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Android: Pause rendering while the app is paused (#14058)
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b1aec1b5c8
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00d9d96e48
@ -4010,31 +4010,6 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, f32 dtime,
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*/
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client->getParticleManager()->step(dtime);
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/*
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Fog
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*/
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if (m_cache_enable_fog) {
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driver->setFog(
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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runData.fog_range * sky->getFogStart(),
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runData.fog_range * 1.0,
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0.01,
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false, // pixel fog
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true // range fog
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);
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} else {
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driver->setFog(
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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100000 * BS,
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110000 * BS,
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0.01f,
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false, // pixel fog
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false // range fog
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);
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}
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/*
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Damage camera tilt
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*/
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@ -4134,7 +4109,8 @@ 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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drawScene(graph, stats);
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if (RenderingEngine::shouldRender())
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drawScene(graph, stats);
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/*
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==================== End scene ====================
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*/
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@ -4214,10 +4190,39 @@ void Game::updateShadows()
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void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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{
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const video::SColor skycolor = this->sky->getSkyColor();
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const video::SColor bg_color = this->sky->getBgColor();
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const video::SColor sky_color = this->sky->getSkyColor();
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/*
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Fog
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*/
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if (this->m_cache_enable_fog) {
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this->driver->setFog(
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bg_color,
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video::EFT_FOG_LINEAR,
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this->runData.fog_range * this->sky->getFogStart(),
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this->runData.fog_range * 1.0f,
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0.01f,
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false, // pixel fog
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true // range fog
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);
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} else {
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this->driver->setFog(
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bg_color,
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video::EFT_FOG_LINEAR,
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100000 * BS,
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110000 * BS,
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0.01f,
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false, // pixel fog
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false // range fog
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);
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}
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/*
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Drawing
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*/
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TimeTaker tt_draw("Draw scene", nullptr, PRECISION_MICRO);
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this->driver->beginScene(true, true, skycolor);
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this->driver->beginScene(true, true, sky_color);
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const LocalPlayer *player = this->client->getEnv().getLocalPlayer();
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bool draw_wield_tool = (this->m_game_ui->m_flags.show_hud &&
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@ -4230,7 +4235,7 @@ void Game::drawScene(ProfilerGraph *graph, RunStats *stats)
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if (this->isNoCrosshairAllowed())
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draw_crosshair = false;
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#endif
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this->m_rendering_engine->draw_scene(skycolor, this->m_game_ui->m_flags.show_hud,
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this->m_rendering_engine->draw_scene(sky_color, this->m_game_ui->m_flags.show_hud,
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this->m_game_ui->m_flags.show_minimap, draw_wield_tool, draw_crosshair);
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/*
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@ -138,6 +138,17 @@ 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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@ -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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