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Fixed bug #750
Since many different event structures include windowID it should be placed near
the beginning of the structure (preferably right after type) so it's position
is the same between different events.
This is to avoid code like this:
if (event.type == SDL_WINDOWEVENT)
win = event.window.windowID;
else if ((SDL_EVENTMASK(event.type) & SDL_KEYEVENTMASK) != 0)
win = event.key.windowID;
else if (event.type == SDL_TEXTINPUT)
win = event.text.windowID;
else if (event.type == SDL_MOUSEMOTION)
win = event.motion.windowID;
else if ((SDL_EVENTMASK(event.type) & (SDL_MOUBUTTONDOWNMASK |
SDL_MOUBUTTONUPMASK)) != 0)
win = event.button.windowID;
else if (event.type == SDL_MOUSEWHEEL)
win = event.wheel.windowID;
...
in favor of:
win = event.window.windowID;
This commit is contained in:
@@ -369,6 +369,8 @@ SDL_SendProximity(int id, int x, int y, int type)
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event.proximity.y = y;
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event.proximity.cursor = mouse->current_end;
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event.proximity.type = type;
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/* FIXME: is this right? */
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event.proximity.windowID = mouse->focus;
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posted = (SDL_PushEvent(&event) > 0);
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if (type == SDL_PROXIMITYIN) {
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mouse->proximity = SDL_TRUE;
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