mirror of
https://git.do.srb2.org/KartKrew/Kart-Public.git
synced 2024-12-26 12:21:19 +00:00
Miscellaneous window de-focus options
Music pausing is now optional. Sounds may be paused--on by default. The game itself being paused in off-line mode is now optional. (showfocuslost now loads from config.)
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parent
bb187c1d27
commit
0f9648eac0
9 changed files with 80 additions and 11 deletions
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@ -807,6 +807,8 @@ void D_RegisterClientCommands(void)
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//CV_RegisterVar(&cv_alwaysfreelook2);
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//CV_RegisterVar(&cv_chasefreelook);
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//CV_RegisterVar(&cv_chasefreelook2);
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CV_RegisterVar(&cv_showfocuslost);
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CV_RegisterVar(&cv_pauseifunfocused);
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// g_input.c
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CV_RegisterVar(&cv_turnaxis);
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@ -437,6 +437,9 @@ consvar_t cv_chatbacktint = {"chatbacktint", "On", CV_SAVE, CV_OnOff, NULL, 0, N
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static CV_PossibleValue_t consolechat_cons_t[] = {{0, "Window"}, {1, "Console"}, {2, "Window (Hidden)"}, {0, NULL}};
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consvar_t cv_consolechat = {"chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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// Pause game upon window losing focus
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consvar_t cv_pauseifunfocused = {"pauseifunfocused", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
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// Display song credits
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consvar_t cv_songcredits = {"songcredits", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -56,6 +56,7 @@ extern INT16 rw_maximums[NUM_WEAPONS];
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// used in game menu
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extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection/*, cv_compactscoreboard*/;
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extern consvar_t cv_songcredits;
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extern consvar_t cv_pauseifunfocused;
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//extern consvar_t cv_crosshair, cv_crosshair2, cv_crosshair3, cv_crosshair4;
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extern consvar_t cv_invertmouse/*, cv_alwaysfreelook, cv_chasefreelook, cv_mousemove*/;
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extern consvar_t cv_invertmouse2/*, cv_alwaysfreelook2, cv_chasefreelook2, cv_mousemove2*/;
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@ -1318,6 +1318,9 @@ static menuitem_t OP_SoundOptionsMenu[] =
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{IT_STRING|IT_CVAR, NULL, "Powerup Warning", &cv_kartinvinsfx, 95},
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{IT_KEYHANDLER|IT_STRING, NULL, "Sound Test", M_HandleSoundTest, 110},
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{IT_STRING|IT_CVAR, NULL, "Play Music While Unfocused", &cv_playmusicifunfocused, 125},
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{IT_STRING|IT_CVAR, NULL, "Play SFX While Unfocused", &cv_playsoundifunfocused, 135},
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};
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/*static menuitem_t OP_DataOptionsMenu[] =
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@ -3166,8 +3169,6 @@ void M_Init(void)
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COM_AddCommand("manual", Command_Manual_f);
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CV_RegisterVar(&cv_showfocuslost);
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CV_RegisterVar(&cv_nextmap);
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CV_RegisterVar(&cv_newgametype);
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CV_RegisterVar(&cv_chooseskin);
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@ -211,6 +211,7 @@ typedef struct
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extern description_t description[32];
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extern consvar_t cv_showfocuslost;
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extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
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extern CV_PossibleValue_t gametype_cons_t[];
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@ -172,7 +172,7 @@ boolean P_AutoPause(void)
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if (netgame || modeattacking)
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return false;
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return (menuactive || window_notinfocus);
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return (menuactive || ( window_notinfocus && cv_pauseifunfocused.value ));
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}
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//
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@ -57,6 +57,9 @@ static void GameMIDIMusic_OnChange(void);
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static void GameSounds_OnChange(void);
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static void GameDigiMusic_OnChange(void);
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static void PlayMusicIfUnfocused_OnChange(void);
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static void PlaySoundIfUnfocused_OnChange(void);
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// commands for music and sound servers
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#ifdef MUSSERV
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consvar_t musserver_cmd = {"musserver_cmd", "musserver", CV_SAVE, NULL, NULL, 0, NULL, NULL, 0, 0, NULL};
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@ -110,6 +113,9 @@ consvar_t cv_gamemidimusic = {"midimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_O
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#endif
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consvar_t cv_gamesounds = {"sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_playmusicifunfocused = {"playmusicifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlayMusicIfUnfocused_OnChange, 0, NULL, NULL, 0, 0, NULL};
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consvar_t cv_playsoundifunfocused = {"playsoundsifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlaySoundIfUnfocused_OnChange, 0, NULL, NULL, 0, 0, NULL};
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#define S_MAX_VOLUME 127
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// when to clip out sounds
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@ -270,6 +276,9 @@ void S_RegisterSoundStuff(void)
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CV_RegisterVar(&cv_gamemidimusic);
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#endif
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CV_RegisterVar(&cv_playmusicifunfocused);
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CV_RegisterVar(&cv_playsoundifunfocused);
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COM_AddCommand("tunes", Command_Tunes_f);
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COM_AddCommand("restartaudio", Command_RestartAudio_f);
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@ -1978,6 +1987,24 @@ void S_ResumeAudio(void)
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I_ResumeCD();
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}
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void S_DisableSound(void)
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{
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if (sound_started && !sound_disabled)
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{
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sound_disabled = true;
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S_StopSounds();
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}
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}
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void S_EnableSound(void)
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{
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if (sound_started && sound_disabled)
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{
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sound_disabled = false;
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S_InitSfxChannels(cv_soundvolume.value);
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}
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}
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void S_SetMusicVolume(INT32 digvolume, INT32 seqvolume)
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{
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if (digvolume < 0)
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@ -2156,15 +2183,11 @@ void GameSounds_OnChange(void)
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if (sound_disabled)
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{
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sound_disabled = false;
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S_InitSfxChannels(cv_soundvolume.value);
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S_StartSound(NULL, sfx_strpst);
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if (!( cv_playsoundifunfocused.value && window_notinfocus ))
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S_EnableSound();
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}
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else
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{
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sound_disabled = true;
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S_StopSounds();
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}
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S_DisableSound();
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}
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void GameDigiMusic_OnChange(void)
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@ -2251,3 +2274,28 @@ void GameMIDIMusic_OnChange(void)
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}
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}
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#endif
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static void PlayMusicIfUnfocused_OnChange(void)
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{
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if (window_notinfocus)
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{
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if (cv_playmusicifunfocused.value)
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I_PauseSong();
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else
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I_ResumeSong();
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}
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}
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static void PlaySoundIfUnfocused_OnChange(void)
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{
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if (!cv_gamesounds.value)
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return;
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if (window_notinfocus)
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{
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if (cv_playsoundifunfocused.value)
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S_DisableSound();
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else
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S_EnableSound();
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}
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}
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@ -33,6 +33,8 @@ extern consvar_t cv_gamedigimusic;
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extern consvar_t cv_gamemidimusic;
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#endif
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extern consvar_t cv_gamesounds;
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extern consvar_t cv_playmusicifunfocused;
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extern consvar_t cv_playsoundifunfocused;
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#ifdef SNDSERV
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extern consvar_t sndserver_cmd, sndserver_arg;
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@ -169,6 +171,10 @@ void S_StopMusic(void);
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void S_PauseAudio(void);
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void S_ResumeAudio(void);
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// Enable and disable sound effects
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void S_EnableSound(void);
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void S_DisableSound(void);
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//
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// Updates music & sounds
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//
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@ -616,7 +616,11 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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// Tell game we got focus back, resume music if necessary
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window_notinfocus = false;
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if (!paused)
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{
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I_ResumeSong(); //resume it
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if (cv_gamesounds.value)
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S_EnableSound();
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}
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if (!firsttimeonmouse)
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{
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@ -630,7 +634,10 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
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{
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// Tell game we lost focus, pause music
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window_notinfocus = true;
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I_PauseSong();
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if (!cv_playmusicifunfocused.value)
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I_PauseSong();
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if (!cv_playsoundifunfocused.value)
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S_DisableSound();
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if (!disable_mouse)
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{
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