mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-09-16 08:18:13 +00:00
Renamed SDL events for clarity
Fixes https://github.com/libsdl-org/SDL/issues/6877
This commit is contained in:
@@ -33,7 +33,7 @@
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/* as a courtesy to iOS apps, we don't try to draw when in the background, as
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that will crash the app. However, these apps _should_ have used
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SDL_AddEventWatch to catch SDL_APP_WILLENTERBACKGROUND events and stopped
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SDL_AddEventWatch to catch SDL_EVENT_WILL_ENTER_BACKGROUND events and stopped
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drawing themselves. Other platforms still draw, as the compositor can use it,
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and more importantly: drawing to render targets isn't lost. But I still think
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this should probably be removed at some point in the future. --ryan. */
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@@ -672,7 +672,7 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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{
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SDL_Renderer *renderer = (SDL_Renderer *)userdata;
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if (event->type >= SDL_WINDOWEVENT_FIRST && event->type <= SDL_WINDOWEVENT_LAST) {
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if (event->type >= SDL_EVENT_WINDOW_FIRST && event->type <= SDL_EVENT_WINDOW_LAST) {
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SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
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if (window == renderer->window) {
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if (renderer->WindowEvent) {
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@@ -683,8 +683,8 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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* window display changes as well! If the new display has a new DPI,
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* we need to update the viewport for the new window/drawable ratio.
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*/
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED ||
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event->type == SDL_WINDOWEVENT_DISPLAY_CHANGED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED ||
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event->type == SDL_EVENT_WINDOW_DISPLAY_CHANGED) {
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/* Make sure we're operating on the default render target */
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SDL_Texture *saved_target = SDL_GetRenderTarget(renderer);
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if (saved_target) {
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@@ -737,22 +737,22 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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if (saved_target) {
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SDL_SetRenderTarget(renderer, saved_target);
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}
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} else if (event->type == SDL_WINDOWEVENT_HIDDEN) {
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} else if (event->type == SDL_EVENT_WINDOW_HIDDEN) {
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renderer->hidden = SDL_TRUE;
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} else if (event->type == SDL_WINDOWEVENT_SHOWN) {
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} else if (event->type == SDL_EVENT_WINDOW_SHOWN) {
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED)) {
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renderer->hidden = SDL_FALSE;
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}
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} else if (event->type == SDL_WINDOWEVENT_MINIMIZED) {
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} else if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
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renderer->hidden = SDL_TRUE;
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} else if (event->type == SDL_WINDOWEVENT_RESTORED ||
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event->type == SDL_WINDOWEVENT_MAXIMIZED) {
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} else if (event->type == SDL_EVENT_WINDOW_RESTORED ||
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event->type == SDL_EVENT_WINDOW_MAXIMIZED) {
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if (!(SDL_GetWindowFlags(window) & SDL_WINDOW_HIDDEN)) {
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renderer->hidden = SDL_FALSE;
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}
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}
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}
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} else if (event->type == SDL_MOUSEMOTION) {
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} else if (event->type == SDL_EVENT_MOUSE_MOTION) {
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SDL_Window *window = SDL_GetWindowFromID(event->motion.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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@@ -772,8 +772,8 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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}
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}
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}
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} else if (event->type == SDL_MOUSEBUTTONDOWN ||
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event->type == SDL_MOUSEBUTTONUP) {
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} else if (event->type == SDL_EVENT_MOUSE_BUTTONDOWN ||
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event->type == SDL_EVENT_MOUSE_BUTTONUP) {
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SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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@@ -787,7 +787,7 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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event->button.y /= (scale.y * renderer->dpi_scale.y);
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}
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}
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} else if (event->type == SDL_MOUSEWHEEL) {
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} else if (event->type == SDL_EVENT_MOUSE_WHEEL) {
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SDL_Window *window = SDL_GetWindowFromID(event->button.windowID);
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if (window == renderer->window) {
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int logical_w, logical_h;
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@@ -801,9 +801,9 @@ static int SDLCALL SDL_RendererEventWatch(void *userdata, SDL_Event *event)
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event->wheel.mouseY /= (scale.y * renderer->dpi_scale.y);
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}
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}
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} else if (event->type == SDL_FINGERDOWN ||
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event->type == SDL_FINGERUP ||
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event->type == SDL_FINGERMOTION) {
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} else if (event->type == SDL_EVENT_FINGER_DOWN ||
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event->type == SDL_EVENT_FINGER_UP ||
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event->type == SDL_EVENT_FINGER_MOTION) {
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int logical_w, logical_h;
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float physical_w, physical_h;
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SDL_DRect viewport;
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@@ -331,7 +331,7 @@ static void D3D_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event
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{
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D3D_RenderData *data = (D3D_RenderData *)renderer->driverdata;
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED) {
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data->updateSize = SDL_TRUE;
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}
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}
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@@ -1518,7 +1518,7 @@ static int D3D_Reset(SDL_Renderer *renderer)
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/* Let the application know that render targets were reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_TARGETS_RESET;
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event.type = SDL_EVENT_RENDER_TARGETS_RESET;
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event.common.timestamp = 0;
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SDL_PushEvent(&event);
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}
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@@ -873,7 +873,7 @@ D3D11_HandleDeviceLost(SDL_Renderer *renderer)
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/* Let the application know that the device has been reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_DEVICE_RESET;
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event.type = SDL_EVENT_RENDER_DEVICE_RESET;
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event.common.timestamp = 0;
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SDL_PushEvent(&event);
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}
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@@ -1028,7 +1028,7 @@ void D3D11_Trim(SDL_Renderer *renderer)
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static void D3D11_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED) {
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D3D11_UpdateForWindowSizeChange(renderer);
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}
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}
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@@ -1231,7 +1231,7 @@ D3D12_HandleDeviceLost(SDL_Renderer *renderer)
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/* Let the application know that the device has been reset */
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{
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SDL_Event event;
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event.type = SDL_RENDER_DEVICE_RESET;
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event.type = SDL_EVENT_RENDER_DEVICE_RESET;
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event.common.timestamp = 0;
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SDL_PushEvent(&event);
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}
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@@ -1376,7 +1376,7 @@ static HRESULT D3D12_UpdateForWindowSizeChange(SDL_Renderer *renderer)
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static void D3D12_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED) {
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D3D12_UpdateForWindowSizeChange(renderer);
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}
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}
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@@ -324,8 +324,8 @@ static void GL_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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* changed behind our backs. x/y changes might seem weird but viewport
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* resets have been observed on macOS at minimum!
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*/
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED ||
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event->type == SDL_WINDOWEVENT_MOVED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED ||
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event->type == SDL_EVENT_WINDOW_MOVED) {
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GL_RenderData *data = (GL_RenderData *)renderer->driverdata;
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data->drawstate.viewport_dirty = SDL_TRUE;
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}
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@@ -305,7 +305,7 @@ static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *eve
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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if (event->type == SDL_WINDOWEVENT_MINIMIZED) {
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if (event->type == SDL_EVENT_WINDOW_MINIMIZED) {
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/* According to Apple documentation, we need to finish drawing NOW! */
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data->glFinish();
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}
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@@ -69,7 +69,7 @@ static void SW_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event)
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{
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SW_RenderData *data = (SW_RenderData *)renderer->driverdata;
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if (event->type == SDL_WINDOWEVENT_SIZE_CHANGED) {
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if (event->type == SDL_EVENT_WINDOW_SIZE_CHANGED) {
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data->surface = NULL;
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data->window = NULL;
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}
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