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-rw-r--r--platform/windows/display_server_windows.cpp9
1 files changed, 5 insertions, 4 deletions
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index 8d26a705a9..c1b3540f68 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -38,6 +38,7 @@
#include "core/version.h"
#include "drivers/png/png_driver_common.h"
#include "main/main.h"
+#include "scene/resources/texture.h"
#if defined(VULKAN_ENABLED)
#include "rendering_context_driver_vulkan_windows.h"
@@ -3807,9 +3808,9 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
case WM_ACTIVATE: {
// Activation can happen just after the window has been created, even before the callbacks are set.
// Therefore, it's safer to defer the delivery of the event.
- if (!windows[window_id].activate_timer_id) {
- windows[window_id].activate_timer_id = SetTimer(windows[window_id].hWnd, 1, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
- }
+ // It's important to set an nIDEvent different from the SetTimer for move_timer_id because
+ // if the same nIDEvent is passed, the timer is replaced and the same timer_id is returned.
+ windows[window_id].activate_timer_id = SetTimer(windows[window_id].hWnd, DisplayServerWindows::TIMER_ID_WINDOW_ACTIVATION, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
windows[window_id].activate_state = GET_WM_ACTIVATE_STATE(wParam, lParam);
return 0;
} break;
@@ -4727,7 +4728,7 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
case WM_ENTERSIZEMOVE: {
Input::get_singleton()->release_pressed_events();
- windows[window_id].move_timer_id = SetTimer(windows[window_id].hWnd, 1, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
+ windows[window_id].move_timer_id = SetTimer(windows[window_id].hWnd, DisplayServerWindows::TIMER_ID_MOVE_REDRAW, USER_TIMER_MINIMUM, (TIMERPROC) nullptr);
} break;
case WM_EXITSIZEMOVE: {
KillTimer(windows[window_id].hWnd, windows[window_id].move_timer_id);