Android: Pause rendering while the app is paused (#14058)

This commit is contained in:
grorp 2023-12-19 20:18:28 +01:00 committed by GitHub
parent b1aec1b5c8
commit 00d9d96e48
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 72 additions and 55 deletions

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

@ -138,6 +138,17 @@ public:
const irr::core::dimension2d<u32> initial_screen_size,
const bool initial_window_maximized);
static bool shouldRender()
{
// On Android, pause rendering while the app is in background (generally not visible).
// Don't do this on desktop because windows can be partially visible.
#ifdef __ANDROID__
return get_raw_device()->isWindowActive();
#else
return true;
#endif
};
private:
v2u32 _getWindowSize() const;

@ -265,7 +265,7 @@ void GUIEngine::run()
f32 dtime = 0.0f;
while (m_rendering_engine->run() && (!m_startgame) && (!m_kill)) {
if (RenderingEngine::shouldRender()) {
// check if we need to update the "upper left corner"-text
if (text_height != g_fontengine->getTextHeight()) {
updateTopLeftTextSize();
@ -293,6 +293,7 @@ void GUIEngine::run()
drawHeader(driver);
driver->endScene();
}
IrrlichtDevice *device = m_rendering_engine->get_raw_device();