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@@ -1525,7 +1525,7 @@ WIN_PumpEvents(_THIS)
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{
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const Uint8 *keystate;
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MSG msg;
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- DWORD start_ticks = GetTickCount();
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+ DWORD end_ticks = GetTickCount() + 1;
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int new_messages = 0;
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if (g_WindowsEnableMessageLoop) {
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@@ -1549,7 +1549,7 @@ WIN_PumpEvents(_THIS)
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DispatchMessage(&msg);
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/* Make sure we don't busy loop here forever if there are lots of events coming in */
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- if (SDL_TICKS_PASSED(msg.time, start_ticks)) {
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+ if (SDL_TICKS_PASSED(msg.time, end_ticks)) {
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/* We might get a few new messages generated by the Steam overlay or other application hooks
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In this case those messages will be processed before any pending input, so we want to continue after those messages.
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(thanks to Peter Deayton for his investigation here)
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