Pause shader animation timer in singleplayer pause menu (#12766)

Co-authored-by: sfan5 <sfan5@live.de>
This commit is contained in:
DS 2022-09-27 22:23:07 +02:00 committed by GitHub
parent 6ac38aa2c8
commit 0251b01da6
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 36 additions and 24 deletions

View File

@ -519,7 +519,12 @@ void ClientEnvironment::getSelectedActiveObjects(
}
}
void ClientEnvironment::updateFrameTime()
void ClientEnvironment::updateFrameTime(bool is_paused)
{
m_frame_time = porting::getTimeMs();
// if paused, m_frame_time_pause_accumulator increases by dtime,
// otherwise, m_frame_time increases by dtime
if (is_paused)
m_frame_time_pause_accumulator = porting::getTimeMs() - m_frame_time;
else
m_frame_time = porting::getTimeMs() - m_frame_time_pause_accumulator;
}

View File

@ -142,7 +142,7 @@ public:
{ m_camera_offset = camera_offset; }
v3s16 getCameraOffset() const { return m_camera_offset; }
void updateFrameTime();
void updateFrameTime(bool is_paused);
u64 getFrameTime() const { return m_frame_time; }
private:
@ -157,5 +157,6 @@ private:
IntervalLimiter m_active_object_light_update_interval;
std::list<std::string> m_player_names;
v3s16 m_camera_offset;
u64 m_frame_time;
u64 m_frame_time = 0;
u64 m_frame_time_pause_accumulator = 0;
};

View File

@ -723,7 +723,7 @@ protected:
void updateCameraDirection(CameraOrientation *cam, float dtime);
void updateCameraOrientation(CameraOrientation *cam, float dtime);
void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime);
void step(f32 dtime);
void processClientEvents(CameraOrientation *cam);
void updateCamera(f32 dtime);
void updateSound(f32 dtime);
@ -910,6 +910,10 @@ private:
bool m_does_lost_focus_pause_game = false;
// if true, (almost) the whole game is paused
// this happens in pause menu in singleplayer
bool m_is_paused = false;
#if IRRLICHT_VERSION_MT_REVISION < 5
int m_reset_HW_buffer_counter = 0;
#endif
@ -1135,7 +1139,21 @@ void Game::run()
cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view);
step(&dtime);
{
bool was_paused = m_is_paused;
m_is_paused = simple_singleplayer_mode && g_menumgr.pausesGame();
if (m_is_paused)
dtime = 0.0f;
if (!was_paused && m_is_paused)
pauseAnimation();
else if (was_paused && !m_is_paused)
resumeAnimation();
}
if (!m_is_paused)
step(dtime);
processClientEvents(&cam_view_target);
updateDebugState();
updateCamera(dtime);
@ -2535,22 +2553,12 @@ void Game::updatePlayerControl(const CameraOrientation &cam)
}
inline void Game::step(f32 *dtime)
inline void Game::step(f32 dtime)
{
bool can_be_and_is_paused =
(simple_singleplayer_mode && g_menumgr.pausesGame());
if (server)
server->step(dtime);
if (can_be_and_is_paused) { // This is for a singleplayer server
*dtime = 0; // No time passes
} else {
if (simple_singleplayer_mode && !paused_animated_nodes.empty())
resumeAnimation();
if (server)
server->step(*dtime);
client->step(*dtime);
}
client->step(dtime);
}
static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
@ -3758,7 +3766,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
Frame time
*/
client->getEnv().updateFrameTime();
client->getEnv().updateFrameTime(m_is_paused);
/*
Fog range
@ -4334,10 +4342,8 @@ void Game::showPauseMenu()
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFocus("btn_continue");
// game will be paused in next step, if in singleplayer (see m_is_paused)
formspec->doPause = true;
if (simple_singleplayer_mode)
pauseAnimation();
}
/****************************************************************************/