Exemplo n.º 1
0
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 );
}
Exemplo n.º 2
0
void FePresent::post_run()
{
	set_video_play_state( m_playMovies );
	on_transition( FromGame, FromToNoValue );

	reset_screen_saver();
	update( true );
}
Exemplo n.º 3
0
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
}
Exemplo n.º 4
0
void FePresent::toggle_movie()
{
	m_playMovies = !m_playMovies;
	set_video_play_state( m_playMovies );
}
Exemplo n.º 5
0
void FePresent::pre_run()
{
	on_transition( ToGame, FromToNoValue );
	set_video_play_state( false );
}
Exemplo n.º 6
0
void FePresent::on_stop_frontend()
{
	set_video_play_state( false );
	on_transition( EndLayout, FromToFrontend );
}