14192a8d893f689e8b3c71f2..bad68898754e4249cdc09113095de3dc57728356 100644 (file)
@@ -19,7 +19,7 @@
 #include "editor.h"
 #include "files.h"
 #include "tape.h"
-#include "cartoons.h"
+#include "anim.h"
 #include "network.h"
 
 
@@ -460,10 +460,13 @@ void HandleWindowEvent(WindowEvent *event)
        event_name, event->data1, event->data2);
 #endif
 
+#if 0
+  // (not needed, as the screen gets redrawn every 20 ms anyway)
   if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED ||
       event->event == SDL_WINDOWEVENT_RESIZED ||
       event->event == SDL_WINDOWEVENT_EXPOSED)
     SDLRedrawWindow();
+#endif
 
   if (event->event == SDL_WINDOWEVENT_RESIZED && !video.fullscreen_enabled)
   {
@@ -477,8 +480,10 @@ void HandleWindowEvent(WindowEvent *event)
       int new_xpercent = (100 * new_window_width  / video.width);
       int new_ypercent = (100 * new_window_height / video.height);
 
-      setup.window_scaling_percent = video.window_scaling_percent =
-       MIN(MAX(MIN_WINDOW_SCALING_PERCENT, MIN(new_xpercent, new_ypercent)),
+      // (extreme window scaling allowed, but cannot be saved permanently)
+      video.window_scaling_percent = MIN(new_xpercent, new_ypercent);
+      setup.window_scaling_percent =
+       MIN(MAX(MIN_WINDOW_SCALING_PERCENT, video.window_scaling_percent),
            MAX_WINDOW_SCALING_PERCENT);
 
       video.window_width  = new_window_width;
@@ -1354,7 +1359,8 @@ void HandleKey(Key key, int key_status)
        key == KSYM_plus ||
        key == KSYM_0) &&
       ((GetKeyModState() & KMOD_Control) ||
-       (GetKeyModState() & KMOD_Alt)) &&
+       (GetKeyModState() & KMOD_Alt) ||
+       (GetKeyModState() & KMOD_Meta)) &&
       video.window_scaling_available &&
       !video.fullscreen_enabled)
   {
@@ -1618,15 +1624,6 @@ void HandleNoEvent()
   {
     case GAME_MODE_MAIN:
       DrawPreviewLevelAnimation();
-      DoAnimation();
-      break;
-
-    case GAME_MODE_LEVELS:
-    case GAME_MODE_LEVELNR:
-    case GAME_MODE_SETUP:
-    case GAME_MODE_INFO:
-    case GAME_MODE_SCORES:
-      DoAnimation();
       break;
 
     case GAME_MODE_EDITOR: