From abb0c99a6c5ab38637d1370449ec072c7caa8803 Mon Sep 17 00:00:00 2001 From: Vitaliy Date: Fri, 5 Mar 2021 18:28:08 +0300 Subject: Pause animations while game is paused (#10658) Pauses all mesh animations while game is paused. --- src/client/game.cpp | 40 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 40 insertions(+) diff --git a/src/client/game.cpp b/src/client/game.cpp index 15fa2af23..60ecb7d3e 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -68,6 +68,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #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" @@ -647,6 +648,8 @@ struct ClientEventHandler THE GAME ****************************************************************************/ +using PausedNodesList = std::vector, 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 @@ -796,6 +799,9 @@ private: void showDeathFormspec(); void showPauseMenu(); + void pauseAnimation(); + void resumeAnimation(); + // ClientEvent handlers void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam); void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam); @@ -873,6 +879,7 @@ private: std::string *error_message; bool *reconnect_requested; scene::ISceneNode *skybox; + PausedNodesList paused_animated_nodes; bool simple_singleplayer_mode; /* End 'cache' */ @@ -2484,6 +2491,9 @@ inline void Game::step(f32 *dtime) 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); @@ -2491,6 +2501,33 @@ inline void Game::step(f32 *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(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}, @@ -4230,6 +4267,9 @@ void Game::showPauseMenu() fs_src, txt_dst, client->getFormspecPrepend(), sound); formspec->setFocus("btn_continue"); formspec->doPause = true; + + if (simple_singleplayer_mode) + pauseAnimation(); } /****************************************************************************/ -- cgit v1.2.3