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Pause animations while game is paused (#10658)
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Pauses all mesh animations while game is paused.
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numberZero committed Mar 5, 2021
1 parent ea4c8a7 commit 613d6ce
Showing 1 changed file with 40 additions and 0 deletions.
40 changes: 40 additions & 0 deletions src/client/game.cpp
Expand Up @@ -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"
Expand Down Expand Up @@ -647,6 +648,8 @@ struct ClientEventHandler
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
Expand Down Expand Up @@ -796,6 +799,9 @@ class Game {
void showDeathFormspec();
void showPauseMenu();

void pauseAnimation();
void resumeAnimation();

// ClientEvent handlers
void handleClientEvent_None(ClientEvent *event, CameraOrientation *cam);
void handleClientEvent_PlayerDamage(ClientEvent *event, CameraOrientation *cam);
Expand Down Expand Up @@ -873,6 +879,7 @@ class Game {
std::string *error_message;
bool *reconnect_requested;
scene::ISceneNode *skybox;
PausedNodesList paused_animated_nodes;

bool simple_singleplayer_mode;
/* End 'cache' */
Expand Down Expand Up @@ -2484,13 +2491,43 @@ 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);

client->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},
Expand Down Expand Up @@ -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();
}

/****************************************************************************/
Expand Down

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