#include "util/pointedthing.h"
#include "util/quicktune_shortcutter.h"
#include "irrlicht_changes/static_text.h"
+#include "irr_ptr.h"
#include "version.h"
#include "script/scripting_client.h"
#include "hud.h"
THE GAME
****************************************************************************/
+using PausedNodesList = std::vector<std::pair<irr_ptr<scene::IAnimatedMeshSceneNode>, float>>;
+
/* This is not intended to be a public class. If a public class becomes
* desirable then it may be better to create another 'wrapper' class that
* hides most of the stuff in this class (nothing in this class is required
void showDeathFormspec();
void showPauseMenu();
+ void pauseAnimation();
+ void resumeAnimation();
+
// ClientEvent handlers
void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
std::string *error_message;
bool *reconnect_requested;
scene::ISceneNode *skybox;
+ PausedNodesList paused_animated_nodes;
bool simple_singleplayer_mode;
/* End 'cache' */
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)
server->step(*dtime);
}
}
+static void pauseNodeAnimation(PausedNodesList &paused, scene::ISceneNode *node) {
+ if (!node)
+ return;
+ for (auto &&child: node->getChildren())
+ pauseNodeAnimation(paused, child);
+ if (node->getType() != scene::ESNT_ANIMATED_MESH)
+ return;
+ auto animated_node = static_cast<scene::IAnimatedMeshSceneNode *>(node);
+ float speed = animated_node->getAnimationSpeed();
+ if (!speed)
+ return;
+ paused.push_back({grab(animated_node), speed});
+ animated_node->setAnimationSpeed(0.0f);
+}
+
+void Game::pauseAnimation()
+{
+ pauseNodeAnimation(paused_animated_nodes, smgr->getRootSceneNode());
+}
+
+void Game::resumeAnimation()
+{
+ for (auto &&pair: paused_animated_nodes)
+ pair.first->setAnimationSpeed(pair.second);
+ paused_animated_nodes.clear();
+}
+
const ClientEventHandler Game::clientEventHandler[CLIENTEVENT_MAX] = {
{&Game::handleClientEvent_None},
{&Game::handleClientEvent_PlayerDamage},
fs_src, txt_dst, client->getFormspecPrepend(), sound);
formspec->setFocus("btn_continue");
formspec->doPause = true;
+
+ if (simple_singleplayer_mode)
+ pauseAnimation();
}
/****************************************************************************/