AcessNative - Fix some compilation issues
[tpg/acess2.git] / AcessNative / acesskernel_src / ui_sdl.c
index 7e97cbe..bc6efc9 100644 (file)
@@ -130,56 +130,53 @@ void UI_MainLoop(void)
        SDL_Event       event;
        Uint32  acess_sym;
 
-       for( ;; )
+       while( SDL_WaitEvent(&event) )
        {
-               while(SDL_PollEvent(&event))
+               switch(event.type)
                {
-                       switch(event.type)
-                       {
-                       case SDL_QUIT:
-                               AcessNative_Exit();
-                               return ;
-                               
-                       case SDL_KEYDOWN:
-                               acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
-                               // Enter key on acess returns \n, but SDL returns \r
-                               if(event.key.keysym.sym == SDLK_RETURN)
-                                       event.key.keysym.unicode = '\n';                                
-
-                               if( gUI_KeyboardCallback ) {
-                                       gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
-                                       gUI_KeyboardCallback(KEY_ACTION_PRESS|event.key.keysym.unicode);
-                               }
-                               break;
+               case SDL_QUIT:
+                       AcessNative_Exit();
+                       return ;
                        
-                       case SDL_KEYUP:
-                               acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
-                               
-                               if( gUI_KeyboardCallback ) {
-                                       gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
-                                       gUI_KeyboardCallback(KEY_ACTION_RELEASE|0);
-                               }
-                               break;
-
-                       case SDL_USEREVENT:
-                               SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
-                               SDL_Flip(gScreen);
-                               break;
+               case SDL_KEYDOWN:
+                       acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
+                       // Enter key on acess returns \n, but SDL returns \r
+                       if(event.key.keysym.sym == SDLK_RETURN)
+                               event.key.keysym.unicode = '\n';                                
+
+                       if( gUI_KeyboardCallback ) {
+                               gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
+                               gUI_KeyboardCallback(KEY_ACTION_PRESS|event.key.keysym.unicode);
+                       }
+                       break;
+               
+               case SDL_KEYUP:
+                       acess_sym = UI_GetAcessKeyFromSDL(event.key.keysym.sym);
                        
-                       case SDL_MOUSEMOTION: {
-                               int abs[] = {event.motion.x, event.motion.y};
-                               int delta[] = {event.motion.xrel, event.motion.yrel};
-                               Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), delta, abs);
-                               break; }
-                       case SDL_MOUSEBUTTONUP:
-                       case SDL_MOUSEBUTTONDOWN: {
-                               int abs[] = {event.button.x, event.button.y};
-                               Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), NULL, abs);
-                               break; }
-       
-                       default:
-                               break;
+                       if( gUI_KeyboardCallback ) {
+                               gUI_KeyboardCallback(KEY_ACTION_RAWSYM|acess_sym);
+                               gUI_KeyboardCallback(KEY_ACTION_RELEASE|0);
                        }
+                       break;
+
+               case SDL_USEREVENT:
+                       SDL_UpdateRect(gScreen, 0, 0, giUI_Width, giUI_Height);
+                       SDL_Flip(gScreen);
+                       break;
+               
+               case SDL_MOUSEMOTION: {
+                       int abs[] = {event.motion.x, event.motion.y};
+                       int delta[] = {event.motion.xrel, event.motion.yrel};
+                       Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), delta, abs);
+                       break; }
+               case SDL_MOUSEBUTTONUP:
+               case SDL_MOUSEBUTTONDOWN: {
+                       int abs[] = {event.button.x, event.button.y};
+                       Mouse_HandleEvent(UI_GetButtonBits(SDL_GetMouseState(NULL, NULL)), NULL, abs);
+                       break; }
+
+               default:
+                       break;
                }
        }
 }

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