Fixed bug that would cause events to leak through to the game when the debugger was up.

This commit is contained in:
Aaron Giles 2007-12-21 17:46:00 +00:00
parent dbb50ed634
commit 997890a56d
2 changed files with 16 additions and 12 deletions

View file

@ -26,6 +26,7 @@
#include "debugwin.h"
#include "window.h"
#include "video.h"
#include "input.h"
#include "config.h"
#include "strconv.h"
#include "winutf8.h"
@ -265,6 +266,9 @@ void osd_wait_for_debugger(void)
// make sure the debug windows are visible
waiting_for_debugger = TRUE;
smart_show_all(TRUE);
// run input polling to ensure that our status is in sync
wininput_poll();
// get and process messages
GetMessage(&message, NULL, 0, 0);

View file

@ -533,22 +533,22 @@ static void wininput_exit(running_machine *machine)
void wininput_poll(void)
{
int hasfocus = winwindow_has_focus();
int hasfocus = winwindow_has_focus() && input_enabled;
// ignore if not enabled
if (!input_enabled)
return;
if (input_enabled)
{
// remember when this happened
last_poll = GetTickCount();
// remember when this happened
last_poll = GetTickCount();
// periodically process events, in case they're not coming through
// this also will make sure the mouse state is up-to-date
winwindow_process_events_periodic();
// periodically process events, in case they're not coming through
// this also will make sure the mouse state is up-to-date
winwindow_process_events_periodic();
// track if mouse/lightgun is enabled, for mouse hiding purposes
mouse_enabled = input_device_class_enabled(DEVICE_CLASS_MOUSE);
lightgun_enabled = input_device_class_enabled(DEVICE_CLASS_LIGHTGUN);
// track if mouse/lightgun is enabled, for mouse hiding purposes
mouse_enabled = input_device_class_enabled(DEVICE_CLASS_MOUSE);
lightgun_enabled = input_device_class_enabled(DEVICE_CLASS_LIGHTGUN);
}
// poll all of the devices
if (hasfocus)