- 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. // active.state is a bitflag! Mixed events (eg. APPACTIVE|APPMOUSEFOCUS) will thus not be ignored.
if ( event->active.state != SDL_APPMOUSEFOCUS ) 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 ( event->active.gain == 1 )
if (focusState != FOCUS_IN)
{ {
focusState = FOCUS_IN; debug( LOG_NEVER, "WM_SETFOCUS\n");
if (focusState != FOCUS_IN)
{
focusState = FOCUS_IN;
gameTimeStart(); gameTimeStart();
// Should be: audio_ResumeAll(); // Should be: audio_ResumeAll();
}
} }
} else
else
{
debug( LOG_NEVER, "WM_KILLFOCUS\n");
if (focusState != FOCUS_OUT)
{ {
focusState = FOCUS_OUT; debug( LOG_NEVER, "WM_KILLFOCUS\n");
if (focusState != FOCUS_OUT)
{
focusState = FOCUS_OUT;
gameTimeStop(); gameTimeStop();
// Should be: audio_PauseAll(); // Should be: audio_PauseAll();
audio_StopAll(); 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();
} }
} }
} }