From b2bcb79c99055bed0f54e8e01eaebe9718c47c81 Mon Sep 17 00:00:00 2001 From: Roman C Date: Sun, 27 May 2007 14:29:16 +0000 Subject: [PATCH] - 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 --- src/main.c | 37 ++++++++++++++++++++----------------- 1 file changed, 20 insertions(+), 17 deletions(-) diff --git a/src/main.c b/src/main.c index d42c2b52b..88cc34a05 100644 --- a/src/main.c +++ b/src/main.c @@ -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(); } } }