iOS: don't update frames in the background
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754497ede1
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c027a6d698
@ -595,6 +595,11 @@ void draw_load_screen(const std::wstring &text, IrrlichtDevice* device,
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gui::IGUIEnvironment* guienv, ITextureSource *tsrc,
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gui::IGUIEnvironment* guienv, ITextureSource *tsrc,
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float dtime, int percent, bool clouds)
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float dtime, int percent, bool clouds)
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{
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{
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#ifdef __IOS__
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if (device->isWindowMinimized())
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return;
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#endif
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video::IVideoDriver* driver = device->getVideoDriver();
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video::IVideoDriver* driver = device->getVideoDriver();
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v2u32 screensize = porting::getWindowSize();
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v2u32 screensize = porting::getWindowSize();
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@ -4171,6 +4171,11 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
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time_of_day_smooth = time_of_day_smooth * (1.0 - todsm)
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+ time_of_day * todsm;
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+ time_of_day * todsm;
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#ifdef __IOS__
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if (device->isWindowMinimized())
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return;
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#endif
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runData.time_of_day = time_of_day;
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runData.time_of_day = time_of_day;
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runData.time_of_day_smooth = time_of_day_smooth;
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runData.time_of_day_smooth = time_of_day_smooth;
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@ -268,6 +268,11 @@ bool GUIEngine::loadMainMenuScript()
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/******************************************************************************/
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/******************************************************************************/
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void GUIEngine::run()
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void GUIEngine::run()
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{
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{
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#ifdef __IOS__
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if (m_device->isWindowMinimized())
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return;
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#endif
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// Always create clouds because they may or may not be
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// Always create clouds because they may or may not be
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// needed based on the game selected
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// needed based on the game selected
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// NO!!!
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// NO!!!
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