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Android: Pause rendering while the app is paused (#14058)
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@ -265,35 +265,36 @@ void GUIEngine::run()
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f32 dtime = 0.0f;
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while (m_rendering_engine->run() && (!m_startgame) && (!m_kill)) {
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if (RenderingEngine::shouldRender()) {
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// check if we need to update the "upper left corner"-text
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if (text_height != g_fontengine->getTextHeight()) {
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updateTopLeftTextSize();
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text_height = g_fontengine->getTextHeight();
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}
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//check if we need to update the "upper left corner"-text
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if (text_height != g_fontengine->getTextHeight()) {
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updateTopLeftTextSize();
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text_height = g_fontengine->getTextHeight();
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driver->beginScene(true, true, RenderingEngine::MENU_SKY_COLOR);
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if (m_clouds_enabled)
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{
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cloudPreProcess();
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drawOverlay(driver);
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}
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else
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drawBackground(driver);
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drawFooter(driver);
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m_rendering_engine->get_gui_env()->drawAll();
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// The header *must* be drawn after the menu because it uses
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// GUIFormspecMenu::getAbsoluteRect().
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// The header *can* be drawn after the menu because it never intersects
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// the menu.
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drawHeader(driver);
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driver->endScene();
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}
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driver->beginScene(true, true, RenderingEngine::MENU_SKY_COLOR);
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if (m_clouds_enabled)
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{
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cloudPreProcess();
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drawOverlay(driver);
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}
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else
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drawBackground(driver);
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drawFooter(driver);
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m_rendering_engine->get_gui_env()->drawAll();
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// The header *must* be drawn after the menu because it uses
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// GUIFormspecMenu::getAbsoluteRect().
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// The header *can* be drawn after the menu because it never intersects
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// the menu.
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drawHeader(driver);
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driver->endScene();
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IrrlichtDevice *device = m_rendering_engine->get_raw_device();
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u32 frametime_min = 1000 / (device->isWindowFocused()
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