Added idling with BIF_wait_for_statechange() in loop doing 'screen edge'
moving. Might fix issue reported by Campbell Barton, on low performance.
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@@ -2867,6 +2867,8 @@ static void moveareas(ScrEdge *edge)
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else if (ELEM(event, SPACEKEY, RETKEY))
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doit= 1;
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}
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else BIF_wait_for_statechange();
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}
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draw_front_xor_dirdist_line(dir, edge_position+delta, edge_start, edge_end);
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glFlush();
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