void VFmodSoundObject::MessageFunction(int iID, INT_PTR iParamA, INT_PTR iParamB) { VisObject3D_cl::MessageFunction(iID, iParamA, iParamB); if (iID==VIS_MSG_TRIGGER) { // cache IDs to avoid string comparisons if (VFMOD_TRIGGER_ID_PAUSE == -1) { VFMOD_TRIGGER_ID_PAUSE = IVObjectComponent::RegisterStringID(VFMOD_TRIGGER_PAUSE); VFMOD_TRIGGER_ID_RESUME = IVObjectComponent::RegisterStringID(VFMOD_TRIGGER_RESUME); } // the trigger components are added by vForge and serialized if used VisTriggerTargetComponent_cl *pTarget = (VisTriggerTargetComponent_cl *)iParamB; if (pTarget->m_iComponentID==VFMOD_TRIGGER_ID_PAUSE) SetPaused(true); else if (pTarget->m_iComponentID==VFMOD_TRIGGER_ID_RESUME) { if (IsPaused()) SetPaused(false); else { Helper_SetFlag(VFMOD_FLAG_PAUSED, false); Play(); } } return; } }
void FadeMetro::onClicked(bool /*checked*/) { if( m_Paused ) { ReCenter(); SetPaused(false); } else { SetPaused(true); } }
// Update a song's fade status void Song::Update() { if (fade) { // Get fade progression from 0.0f - 1.0f depending on number of milliseconds elapsed since fade started float progress = min(static_cast<float>(GetTickCount() - fadeStartTick) / fadeLength, 1.0f); // Fade is over if progression is at 1.0f if (progress == 1.0f) fade = false; // Translate linear progress into a smooth sine-squared fade effect float volume = static_cast<float>(sin(progress * M_PI / 2)); volume *= volume; // Scale volume between start and target volumes volume = volume * (fadeTargetVol - fadeStartVol) + fadeStartVol; // Alter song volume SetVolume(volume); // Post-fade processing if (!fade) SetPaused(fadePauseAfter); } }
void GameModel::SetSave(SaveInfo * newSave) { if(currentSave != newSave) { if(currentSave) delete currentSave; if(newSave == NULL) currentSave = NULL; else currentSave = new SaveInfo(*newSave); } if(currentSave && currentSave->GetGameSave()) { GameSave * saveData = currentSave->GetGameSave(); SetPaused(saveData->paused | GetPaused()); sim->gravityMode = saveData->gravityMode; sim->air->airMode = saveData->airMode; sim->legacy_enable = saveData->legacyEnable; sim->water_equal_test = saveData->waterEEnabled; if(saveData->gravityEnable) sim->grav->start_grav_async(); else sim->grav->stop_grav_async(); sim->clear_sim(); sim->Load(saveData); } notifySaveChanged(); UpdateQuickOptions(); }
void GameModel::SetSaveFile(SaveFile * newSave) { SetSave(NULL); if(newSave && newSave->GetGameSave()) { GameSave * saveData = newSave->GetGameSave(); SetPaused(saveData->paused & GetPaused()); sim->gravityMode = saveData->gravityMode; sim->air->airMode = saveData->airMode; sim->legacy_enable = saveData->legacyEnable; sim->water_equal_test = saveData->waterEEnabled; if(saveData->gravityEnable && !sim->grav->ngrav_enable) { sim->grav->start_grav_async(); } else if(!saveData->gravityEnable && sim->grav->ngrav_enable) { sim->grav->stop_grav_async(); } sim->clear_sim(); sim->Load(saveData); } notifySaveChanged(); UpdateQuickOptions(); }
void CPausedContainer::FocusChanged(TDrawNow aDrawNow) { SetPaused(!IsFocused()); if (aDrawNow) { DrawNow(); } }
void VoxGame::UnsetPauseMenu() { m_pFrontendManager->SetFrontendScreen(FrontendScreen_None); SetPaused(false); SetGlobalBlurAmount(0.0f); m_pVoxWindow->TurnCursorOff(); }
void VoxGame::SetPauseMenu() { m_pFrontendManager->SetFrontendScreen(FrontendScreen_PauseMenu); SetPaused(true); SetGlobalBlurAmount(0.0015f); m_pVoxWindow->TurnCursorOn(true); }
void GameModel::SetSave(SaveInfo * newSave) { if(currentSave != newSave) { delete currentSave; if(newSave == NULL) currentSave = NULL; else currentSave = new SaveInfo(*newSave); } delete currentFile; currentFile = NULL; if(currentSave && currentSave->GetGameSave()) { GameSave * saveData = currentSave->GetGameSave(); SetPaused(saveData->paused | GetPaused()); sim->gravityMode = saveData->gravityMode; sim->air->airMode = saveData->airMode; sim->edgeMode = saveData->edgeMode; sim->legacy_enable = saveData->legacyEnable; sim->water_equal_test = saveData->waterEEnabled; sim->aheat_enable = saveData->aheatEnable; if(saveData->gravityEnable) sim->grav->start_grav_async(); else sim->grav->stop_grav_async(); sim->clear_sim(); ren->ClearAccumulation(); if (!sim->Load(saveData)) { // This save was created before logging existed // Add in the correct info if (saveData->authors.size() == 0) { saveData->authors["type"] = "save"; saveData->authors["id"] = newSave->id; saveData->authors["username"] = newSave->userName; saveData->authors["title"] = newSave->name; saveData->authors["description"] = newSave->Description; saveData->authors["published"] = (int)newSave->Published; saveData->authors["date"] = newSave->updatedDate; } // This save was probably just created, and we didn't know the ID when creating it // Update with the proper ID else if (saveData->authors.get("id", -1) == 0 || saveData->authors.get("id", -1) == -1) { saveData->authors["id"] = newSave->id; } Client::Ref().OverwriteAuthorInfo(saveData->authors); } } notifySaveChanged(); UpdateQuickOptions(); }
void VoxGame::ShowQuitPopup() { CloseAllGUIWindows(); m_pFrontendManager->SetFrontendScreen(FrontendScreen_QuitPopup); SetPaused(true); SetGlobalBlurAmount(0.0015f); m_pVoxWindow->TurnCursorOn(true); }
void GameModel::SetSaveFile(SaveFile * newSave) { if(currentFile != newSave) { delete currentFile; if(newSave == NULL) currentFile = NULL; else currentFile = new SaveFile(*newSave); } delete currentSave; currentSave = NULL; if(newSave && newSave->GetGameSave()) { GameSave * saveData = newSave->GetGameSave(); SetPaused(saveData->paused | GetPaused()); sim->gravityMode = saveData->gravityMode; sim->air->airMode = saveData->airMode; sim->edgeMode = saveData->edgeMode; sim->legacy_enable = saveData->legacyEnable; sim->water_equal_test = saveData->waterEEnabled; sim->aheat_enable = saveData->aheatEnable; if(saveData->gravityEnable && !sim->grav->ngrav_enable) { sim->grav->start_grav_async(); } else if(!saveData->gravityEnable && sim->grav->ngrav_enable) { sim->grav->stop_grav_async(); } sim->clear_sim(); ren->ClearAccumulation(); if (!sim->Load(saveData)) { Client::Ref().OverwriteAuthorInfo(saveData->authors); } } notifySaveChanged(); UpdateQuickOptions(); }
/** Handle a key press event. */ void HandleKeyPressEvent(XKeyEvent *event) { if(event->keycode == keyRight || event->keycode == keyL) { moveRight = 1; } else if(event->keycode == keyLeft || event->keycode == keyJ) { moveLeft = 1; } else if(event->keycode == keyESC) { shouldExit = 1; } else if(event->keycode == keySpace) { if(isPaused) { isPaused = 0; } else { isPaused = 1; } SetPaused(isPaused); } else if(event->keycode == keyBackspace) { EraseBall(); UpdateLives(-1); SetBallForRestart(); didDie = 1; } }
// process IPC message void CSoundStreamServerSession::DispatchMessageL(const RMessage &aMessage) { switch (aMessage.Function()) { case ESoundStreamServAddSoundProvider: // add sound provider AddSoundProvider((ASoundProvider*)aMessage.Ptr0()); break; case ESoundStreamServSetPaused: // pause/unpause SetPaused((TBool)aMessage.Int0()); break; case ESoundStreamServOpen: // open Open(); break; case ESoundStreamServStop: // stop if (initialized) { iStream->Stop(); } else { CActiveScheduler::Stop(); } break; default: // TODO: Panic here (unlikely though) break; } }
/** * Handles window events that come from Windows. */ LRESULT MainWindow::HandleMessage(UINT message, WPARAM wParam, LPARAM lParam) { HWND hWnd = WindowHandle(); int wmId = 0, wmEvent = 0; switch (message) { case WM_COMMAND: wmId = LOWORD(wParam); wmEvent = HIWORD(wParam); // Parse the menu selections: switch (wmId) { case IDM_ABOUT: ShowAboutBox(); break; case IDM_EXIT: this->Exit(); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } break; case WM_ACTIVATE: SetPaused(LOWORD(wParam) == WA_INACTIVE); break; case WM_SIZE: if (wParam == SIZE_MINIMIZED) { SetPaused(true); SetMinimized(true); } else if (wParam == SIZE_MAXIMIZED) { // Unpause if we are coming out of a minimize if (IsMinimized()) { SetPaused(false); SetMinimized(false); } SetWindowResized(Size{ LOWORD(lParam), HIWORD(lParam) }); } else { // Unpause if we are coming out of a minimize if (IsMinimized()) { SetPaused(false); SetMinimized(false); } SetWindowResized(Size{ LOWORD(lParam), HIWORD(lParam) }); } break; case WM_POWERBROADCAST: if (wParam == PBT_APMQUERYSUSPEND) { // The application is about to be suspended. We should prepare for // this event by saving any data and then pausing the game loop // until we come out of suspension } else if (wParam == PBT_APMRESUMESUSPEND) { // The application is being resumed from suspension. We should // reload any saved data and unpause the game loop } case WM_ENTERMENULOOP: // Pause while user is in menu SetPaused(true); break; case WM_EXITMENULOOP: // Unpause after user has exited menu SetPaused(false); break; case WM_ENTERSIZEMOVE: SetIsWindowResizing(true); SetPaused(true); break; case WM_EXITSIZEMOVE: SetIsWindowResizing(false); SetPaused(false); break; case WM_CLOSE: PostQuitMessage(0); break; case WM_DESTROY: PostQuitMessage(0); break; default: return DefWindowProc(hWnd, message, wParam, lParam); } return 0; }
void Timer::Reset(const bool paused) { m_CurrentTime = m_CountingDown ? m_TargetTime : 0; SetPaused(paused); }
int run() { SetPaused(1); return 0; }
void VoxGame::KeyReleased(int key, int scancode, int mods) { m_pGUI->KeyReleased(key, mods); if (m_pGUI->IsKeyboardInteractingWithGUIComponent() && key != GLFW_KEY_ESCAPE) { return; // For textbox entry } switch (key) { // Player movement case GLFW_KEY_W: { m_bKeyboardForward = false; break; } case GLFW_KEY_S: { m_bKeyboardBackward = false; break; } case GLFW_KEY_A: { m_bKeyboardLeft = false; m_bKeyboardStrafeLeft = false; break; } case GLFW_KEY_D: { m_bKeyboardRight = false; m_bKeyboardStrafeRight = false; break; } case GLFW_KEY_F: { m_bKeyboardUp = false; break; } case GLFW_KEY_V: { m_bKeyboardDown = false; break; } case GLFW_KEY_SPACE: { m_bKeyboardSpace = false; break; } case GLFW_KEY_ESCAPE: { m_bKeyboardMenu = false; break; } case GLFW_KEY_O: { if (STEAM_BUILD == false) { m_pDebugCameraOptionBox->SetToggled(true); CameraModeChanged(); } break; } case GLFW_KEY_L: { if (STEAM_BUILD == false) { SetPaused(!IsPaused()); } break; } case GLFW_KEY_P: { if (STEAM_BUILD == false) { if (m_pGUI->IsKeyboardInteractingWithGUIComponent() == false) { if (m_pMainWindow->IsVisible() == false) { ShowGUI(); } else { HideGUI(); } } } break; } // Game GUI case GLFW_KEY_I: { if (GetGameMode() == GameMode_Game) { if (m_pPlayer->IsDead() == false) { if (m_pInventoryGUI->IsLoaded()) { m_pInventoryGUI->Unload(); if (VoxGame::GetInstance()->IsGUIWindowStillDisplayed() == false) { TurnCursorOff(false); } } else if (m_pFrontendManager->GetFrontendScreen() == FrontendScreen_None) { m_pInventoryGUI->Load(); m_pPlayer->StopMoving(); TurnCursorOn(false, false); } } } break; } case GLFW_KEY_C: { if (GetGameMode() == GameMode_Game) { if (m_pPlayer->IsDead() == false) { if (m_pCharacterGUI->IsLoaded()) { m_pCharacterGUI->Unload(); if (VoxGame::GetInstance()->IsGUIWindowStillDisplayed() == false) { TurnCursorOff(false); } } else if (m_pFrontendManager->GetFrontendScreen() == FrontendScreen_None) { m_pCharacterGUI->Load(); m_pPlayer->StopMoving(); TurnCursorOn(false, false); } } } break; } case GLFW_KEY_K: { if (GetGameMode() == GameMode_Game) { if (m_pPlayer->IsDead() == false) { if (m_pQuestGUI->IsLoaded()) { m_pQuestGUI->Unload(); if (VoxGame::GetInstance()->IsGUIWindowStillDisplayed() == false) { TurnCursorOff(false); } } else if (m_pFrontendManager->GetFrontendScreen() == FrontendScreen_None) { m_pQuestGUI->Load(); m_pPlayer->StopMoving(); TurnCursorOn(false, false); } } } break; } // Number keys case GLFW_KEY_1: { m_pActionBar->UseActionBarslot(0); break; } case GLFW_KEY_2: { m_pActionBar->UseActionBarslot(1); break; } case GLFW_KEY_3: { m_pActionBar->UseActionBarslot(2); break; } case GLFW_KEY_4: { m_pActionBar->UseActionBarslot(3); break; } case GLFW_KEY_5: { m_pActionBar->UseActionBarslot(4); break; } case GLFW_KEY_6: { m_pActionBar->UseActionBarslot(5); break; } case GLFW_KEY_7: { m_pActionBar->UseActionBarslot(6); break; } case GLFW_KEY_8: { m_pActionBar->UseActionBarslot(7); break; } case GLFW_KEY_9: { m_pActionBar->UseActionBarslot(8); break; } case GLFW_KEY_0: { m_pActionBar->UseActionBarslot(9); break; } } }
int run() { SetPaused(GetPaused() ? 0 : 1); return 0; }
void Play() { SetPaused(false); }
void Pause() { SetPaused(true); }
void FadeFlicker::onClicked(bool /*checked*/) { SetPaused( !m_Paused ); }
bool ChiselServer::TogglePaused(chisel_ros::PauseService::Request& request, chisel_ros::PauseService::Response& response) { SetPaused(!IsPaused()); return true; }