forked from Mirrorlandia_minetest/minetest
master #7
@ -4207,7 +4207,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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/*
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==================== Drawing begins ====================
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*/
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if (RenderingEngine::shouldRender())
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if (device->isWindowVisible())
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drawScene(graph, stats);
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/*
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==================== End scene ====================
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@ -141,17 +141,6 @@ public:
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const irr::core::dimension2d<u32> initial_screen_size,
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const bool initial_window_maximized);
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static bool shouldRender()
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{
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// On Android, pause rendering while the app is in background (generally not visible).
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// Don't do this on desktop because windows can be partially visible.
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#ifdef __ANDROID__
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return get_raw_device()->isWindowActive();
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#else
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return true;
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#endif
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};
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private:
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v2u32 _getWindowSize() const;
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@ -231,6 +231,7 @@ bool GUIEngine::loadMainMenuScript()
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/******************************************************************************/
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void GUIEngine::run()
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{
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IrrlichtDevice *device = m_rendering_engine->get_raw_device();
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// Always create clouds because they may or may not be
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// needed based on the game selected
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video::IVideoDriver *driver = m_rendering_engine->get_video_driver();
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@ -265,7 +266,7 @@ 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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if (device->isWindowVisible()) {
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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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@ -295,8 +296,6 @@ void GUIEngine::run()
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driver->endScene();
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}
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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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? g_settings->getFloat("fps_max")
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: g_settings->getFloat("fps_max_unfocused"));
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