- prevent wz from pausing in multiplayer when focus is lost

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@1716 4a71c877-e1ca-e34f-864e-861f7616d084
master
Roman C 2007-05-27 14:29:16 +00:00
parent 02c6705f61
commit b2bcb79c99
1 changed files with 20 additions and 17 deletions

View File

@ -607,30 +607,33 @@ static void handleActiveEvent(SDL_Event * event)
// active.state is a bitflag! Mixed events (eg. APPACTIVE|APPMOUSEFOCUS) will thus not be ignored.
if ( event->active.state != SDL_APPMOUSEFOCUS )
{
if ( event->active.gain == 1 )
if(!bMultiPlayer) //can't pause in multiplayer
{
debug( LOG_NEVER, "WM_SETFOCUS\n");
if (focusState != FOCUS_IN)
if ( event->active.gain == 1 )
{
focusState = FOCUS_IN;
debug( LOG_NEVER, "WM_SETFOCUS\n");
if (focusState != FOCUS_IN)
{
focusState = FOCUS_IN;
gameTimeStart();
// Should be: audio_ResumeAll();
gameTimeStart();
// Should be: audio_ResumeAll();
}
}
}
else
{
debug( LOG_NEVER, "WM_KILLFOCUS\n");
if (focusState != FOCUS_OUT)
else
{
focusState = FOCUS_OUT;
debug( LOG_NEVER, "WM_KILLFOCUS\n");
if (focusState != FOCUS_OUT)
{
focusState = FOCUS_OUT;
gameTimeStop();
// Should be: audio_PauseAll();
audio_StopAll();
gameTimeStop();
// Should be: audio_PauseAll();
audio_StopAll();
}
/* Have to tell the input system that we've lost focus */
inputLooseFocus();
}
/* Have to tell the input system that we've lost focus */
inputLooseFocus();
}
}
}