void FePresent::post_run() { #ifndef NO_MOVIE // // Re-establish openAL stuff now that we are back from the emulator // sf::AudioDevice::release_audio( false ); for ( std::vector<FeBaseTextureContainer *>::iterator itm=m_texturePool.begin(); itm != m_texturePool.end(); ++itm ) (*itm)->release_audio( false ); for ( std::vector<FeSound *>::iterator its=m_sounds.begin(); its != m_sounds.end(); ++its ) (*its)->release_audio( false ); #endif for ( std::vector<FeBaseTextureContainer *>::iterator itm=m_texturePool.begin(); itm != m_texturePool.end(); ++itm ) (*itm)->set_vol( m_feSettings->get_play_volume( FeSoundInfo::Movie ) ); set_video_play_state( m_playMovies ); on_transition( FromGame, FromToNoValue ); reset_screen_saver(); update( true ); }
void FePresent::post_run() { set_video_play_state( m_playMovies ); on_transition( FromGame, FromToNoValue ); reset_screen_saver(); update( true ); }
void FePresent::pre_run() { on_transition( ToGame, FromToNoValue ); set_video_play_state( false ); #ifndef NO_MOVIE // // Release all the openAL buffers, contexts and devices so that we don't block // the emulator from accessing the system's sound // for ( std::vector<FeBaseTextureContainer *>::iterator itm=m_texturePool.begin(); itm != m_texturePool.end(); ++itm ) (*itm)->release_audio( true ); for ( std::vector<FeSound *>::iterator its=m_sounds.begin(); its != m_sounds.end(); ++its ) (*its)->release_audio( true ); sf::AudioDevice::release_audio( true ); #endif }
void FePresent::toggle_movie() { m_playMovies = !m_playMovies; set_video_play_state( m_playMovies ); }
void FePresent::pre_run() { on_transition( ToGame, FromToNoValue ); set_video_play_state( false ); }
void FePresent::on_stop_frontend() { set_video_play_state( false ); on_transition( EndLayout, FromToFrontend ); }