Actually pause singleplayer game in pause menu and use lower maximum FPS in it

This commit is contained in:
Perttu Ahola 2014-01-06 17:37:23 +02:00
parent 6833e04bc5
commit 92aa38bdfc
7 changed files with 41 additions and 17 deletions

@ -68,6 +68,8 @@
# If FPS would go higher than this, limit it by sleeping # If FPS would go higher than this, limit it by sleeping
# (to not waste CPU power for no benefit) # (to not waste CPU power for no benefit)
#fps_max = 60 #fps_max = 60
# Maximum FPS when game is paused
#pause_fps_max = 20
# The allowed adjustment range for the automatic rendering range adjustment # The allowed adjustment range for the automatic rendering range adjustment
#viewing_range_nodes_max = 160 #viewing_range_nodes_max = 160
#viewing_range_nodes_min = 35 #viewing_range_nodes_min = 35

@ -77,6 +77,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("wanted_fps", "30"); settings->setDefault("wanted_fps", "30");
settings->setDefault("fps_max", "60"); settings->setDefault("fps_max", "60");
settings->setDefault("pause_fps_max", "20");
// A bit more than the server will send around the player, to make fog blend well // A bit more than the server will send around the player, to make fog blend well
settings->setDefault("viewing_range_nodes_max", "240"); settings->setDefault("viewing_range_nodes_max", "240");
settings->setDefault("viewing_range_nodes_min", "35"); settings->setDefault("viewing_range_nodes_min", "35");

@ -1513,7 +1513,9 @@ void the_game(
*/ */
{ {
float fps_max = g_settings->getFloat("fps_max"); float fps_max = g_menumgr.pausesGame() ?
g_settings->getFloat("pause_fps_max") :
g_settings->getFloat("fps_max");
u32 frametime_min = 1000./fps_max; u32 frametime_min = 1000./fps_max;
if(busytime_u32 < frametime_min) if(busytime_u32 < frametime_min)
@ -2194,23 +2196,26 @@ void the_game(
} }
/* /*
Run server Run server, client (and process environments)
*/ */
bool can_be_and_is_paused =
(simple_singleplayer_mode && g_menumgr.pausesGame());
if(can_be_and_is_paused)
{
// No time passes
dtime = 0;
}
else
{
if(server != NULL) if(server != NULL)
{ {
//TimeTaker timer("server->step(dtime)"); //TimeTaker timer("server->step(dtime)");
server->step(dtime); server->step(dtime);
} }
/*
Process environment
*/
{ {
//TimeTaker timer("client.step(dtime)"); //TimeTaker timer("client.step(dtime)");
client.step(dtime); client.step(dtime);
//client.step(dtime_avg1); }
} }
{ {

@ -52,6 +52,8 @@ public:
bool OnEvent(const SEvent& event); bool OnEvent(const SEvent& event);
bool pausesGame(){ return true; }
private: private:
IGameCallback *m_gamecallback; IGameCallback *m_gamecallback;
bool m_simple_singleplayer_mode; bool m_simple_singleplayer_mode;

@ -44,6 +44,8 @@ public:
bool OnEvent(const SEvent& event); bool OnEvent(const SEvent& event);
bool pausesGame(){ return true; }
private: private:
Client* m_client; Client* m_client;

@ -91,6 +91,17 @@ public:
return m_stack.size(); return m_stack.size();
} }
bool pausesGame()
{
for(std::list<GUIModalMenu*>::iterator
i = m_stack.begin(); i != m_stack.end(); ++i)
{
if((*i)->pausesGame())
return true;
}
return false;
}
std::list<GUIModalMenu*> m_stack; std::list<GUIModalMenu*> m_stack;
}; };

@ -124,6 +124,7 @@ public:
virtual void drawMenu() = 0; virtual void drawMenu() = 0;
virtual bool preprocessEvent(const SEvent& event) { return false; }; virtual bool preprocessEvent(const SEvent& event) { return false; };
virtual bool OnEvent(const SEvent& event) { return false; }; virtual bool OnEvent(const SEvent& event) { return false; };
virtual bool pausesGame(){ return false; } // Used for pause menu
protected: protected:
//bool m_force_regenerate_gui; //bool m_force_regenerate_gui;