diff --git a/src/video/windows/SDL_windowsevents.c b/src/video/windows/SDL_windowsevents.c index 2b68765da..6307fac70 100644 --- a/src/video/windows/SDL_windowsevents.c +++ b/src/video/windows/SDL_windowsevents.c @@ -1525,7 +1525,7 @@ WIN_PumpEvents(_THIS) { const Uint8 *keystate; MSG msg; - DWORD start_ticks = GetTickCount(); + DWORD end_ticks = GetTickCount() + 1; int new_messages = 0; if (g_WindowsEnableMessageLoop) { @@ -1549,7 +1549,7 @@ WIN_PumpEvents(_THIS) DispatchMessage(&msg); /* Make sure we don't busy loop here forever if there are lots of events coming in */ - if (SDL_TICKS_PASSED(msg.time, start_ticks)) { + if (SDL_TICKS_PASSED(msg.time, end_ticks)) { /* We might get a few new messages generated by the Steam overlay or other application hooks In this case those messages will be processed before any pending input, so we want to continue after those messages. (thanks to Peter Deayton for his investigation here)