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
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 36 additions and 24 deletions

@ -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;
} }

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

@ -723,7 +723,7 @@ protected:
void updateCameraDirection(CameraOrientation *cam, float dtime); void updateCameraDirection(CameraOrientation *cam, float dtime);
void updateCameraOrientation(CameraOrientation *cam, float dtime); void updateCameraOrientation(CameraOrientation *cam, float dtime);
void updatePlayerControl(const CameraOrientation &cam); void updatePlayerControl(const CameraOrientation &cam);
void step(f32 *dtime); void step(f32 dtime);
void processClientEvents(CameraOrientation *cam); void processClientEvents(CameraOrientation *cam);
void updateCamera(f32 dtime); void updateCamera(f32 dtime);
void updateSound(f32 dtime); void updateSound(f32 dtime);
@ -910,6 +910,10 @@ private:
bool m_does_lost_focus_pause_game = false; 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 #if IRRLICHT_VERSION_MT_REVISION < 5
int m_reset_HW_buffer_counter = 0; int m_reset_HW_buffer_counter = 0;
#endif #endif
@ -1135,7 +1139,21 @@ void Game::run()
cam_view.camera_pitch += (cam_view_target.camera_pitch - cam_view.camera_pitch += (cam_view_target.camera_pitch -
cam_view.camera_pitch) * m_cache_cam_smoothing; cam_view.camera_pitch) * m_cache_cam_smoothing;
updatePlayerControl(cam_view); 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); processClientEvents(&cam_view_target);
updateDebugState(); updateDebugState();
updateCamera(dtime); 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 (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) if (server)
server->step(*dtime); server->step(dtime);
client->step(*dtime); client->step(dtime);
}
} }
static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) { static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
@ -3758,7 +3766,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
Frame time Frame time
*/ */
client->getEnv().updateFrameTime(); client->getEnv().updateFrameTime(m_is_paused);
/* /*
Fog range Fog range
@ -4334,10 +4342,8 @@ void Game::showPauseMenu()
GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(), GUIFormSpecMenu::create(formspec, client, m_rendering_engine->get_gui_env(),
&input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound); &input->joystick, fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFocus("btn_continue"); formspec->setFocus("btn_continue");
// game will be paused in next step, if in singleplayer (see m_is_paused)
formspec->doPause = true; formspec->doPause = true;
if (simple_singleplayer_mode)
pauseAnimation();
} }
/****************************************************************************/ /****************************************************************************/