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- implemented 'i_soundinbackground' to continue playing sounds and music while in the background.
- OpenGL rendering continues now even when losing focus while in windowed mode.
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parent
d10304ea4e
commit
000037dbf6
4 changed files with 7 additions and 4 deletions
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@ -60,6 +60,7 @@
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// ---------------------------------------------------------------------------
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CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR(Int, vid_defwidth )
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EXTERN_CVAR(Int, vid_defheight)
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EXTERN_CVAR(Bool, vid_vsync )
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@ -323,7 +324,7 @@ ApplicationController* appCtrl;
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{
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ZD_UNUSED(aNotification);
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S_SetSoundPaused(0);
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S_SetSoundPaused((!!i_soundinbackground) || 0);
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}
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@ -62,6 +62,7 @@ extern int paused;
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CVAR (Bool, use_mouse, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, m_noprescale, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, m_filter, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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EXTERN_CVAR (Bool, fullscreen)
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@ -312,7 +313,7 @@ void MessagePump (const SDL_Event &sev)
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{
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case SDL_WINDOWEVENT_FOCUS_GAINED:
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case SDL_WINDOWEVENT_FOCUS_LOST:
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S_SetSoundPaused(sev.window.event == SDL_WINDOWEVENT_FOCUS_GAINED);
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S_SetSoundPaused((!!i_soundinbackground) || sev.window.event == SDL_WINDOWEVENT_FOCUS_GAINED);
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break;
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}
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break;
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@ -165,6 +165,7 @@ BOOL AppActive = TRUE;
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int SessionState = 0;
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int BlockMouseMove;
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CVAR (Bool, i_soundinbackground, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CVAR (Bool, k_allowfullscreentoggle, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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CUSTOM_CVAR(Bool, norawinput, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG|CVAR_NOINITCALL)
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@ -567,7 +568,7 @@ LRESULT CALLBACK WndProc (HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
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{
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SetPriorityClass (GetCurrentProcess (), IDLE_PRIORITY_CLASS);
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}
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S_SetSoundPaused (wParam);
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S_SetSoundPaused ((!!i_soundinbackground) || wParam);
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break;
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case WM_WTSSESSION_CHANGE:
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@ -1130,7 +1130,7 @@ void Win32GLFrameBuffer::InitializeState()
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bool Win32GLFrameBuffer::CanUpdate()
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{
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if (!AppActive) return false;
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if (!AppActive && IsFullscreen()) return false;
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return true;
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}
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