+ case SDL_MOUSEMOTION:
+ mouse_x = ev->motion.x / fbscale;
+ mouse_y = ev->motion.y / fbscale;
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ mouse_bmask |= 1 << ev->button.button;
+ if(0) {
+ case SDL_MOUSEBUTTONUP:
+ mouse_bmask &= ~(1 << ev->button.button);
+ }
+ mouse_x = ev->button.x / fbscale;
+ mouse_y = ev->button.y / fbscale;
+ break;
+