Branch: refs/heads/master
Home:   https://github.com/Warzone2100/warzone2100

Commit: e98e5a41bb6b570b2b5a1479aa4fe7c9ee559546
    
https://github.com/Warzone2100/warzone2100/commit/e98e5a41bb6b570b2b5a1479aa4fe7c9ee559546
Author: Cyp <c...@wz2100.net>
Date:   2010-12-17 (Fri, 17 Dec 2010)

Changed paths:
  M src/multiint.c

Log Message:
-----------
Make Esc be equivalent to clicking the return button in the pre-game "multiop" 
menu.

Weird stuff could happen, such as the client thinking it's a host when it isn't.

Changelog: Fix clients getting confused when trying to leave a game before it 
starts by pressing the Escape key.


Commit: c465f161bf0340617114ae4421895fcd00875b06
    
https://github.com/Warzone2100/warzone2100/commit/c465f161bf0340617114ae4421895fcd00875b06
Author: Cyp <c...@wz2100.net>
Date:   2010-12-17 (Fri, 17 Dec 2010)

Changed paths:
  M lib/framework/frame.c
  M lib/widget/editbox.c

Log Message:
-----------
Fix keyboard input being swallowed due to missing events such as SDL_KEYUP.

This is due to a seemingly undocumented bug and/or feature in SDL, where 
SDL_EventState and SDL_SetEventFilter mysteriously discard all pending events.

The following SDL code in SDL_EventState and SDL_SetEventFilter discards all 
pending events, with a comment saying it does so:
    while ( SDL_PollEvent(&bitbucket) > 0 )
        ;
There appears to be no documentation of this fact anywhere outside the comment 
in the SDL code.

I am not aware of any logical reason why enabling events with SDL_EventState 
should cause less events to be received than otherwise.



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