void ONScripter::flushEvent()
{
    SDL_Event event;
    while( SDL_PollEvent( &event ) )
        flushEventSub( event );
}
void ONScripter::runEventLoop()
{
    SDL_Event event, tmp_event;

    while ( SDL_WaitEvent(&event) ) {
        bool ret = false;
        // ignore continous SDL_MOUSEMOTION
        while (event.type == SDL_MOUSEMOTION){
#if SDL_VERSION_ATLEAST(1, 3, 0)
            if ( SDL_PeepEvents( &tmp_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT ) == 0 ) break;
            if (tmp_event.type != SDL_MOUSEMOTION) break;
            SDL_PeepEvents( &tmp_event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT );
#else
            if ( SDL_PeepEvents( &tmp_event, 1, SDL_PEEKEVENT, SDL_ALLEVENTS ) == 0 ) break;
            if (tmp_event.type != SDL_MOUSEMOTION) break;
            SDL_PeepEvents( &tmp_event, 1, SDL_GETEVENT, SDL_ALLEVENTS );
#endif
            event = tmp_event;
        }

        switch (event.type) {
          case SDL_MOUSEMOTION:
            mouseMoveEvent( (SDL_MouseMotionEvent*)&event );
            if (btndown_flag){
                SDL_MouseMotionEvent *me = (SDL_MouseMotionEvent*)&event;
                SDL_MouseButtonEvent be;

                if (me->state & SDL_BUTTON(SDL_BUTTON_LEFT))
                    be.button = SDL_BUTTON_LEFT;
                else if (me->state & SDL_BUTTON(SDL_BUTTON_RIGHT))
                    be.button = SDL_BUTTON_RIGHT;
                else
                    break;

                be.type = SDL_MOUSEBUTTONDOWN;
                be.x = me->x;
                be.y = me->y;
                ret = mousePressEvent( &be );
                if (ret) return;
            }
            break;
            
          case SDL_MOUSEBUTTONDOWN:
            if ( !btndown_flag ) break;
          case SDL_MOUSEBUTTONUP:
            ret = mousePressEvent( (SDL_MouseButtonEvent*)&event );
            if (ret) return;
            break;

          case SDL_JOYBUTTONDOWN:
            event.key.type = SDL_KEYDOWN;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if(event.key.keysym.sym == SDLK_UNKNOWN)
                break;
            
          case SDL_KEYDOWN:
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            ret = keyDownEvent( (SDL_KeyboardEvent*)&event );
            if ( btndown_flag )
                ret |= keyPressEvent( (SDL_KeyboardEvent*)&event );
            if (ret) return;
            break;

          case SDL_JOYBUTTONUP:
            event.key.type = SDL_KEYUP;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if(event.key.keysym.sym == SDLK_UNKNOWN)
                break;
            
          case SDL_KEYUP:
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            keyUpEvent( (SDL_KeyboardEvent*)&event );
            ret = keyPressEvent( (SDL_KeyboardEvent*)&event );
            if (ret) return;
            break;

          case SDL_JOYAXISMOTION:
          {
              SDL_KeyboardEvent ke = transJoystickAxis(event.jaxis);
              if (ke.keysym.sym != SDLK_UNKNOWN){
                  if (ke.type == SDL_KEYDOWN){
                      keyDownEvent( &ke );
                      if (btndown_flag)
                          keyPressEvent( &ke );
                  }
                  else if (ke.type == SDL_KEYUP){
                      keyUpEvent( &ke );
                      keyPressEvent( &ke );
                  }
              }
              break;
          }

          case ONS_TIMER_EVENT:
            timerEvent();
            break;

          case ONS_MUSIC_EVENT:
          case ONS_BGMFADE_EVENT:
          case ONS_CDAUDIO_EVENT:
          case ONS_MIDI_EVENT:
            flushEventSub( event );
            break;

          case ONS_CHUNK_EVENT:
            flushEventSub( event );
            //printf("ONS_CHUNK_EVENT %d: %x %d %x\n", event.user.code, wave_sample[0], automode_flag, event_mode);
            if ( event.user.code != 0 ||
                 !(event_mode & WAIT_VOICE_MODE) ) break;

            event_mode &= ~WAIT_VOICE_MODE;

          case ONS_BREAK_EVENT:
            if (event_mode & WAIT_VOICE_MODE && wave_sample[0]){
                timerEvent();
                break;
            }

            if (automode_flag || autoclick_time > 0)
                current_button_state.button = 0;
            else if ( usewheel_flag ){
                current_button_state.button = -5;
                sprintf(current_button_state.str, "TIMEOUT");
            }
            else{
                current_button_state.button = -2;
                sprintf(current_button_state.str, "TIMEOUT");
            }

            if (event_mode & (WAIT_INPUT_MODE | WAIT_BUTTON_MODE) && 
                ( clickstr_state == CLICK_WAIT || 
                  clickstr_state == CLICK_NEWPAGE ) ){
                playClickVoice(); 
                stopAnimation( clickstr_state ); 
            }

            return;
            
          case SDL_ACTIVEEVENT:
            if ( !event.active.gain ) break;
#ifdef ANDROID
            if (event.active.state == SDL_APPACTIVE){
                screen_surface = SDL_SetVideoMode( screen_device_width, screen_device_height, screen_bpp, DEFAULT_VIDEO_SURFACE_FLAG );
                repaintCommand();
                break;
            }
#endif
          case SDL_VIDEOEXPOSE:
            SDL_UpdateRect( screen_surface, 0, 0, screen_width, screen_height );
            break;

          case SDL_QUIT:
            endCommand();
            break;
            
          default:
            break;
        }
    }
}
void PonscripterLabel::flushEvent()
{
    SDL_Event event;
    while (SDL_PollEvent(&event))
        flushEventSub(event);
}
Пример #4
0
void ONScripter::runEventLoop()
{
    SDL_Event event, tmp_event;

    while ( SDL_WaitEvent(&event) ) {
        bool ret = false;
        // ignore continous SDL_MOUSEMOTION
        while (event.type == SDL_MOUSEMOTION){
#if SDL_VERSION_ATLEAST(1, 3, 0)
            if ( SDL_PeepEvents( &tmp_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT ) == 0 ) break;
            if (tmp_event.type != SDL_MOUSEMOTION) break;
            SDL_PeepEvents( &tmp_event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT );
#else
            if ( SDL_PeepEvents( &tmp_event, 1, SDL_PEEKEVENT, SDL_ALLEVENTS ) == 0 ) break;
            if (tmp_event.type != SDL_MOUSEMOTION) break;
            SDL_PeepEvents( &tmp_event, 1, SDL_GETEVENT, SDL_ALLEVENTS );
#endif
            event = tmp_event;
        }

        switch (event.type) {
#if defined(IOS) // || defined(ANDROID)
          case SDL_FINGERMOTION:
            {
                SDL_Touch *touch = SDL_GetTouch(event.tfinger.touchId);
                tmp_event.motion.x = device_width *event.tfinger.x/touch->xres - (device_width -screen_device_width)/2;
                tmp_event.motion.y = device_height*event.tfinger.y/touch->yres - (device_height-screen_device_height)/2;
                if (mouseMoveEvent( &tmp_event.motion )) return;
                if (btndown_flag){
                    event.button.type = SDL_MOUSEBUTTONDOWN;
                    event.button.button = SDL_BUTTON_LEFT;
                    if (touch->num_fingers >= 2)
                        event.button.button = SDL_BUTTON_RIGHT;
                    event.button.x = tmp_event.motion.x;
                    event.button.y = tmp_event.motion.y;
                    ret = mousePressEvent( &event.button );
                    if (ret) return;
                }
            }
            break;
          case SDL_FINGERDOWN:
          {
                SDL_Touch *touch = SDL_GetTouch(event.tfinger.touchId);
                tmp_event.motion.x = device_width *event.tfinger.x/touch->xres - (device_width -screen_device_width)/2;
                tmp_event.motion.y = device_height*event.tfinger.y/touch->yres - (device_height-screen_device_height)/2;
                if (mouseMoveEvent( &tmp_event.motion )) return;
          }
            if ( btndown_flag ){
                SDL_Touch *touch = SDL_GetTouch(event.tfinger.touchId);
                tmp_event.button.type = SDL_MOUSEBUTTONDOWN;
                tmp_event.button.button = SDL_BUTTON_LEFT;
                if (touch->num_fingers >= 2)
                    tmp_event.button.button = SDL_BUTTON_RIGHT;
                tmp_event.button.x = device_width *event.tfinger.x/touch->xres - (device_width -screen_device_width)/2;
                tmp_event.button.y = device_height*event.tfinger.y/touch->yres - (device_height-screen_device_height)/2;
                ret = mousePressEvent( &tmp_event.button );
            }
            {
                SDL_Touch *touch = SDL_GetTouch(event.tfinger.touchId);
                num_fingers = touch->num_fingers;
                if (num_fingers >= 3){
                    tmp_event.key.keysym.sym = SDLK_LCTRL;
                    ret |= keyDownEvent( &tmp_event.key );
                }
            }
            if (ret) return;
            break;
          case SDL_FINGERUP:
            if (num_fingers == 0) break;
            {
                SDL_Touch *touch = SDL_GetTouch(event.tfinger.touchId);
                tmp_event.button.type = SDL_MOUSEBUTTONUP;
                tmp_event.button.button = SDL_BUTTON_LEFT;
                if (touch->num_fingers >= 1)
                    tmp_event.button.button = SDL_BUTTON_RIGHT;
                tmp_event.button.x = device_width *event.tfinger.x/touch->xres - (device_width -screen_device_width)/2;
                tmp_event.button.y = device_height*event.tfinger.y/touch->yres - (device_height-screen_device_height)/2;
                ret = mousePressEvent( &tmp_event.button );
            }
            tmp_event.key.keysym.sym = SDLK_LCTRL;
            keyUpEvent( &tmp_event.key );
            num_fingers = 0;
            if (ret) return;
            break;
#else
          case SDL_MOUSEMOTION:
            if (mouseMoveEvent( &event.motion )) return;
            if (btndown_flag){
                if (event.motion.state & SDL_BUTTON(SDL_BUTTON_LEFT))
                    tmp_event.button.button = SDL_BUTTON_LEFT;
                else if (event.motion.state & SDL_BUTTON(SDL_BUTTON_RIGHT))
                    tmp_event.button.button = SDL_BUTTON_RIGHT;
                else
                    break;

                tmp_event.button.type = SDL_MOUSEBUTTONDOWN;
                tmp_event.button.x = event.motion.x;
                tmp_event.button.y = event.motion.y;
                ret = mousePressEvent( &tmp_event.button );
                if (ret) return;
            }
            break;
            
          case SDL_MOUSEBUTTONDOWN:
            if ( !btndown_flag ) break;
          case SDL_MOUSEBUTTONUP:
            ret = mousePressEvent( &event.button );
            if (ret) return;
            break;
#endif
          case SDL_JOYBUTTONDOWN:
            event.key.type = SDL_KEYDOWN;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if(event.key.keysym.sym == SDLK_UNKNOWN)
                break;
            
          case SDL_KEYDOWN:
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            ret = keyDownEvent( &event.key );
            if ( btndown_flag )
                ret |= keyPressEvent( &event.key );
            if (ret) return;
            break;

          case SDL_JOYBUTTONUP:
            event.key.type = SDL_KEYUP;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if(event.key.keysym.sym == SDLK_UNKNOWN)
                break;
            
          case SDL_KEYUP:
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            keyUpEvent( &event.key );
            ret = keyPressEvent( &event.key );
            if (ret) return;
            break;

          case SDL_JOYAXISMOTION:
          {
              SDL_KeyboardEvent ke = transJoystickAxis(event.jaxis);
              if (ke.keysym.sym != SDLK_UNKNOWN){
                  if (ke.type == SDL_KEYDOWN){
                      keyDownEvent( &ke );
                      if (btndown_flag)
                          keyPressEvent( &ke );
                  }
                  else if (ke.type == SDL_KEYUP){
                      keyUpEvent( &ke );
                      keyPressEvent( &ke );
                  }
              }
              break;
          }

          case ONS_TIMER_EVENT:
            timerEvent();
            break;

          case ONS_MUSIC_EVENT:
          case ONS_BGMFADE_EVENT:
          case ONS_CDAUDIO_EVENT:
          case ONS_MIDI_EVENT:
            flushEventSub( event );
            break;

          case ONS_CHUNK_EVENT:
            flushEventSub( event );
            //printf("ONS_CHUNK_EVENT %d: %x %d %x\n", event.user.code, wave_sample[0], automode_flag, event_mode);
            if ( event.user.code != 0 ||
                 !(event_mode & WAIT_VOICE_MODE) ) break;

            event_mode &= ~WAIT_VOICE_MODE;

          case ONS_BREAK_EVENT:
            if (event_mode & WAIT_VOICE_MODE && wave_sample[0]){
                timerEvent();
                break;
            }

            if (automode_flag || autoclick_time > 0)
                current_button_state.button = 0;
            else if ( usewheel_flag ){
                current_button_state.button = -5;
                sprintf(current_button_state.str, "TIMEOUT");
            }
            else{
                current_button_state.button = -2;
                sprintf(current_button_state.str, "TIMEOUT");
            }

            if (event_mode & (WAIT_INPUT_MODE | WAIT_BUTTON_MODE) && 
                ( clickstr_state == CLICK_WAIT || 
                  clickstr_state == CLICK_NEWPAGE ) ){
                playClickVoice(); 
                stopAnimation( clickstr_state ); 
            }

            return;
            
          case SDL_ACTIVEEVENT:
            if ( !event.active.gain ) break;
#ifdef ANDROID
            if (event.active.state == SDL_APPACTIVE){
                screen_surface = SDL_SetVideoMode( screen_width, screen_height, screen_bpp, DEFAULT_VIDEO_SURFACE_FLAG );
                repaintCommand();
                break;
            }
#endif
          case SDL_VIDEOEXPOSE:
#ifdef USE_SDL_RENDERER
            SDL_RenderPresent(renderer);
#else
            SDL_UpdateRect( screen_surface, 0, 0, screen_width, screen_height );
#endif
            break;

          case SDL_QUIT:
            endCommand();
            break;
            
          default:
            break;
        }
    }
}
/* **************************************** *
* Event loop
* **************************************** */
int PonscripterLabel::eventLoop()
{
    SDL_Event event, tmp_event;

    /* Note, this rate can change if the window is dragged to a new
       screen or the monitor settings are changed while running.
       We do not handle either of these cases */
    Uint32 refresh_delay = getRefreshRateDelay();
    Uint32 last_refresh = 0, current_time;
    timer_event_flag = false;
#ifdef WIN32
    Uint32 win_flags;
#endif

    queueRerender();

    advancePhase();

    // when we're on the first of a button-waiting frame (menu, etc), we snap mouse cursor to button when
    //   using keyboard/gamecontroller to vastly improve the experience when using not using a mouse directly
    bool using_buttonbased_movement = true;  // true to snap to main menu when it loads
    first_buttonwait_mode_frame = false;  // if it's the first frame of a buttonwait (menu/choice), snap to default button
    SDL_GetMouseState(&last_mouse_x, &last_mouse_y);

    while (SDL_WaitEvent(&event)) {
        // ignore continous SDL_MOUSEMOTION
        while (event.type == SDL_MOUSEMOTION) {
            if (SDL_PeepEvents(&tmp_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 0) break;

            // improve using keyboard/gamecontroller controls
            if ((last_mouse_x != ( (SDL_MouseButtonEvent *) &event)->x) || (last_mouse_y != ( (SDL_MouseButtonEvent *) &event)->y)) {
                using_buttonbased_movement = false;

                last_mouse_x = ( (SDL_MouseButtonEvent *) &event)->x;
                last_mouse_y = ( (SDL_MouseButtonEvent *) &event)->y;
            }

            if (tmp_event.type != SDL_MOUSEMOTION) break;

            SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT);
            event = tmp_event;
        }

        switch (event.type) {
        case SDL_MOUSEMOTION:
            mouseMoveEvent((SDL_MouseMotionEvent*) &event);
            break;

        case SDL_MOUSEBUTTONDOWN:
            current_button_state.down_x = ( (SDL_MouseButtonEvent *) &event)->x;
            current_button_state.down_y = ( (SDL_MouseButtonEvent *) &event)->y;
            current_button_state.ignore_mouseup = false;
            if (!btndown_flag) break;

        case SDL_MOUSEBUTTONUP:
            mousePressEvent((SDL_MouseButtonEvent*) &event);
            break;

        case SDL_MOUSEWHEEL:
            mouseWheelEvent(&event.wheel);
            break;

        // NOTE: we reverse KEYUP and KEYDOWN for controller presses, because otherwise it feels really slow and junky
        // If necessary, we can make keyPressEvent actually interpret controller keys but this works fine for now
        case SDL_CONTROLLERBUTTONDOWN:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYUP;
            // printf("Controller button press: %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button));
            event.key.keysym.sym = transControllerButton(event.cbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

            event.key.keysym.sym = transKey(event.key.keysym.sym);

            keyDownEvent((SDL_KeyboardEvent*) &event);
            keyPressEvent((SDL_KeyboardEvent*) &event);

            break;

        case SDL_CONTROLLERBUTTONUP:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYDOWN;
            // printf("Controller button release: %s\n", SDL_GameControllerGetStringForButton((SDL_GameControllerButton)event.cbutton.button));
            event.key.keysym.sym = transControllerButton(event.cbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

            event.key.keysym.sym = transKey(event.key.keysym.sym);

            keyUpEvent((SDL_KeyboardEvent*) &event);
            if (btndown_flag)
                keyPressEvent((SDL_KeyboardEvent*) &event);

            break;

        case SDL_JOYBUTTONDOWN:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYDOWN;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

        case SDL_KEYDOWN:
            if ((event.key.keysym.sym == SDLK_UP) || (event.key.keysym.sym == SDLK_DOWN) ||
                (event.key.keysym.sym == SDLK_LEFT) || (event.key.keysym.sym == SDLK_RIGHT))
                using_buttonbased_movement = true;
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            keyDownEvent((SDL_KeyboardEvent*) &event);
            if (btndown_flag)
                keyPressEvent((SDL_KeyboardEvent*) &event);

            break;

        case SDL_JOYBUTTONUP:
            using_buttonbased_movement = true;
            event.key.type = SDL_KEYUP;
            event.key.keysym.sym = transJoystickButton(event.jbutton.button);
            if (event.key.keysym.sym == SDLK_UNKNOWN)
                break;

        case SDL_KEYUP:
            event.key.keysym.sym = transKey(event.key.keysym.sym);
            keyUpEvent((SDL_KeyboardEvent*) &event);
            keyPressEvent((SDL_KeyboardEvent*) &event);
            break;

        case SDL_JOYAXISMOTION:
        {
            SDL_KeyboardEvent ke = transJoystickAxis(event.jaxis);
            if (ke.keysym.sym != SDLK_UNKNOWN) {
                if (ke.type == SDL_KEYDOWN) {
                    keyDownEvent(&ke);
                    if (btndown_flag)
                        keyPressEvent(&ke);
                }
                else if (ke.type == SDL_KEYUP) {
                    keyUpEvent(&ke);
                    keyPressEvent(&ke);
                }
            }

            break;
        }

        case ONS_SOUND_EVENT:
        case ONS_FADE_EVENT:
        case ONS_MIDI_EVENT:
        case ONS_MUSIC_EVENT:
            flushEventSub(event);
            break;

        case INTERNAL_REDRAW_EVENT:
            /* Handle cursor shifting for controller/keyboard button-based movement */
            if (first_buttonwait_mode_frame && using_buttonbased_movement && buttons.size() > 1) {
                shiftCursorOnButton(0);
            }

            if (event_mode & WAIT_BUTTON_MODE)
                first_buttonwait_mode_frame = true;
            else if (first_buttonwait_mode_frame)
                first_buttonwait_mode_frame = false;

            /* Stop rerendering while minimized; wait for the restore event + queueRerender */
            if(minimized_flag) {
                break;
            }

            current_time = SDL_GetTicks();
            if((current_time - last_refresh) >= refresh_delay || last_refresh == 0) {
                /* It has been longer than the refresh delay since we last started a refresh. Start another */

                last_refresh = current_time;
                rerender();

                /* Refresh time since rerender does take some odd ms */
                current_time = SDL_GetTicks();
            }

            SDL_PumpEvents();
            /* Remove all pending redraw events on the queue */
            while(SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, INTERNAL_REDRAW_EVENT, INTERNAL_REDRAW_EVENT) == 1)
                ;

            /* If there are any events on the queue, re-add us and let it get those events asap.
             * It'll then come back to us with no events and we'll just sleep until it's time to redraw again.
             * If there are no events, sleep right away
             */
            if(SDL_PeepEvents(&tmp_event, 1, SDL_PEEKEVENT, SDL_FIRSTEVENT, SDL_LASTEVENT) == 0) {
                if(timer_event_flag && timer_event_time <= current_time) {
                    timer_event_flag = false;

                    timerEvent();
                } else if(last_refresh <= current_time && refresh_delay >= (current_time - last_refresh)) {
                    SDL_Delay(std::min(refresh_delay / 3, refresh_delay - (current_time - last_refresh)));
                }
            }
            tmp_event.type = INTERNAL_REDRAW_EVENT;
            SDL_PushEvent(&tmp_event);

            break;

        case ONS_WAVE_EVENT:
            flushEventSub(event);
            //printf("ONS_WAVE_EVENT %d: %x %d %x\n", event.user.code, wave_sample[0], automode_flag, event_mode);
            if (event.user.code != 0
                || !(event_mode & WAIT_VOICE_MODE)) break;

            if (remaining_time <= 0) {
                event_mode &= ~WAIT_VOICE_MODE;
                if (automode_flag)
                    current_button_state.button = 0;
                else if (usewheel_flag)
                    current_button_state.button = -5;
                else
                    current_button_state.button = -2;

                stopAnimation(clickstr_state);
                advancePhase();
            }

            break;

        case SDL_WINDOWEVENT:
            switch(event.window.event) {
              case SDL_WINDOWEVENT_FOCUS_LOST:
                break;
              case SDL_WINDOWEVENT_FOCUS_GAINED:
                /* See comment below under RESIZED */
                SDL_PumpEvents();
                SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONDOWN);
                current_button_state.ignore_mouseup = true;
#ifdef WIN32
                win_flags = SDL_GetWindowFlags(screen);
                /* Work around: https://bugzilla.libsdl.org/show_bug.cgi?id=2510
                 *
                 * On windows, the RESTORED event does not occur when you restore a
                 * maximized event. The only events you get are a ton of exposes and
                 * this one. The screen also remains black if it was maximized until
                 * the window is "restored".
                 */
                SDL_RestoreWindow(screen);
                if(win_flags & SDL_WINDOW_FULLSCREEN_DESKTOP) {
                    SDL_SetWindowFullscreen(screen, SDL_WINDOW_FULLSCREEN_DESKTOP);
                } else if(win_flags & SDL_WINDOW_FULLSCREEN) {
                    SDL_SetWindowFullscreen(screen, SDL_WINDOW_FULLSCREEN);
                } else if(win_flags & SDL_WINDOW_MAXIMIZED) {
                    SDL_MaximizeWindow(screen);
                }
#endif
                break;
              case SDL_WINDOWEVENT_MAXIMIZED:
              case SDL_WINDOWEVENT_RESIZED:
                /* Due to what I suspect is an SDL bug, you get a mosuedown +
                 * mouseup event when you maximize the window by double
                 * clicking the titlebar in windows. These events both have
                 * coordinates inside of the screen, and I can't see any way
                 * to tell them apart from legitimate clicks. (it even triggers
                 * a mouse move event).
                 * To fix this bug, we kill any mousedown events when we maximize.
                 * Note, we do this under RESIZED too because if you do a
                 * "vertical maximize" (double click with the upper resize arrow)
                 * that doesn't trigger a maximized event
                 */
                SDL_PumpEvents();
                SDL_PeepEvents(&tmp_event, 1, SDL_GETEVENT, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONDOWN);
                current_button_state.ignore_mouseup = true;
              case SDL_WINDOWEVENT_RESTORED:
              case SDL_WINDOWEVENT_SHOWN:
              case SDL_WINDOWEVENT_EXPOSED:
                /* If we weren't minimized, a rerender is already queued */
                if(minimized_flag) {
                    minimized_flag = false;
                    queueRerender();
                }
                break;
              case SDL_WINDOWEVENT_MINIMIZED:
              case SDL_WINDOWEVENT_HIDDEN:
                minimized_flag = true;
                break;
            }
            break;

        case SDL_QUIT:
            endCommand("end");
            break;

        default:
            break;
        }
    }
    return -1;
}