Prepare back-end for updated in-game pausing.

This commit is contained in:
Mitchell Richters 2020-05-29 09:22:45 +10:00 committed by Christoph Oelckers
parent 804a2964a0
commit 7ed9f4fa8c
3 changed files with 81 additions and 17 deletions

View file

@ -167,9 +167,9 @@ static bool S_StartMusicPlaying(ZMusic_MusicStream song, bool loop, float rel_vo
//==========================================================================
//
// S_PauseSound
// S_PauseMusic
//
// Stop music and sound effects, during game PAUSE.
// Stop music, during game PAUSE.
//==========================================================================
void S_PauseMusic ()
@ -184,9 +184,9 @@ void S_PauseMusic ()
//==========================================================================
//
// S_ResumeSound
// S_ResumeMusic
//
// Resume music and sound effects, after game PAUSE.
// Resume music, after game PAUSE.
//==========================================================================
void S_ResumeMusic ()
@ -682,3 +682,5 @@ CCMD(currentmusic)
Printf("Currently no music playing\n");
}
}
extern int paused;

View file

@ -114,6 +114,9 @@ CVAR(Bool, disableautoload, false, CVAR_ARCHIVE | CVAR_NOINITCALL | CVAR_GLOBALC
extern int hud_size_max;
int paused;
bool pausedWithKey;
CUSTOM_CVAR(Int, cl_gender, 0, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
{
if (self < 0 || self > 3) self = 0;
@ -826,6 +829,45 @@ CCMD(snd_reset)
Mus_ResumeSaved();
}
//==========================================================================
//
// S_PauseSound
//
// Stop music and sound effects, during game PAUSE.
//
//==========================================================================
void S_PauseSound (bool notmusic, bool notsfx)
{
if (!notmusic)
{
S_PauseMusic();
}
if (!notsfx)
{
soundEngine->SetPaused(true);
GSnd->SetSfxPaused (true, 0);
}
}
//==========================================================================
//
// S_ResumeSound
//
// Resume music and sound effects, after game PAUSE.
//
//==========================================================================
void S_ResumeSound (bool notsfx)
{
S_ResumeMusic();
if (!notsfx)
{
soundEngine->SetPaused(false);
GSnd->SetSfxPaused (false, 0);
}
}
//==========================================================================
//
// S_SetSoundPaused
@ -836,7 +878,6 @@ CCMD(snd_reset)
void S_SetSoundPaused(int state)
{
#if 0
if (state)
{
if (paused == 0)
@ -855,21 +896,10 @@ void S_SetSoundPaused(int state)
S_PauseSound(false, true);
if (GSnd != nullptr)
{
GSnd->SetInactive(gamestate == GS_LEVEL || gamestate == GS_TITLELEVEL ?
SoundRenderer::INACTIVE_Complete :
SoundRenderer::INACTIVE_Mute);
GSnd->SetInactive(SoundRenderer::INACTIVE_Complete);
}
}
}
if (!netgame
#ifdef _DEBUG
&& !demoplayback
#endif
)
{
pauseext = !state;
}
#endif
}
int CalcSmoothRatio(const ClockTicks &totalclk, const ClockTicks &ototalclk, int realgameticspersec)
@ -940,3 +970,31 @@ bool CheckCheatmode(bool printmsg)
return false;
}
void updatePauseStatus()
{
if (M_Active() || GUICapture)
{
paused = 1;
}
else if ((!M_Active() || !GUICapture) && !pausedWithKey)
{
paused = 0;
}
if (inputState.GetKeyStatus(sc_Pause))
{
inputState.ClearKeyStatus(sc_Pause);
paused = !paused;
if (paused)
{
S_PauseSound(!paused, !paused);
}
else
{
S_ResumeSound(paused);
}
pausedWithKey = paused;
}
}

View file

@ -154,6 +154,8 @@ const char* G_DefaultConFile(void);
const char* G_ConFile(void);
TArray<GrpEntry> GrpScan();
void S_PauseSound(bool notmusic, bool notsfx);
void S_ResumeSound(bool notsfx);
void S_SetSoundPaused(int state);
void G_FatalEngineError(void);
@ -182,3 +184,5 @@ enum
PAUSESFX_CONSOLE = 2
};
void updatePauseStatus();
extern int paused;