summaryrefslogtreecommitdiff
path: root/src
diff options
context:
space:
mode:
authorEnsiform <ensiform@gmail.com>2015-01-17 22:52:00 -0600
committerTim Angus <tim@ngus.net>2015-03-17 11:43:04 +0000
commitd9580d71cd7e5edcd57eed506454c67db35db211 (patch)
treef4672aaa163605251c9b8134f993664d43b10781 /src
parentece466ed2c83d2b345790bc82418d345615a361d (diff)
Move Event processor call down below the mouse checks.
Only send mouse events if both values are non-zero. Hopefully this helps with the event overflow spam that can sometimes happen on loads or laggy situations.
Diffstat (limited to 'src')
-rw-r--r--src/sdl/sdl_input.c7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/sdl/sdl_input.c b/src/sdl/sdl_input.c
index bd59cc51..562aef12 100644
--- a/src/sdl/sdl_input.c
+++ b/src/sdl/sdl_input.c
@@ -851,7 +851,11 @@ static void IN_ProcessEvents( void )
case SDL_MOUSEMOTION:
if( mouseActive )
+ {
+ if( !e.motion.xrel && !e.motion.yrel )
+ break;
Com_QueueEvent( 0, SE_MOUSE, e.motion.xrel, e.motion.yrel, 0, NULL );
+ }
break;
case SDL_MOUSEBUTTONDOWN:
@@ -933,7 +937,6 @@ void IN_Frame( void )
int x, y;
IN_JoyMove( );
- IN_ProcessEvents( );
// If not DISCONNECTED (main menu) or ACTIVE (in game), we're loading
loading = ( clc.state != CA_DISCONNECTED && clc.state != CA_ACTIVE );
@@ -968,6 +971,8 @@ void IN_Frame( void )
IN_SetUIMousePosition( x, y );
}
+ IN_ProcessEvents( );
+
// In case we had to delay actual restart of video system
if( ( vidRestartTime != 0 ) && ( vidRestartTime < Sys_Milliseconds( ) ) )
{