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-rw-r--r--src/client.cpp1
-rw-r--r--src/game.cpp74
-rw-r--r--src/game.h6
3 files changed, 75 insertions, 6 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 9c3397f72..974e8d400 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -3108,7 +3108,6 @@ void Client::handleSDL2WindowEvent(const SDL_Event &event)
{
switch (event.window.event)
{
- // +++ need add other window events
case SDL_WINDOWEVENT_RESIZED:
resizeVideo(event.window.data1, event.window.data2, false);
break;
diff --git a/src/game.cpp b/src/game.cpp
index 41a036c0f..9a18e9da7 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -874,9 +874,71 @@ void Game::moveInDirection(const unsigned char direction)
}
}
+#ifdef USE_SDL2
+void Game::handleSDL2WindowEvent(const SDL_Event &event)
+{
+ int fpsLimit = 0;
+ const int eventType = event.window.event;
+ switch (eventType)
+ {
+ case SDL_WINDOWEVENT_RESIZED:
+ client->resizeVideo(event.window.data1, event.window.data2, false);
+ break;
+ case SDL_WINDOWEVENT_ENTER:
+ client->setMouseFocused(true);
+ break;
+ case SDL_WINDOWEVENT_LEAVE:
+ client->setMouseFocused(false);
+ break;
+ case SDL_WINDOWEVENT_FOCUS_GAINED:
+ client->setInputFocused(true);
+ break;
+ case SDL_WINDOWEVENT_FOCUS_LOST:
+ client->setInputFocused(false);
+ break;
+ case SDL_WINDOWEVENT_MINIMIZED:
+#ifdef ANDROID
+ client->setState(STATE_EXIT);
+#else
+ client->setIsMinimized(true);
+ if (player_node && !player_node->getAway())
+ {
+ fpsLimit = config.getIntValue("altfpslimit");
+ player_node->setHalfAway(true);
+ }
+ setPriority(false);
+#endif
+ break;
+ case SDL_WINDOWEVENT_RESTORED:
+ case SDL_WINDOWEVENT_MAXIMIZED:
+ client->setIsMinimized(false);
+ if (player_node)
+ {
+ if (!player_node->getAway())
+ fpsLimit = config.getIntValue("fpslimit");
+ player_node->setHalfAway(false);
+ }
+ setPriority(true);
+ break;
+ default:
+ break;
+ }
+
+ if (eventType == SDL_WINDOWEVENT_MINIMIZED
+ || eventType == SDL_WINDOWEVENT_RESTORED
+ || eventType == SDL_WINDOWEVENT_MAXIMIZED)
+ {
+ if (player_node)
+ {
+ player_node->updateStatus();
+ player_node->updateName();
+ }
+ updateFrameRate(fpsLimit);
+ }
+}
+#else
void Game::handleActive(const SDL_Event &event)
{
-#ifndef USE_SDL2
int fpsLimit = 0;
if (event.active.state & SDL_APPACTIVE)
{
@@ -915,7 +977,12 @@ void Game::handleActive(const SDL_Event &event)
client->setInputFocused(event.active.gain);
if (event.active.state & SDL_APPMOUSEFOCUS)
client->setMouseFocused(event.active.gain);
+ updateFrameRate(fpsLimit);
+}
+#endif
+void Game::updateFrameRate(int fpsLimit)
+{
if (!fpsLimit)
{
if (player_node && player_node->getAway())
@@ -932,7 +999,6 @@ void Game::handleActive(const SDL_Event &event)
}
client->setFramerate(fpsLimit);
mNextAdjustTime = cur_time + adjustDelay;
-#endif
}
/**
@@ -967,13 +1033,11 @@ void Game::handleInput()
#ifdef USE_SDL2
case SDL_WINDOWEVENT:
{
- client->handleSDL2WindowEvent(event);
+ handleSDL2WindowEvent(event);
break;
}
#else
case SDL_VIDEORESIZE:
- // Let the client deal with this one (it'll
- // pass down from there)
client->resizeVideo(event.resize.w, event.resize.h);
break;
// Active event
diff --git a/src/game.h b/src/game.h
index 6eb26f2dc..fcef8b161 100644
--- a/src/game.h
+++ b/src/game.h
@@ -84,10 +84,16 @@ class Game final
void handleMove();
+#ifdef USE_SDL2
+ void handleSDL2WindowEvent(const SDL_Event &event);
+#else
void handleActive(const SDL_Event &event);
+#endif
void changeMap(const std::string &mapName);
+ void updateFrameRate(int fpsLimit);
+
/**
* Returns the currently active map.
*/