void busyModeEnded() { DD_ResetTimer(); // Discard input events so that any and all accumulated input events are ignored. ClientApp::inputSystem().ignoreEvents(busyWasIgnoringInput); // Back to unlimited frame rate. ClientApp::app().loop().setRate(0); // Switch the window to normal UI. ClientWindow::main().setMode(ClientWindow::Normal); }
static void postBusyCleanup() { #ifdef __CLIENT__ // Discard input events so that any and all accumulated input events are ignored. DD_IgnoreInput(busyWasIgnoringInput); DD_ResetTimer(); //BusyVisual_ReleaseTextures(); // Back to unlimited frame rate. ClientApp::app().loop().setRate(0); // Switch the window to normal UI. ClientWindowSystem::main().setMode(ClientWindow::Normal); if(!Con_TransitionInProgress()) { ClientWindow::main().busy().releaseTransitionFrame(); } #endif }