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Merge pull request #2869 from Laserlicht/audio

disable audio on lost focus
This commit is contained in:
Nordsoft91 2023-09-20 13:20:47 +02:00 committed by GitHub
commit 5a8c3b5ae2
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GPG Key ID: 4AEE18F83AFDEB23
6 changed files with 46 additions and 5 deletions

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@ -22,6 +22,7 @@
#include "../gui/TextAlignment.h" #include "../gui/TextAlignment.h"
#include "../render/Colors.h" #include "../render/Colors.h"
#include "../render/Canvas.h" #include "../render/Canvas.h"
#include "../render/IScreenHandler.h"
#include "../adventureMap/AdventureMapInterface.h" #include "../adventureMap/AdventureMapInterface.h"
#include "../windows/CMessage.h" #include "../windows/CMessage.h"
@ -105,7 +106,13 @@ void CInGameConsole::print(const std::string & txt)
} }
GH.windows().totalRedraw(); // FIXME: ingame console has no parent widget set GH.windows().totalRedraw(); // FIXME: ingame console has no parent widget set
CCS->soundh->playSound(AudioPath::builtin("CHAT"));
int volume = CCS->soundh->getVolume();
if(volume == 0)
CCS->soundh->setVolume(settings["general"]["sound"].Integer());
int handle = CCS->soundh->playSound(AudioPath::builtin("CHAT"));
if(volume == 0)
CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
} }
bool CInGameConsole::captureThisKey(EShortcut key) bool CInGameConsole::captureThisKey(EShortcut key)

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@ -25,6 +25,7 @@
#include "../PlayerLocalState.h" #include "../PlayerLocalState.h"
#include "../gui/CGuiHandler.h" #include "../gui/CGuiHandler.h"
#include "../gui/WindowHandler.h" #include "../gui/WindowHandler.h"
#include "../render/IScreenHandler.h"
#include "../../CCallback.h" #include "../../CCallback.h"
#include "../../lib/CConfigHandler.h" #include "../../lib/CConfigHandler.h"
@ -228,14 +229,22 @@ CInfoBar::VisibleComponentInfo::VisibleComponentInfo(const std::vector<Component
void CInfoBar::playNewDaySound() void CInfoBar::playNewDaySound()
{ {
int volume = CCS->soundh->getVolume();
int handle = -1;
if(volume == 0)
CCS->soundh->setVolume(settings["general"]["sound"].Integer());
if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week if(LOCPLINT->cb->getDate(Date::DAY_OF_WEEK) != 1) // not first day of the week
CCS->soundh->playSound(soundBase::newDay); handle = CCS->soundh->playSound(soundBase::newDay);
else if(LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month else if(LOCPLINT->cb->getDate(Date::WEEK) != 1) // not first week in month
CCS->soundh->playSound(soundBase::newWeek); handle = CCS->soundh->playSound(soundBase::newWeek);
else if(LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month else if(LOCPLINT->cb->getDate(Date::MONTH) != 1) // not first month
CCS->soundh->playSound(soundBase::newMonth); handle = CCS->soundh->playSound(soundBase::newMonth);
else else
CCS->soundh->playSound(soundBase::newDay); handle = CCS->soundh->playSound(soundBase::newDay);
if(volume == 0)
CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
} }
void CInfoBar::reset() void CInfoBar::reset()

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@ -24,6 +24,7 @@
#include "../CMT.h" #include "../CMT.h"
#include "../CPlayerInterface.h" #include "../CPlayerInterface.h"
#include "../CGameInfo.h" #include "../CGameInfo.h"
#include "../CMusicHandler.h"
#include "../../lib/CConfigHandler.h" #include "../../lib/CConfigHandler.h"
@ -153,6 +154,18 @@ void InputHandler::preprocessEvent(const SDL_Event & ev)
} }
#endif #endif
break; break;
case SDL_WINDOWEVENT_FOCUS_GAINED:
if(settings["general"]["enableUiEnhancements"].Bool()) {
CCS->musich->setVolume(settings["general"]["music"].Integer());
CCS->soundh->setVolume(settings["general"]["sound"].Integer());
}
break;
case SDL_WINDOWEVENT_FOCUS_LOST:
if(settings["general"]["enableUiEnhancements"].Bool()) {
CCS->musich->setVolume(0);
CCS->soundh->setVolume(0);
}
break;
} }
return; return;
} }

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@ -40,4 +40,7 @@ public:
/// Dimensions of render output /// Dimensions of render output
virtual Point getRenderResolution() const = 0; virtual Point getRenderResolution() const = 0;
/// Window has focus
virtual bool hasFocus() = 0;
}; };

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@ -565,3 +565,9 @@ std::vector<Point> ScreenHandler::getSupportedResolutions( int displayIndex) con
return result; return result;
} }
bool ScreenHandler::hasFocus()
{
ui32 flags = SDL_GetWindowFlags(mainWindow);
return flags & SDL_WINDOW_INPUT_FOCUS;
}

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@ -86,6 +86,9 @@ public:
/// Dimensions of render output, usually same as window size except for high-DPI screens on macOS / iOS /// Dimensions of render output, usually same as window size except for high-DPI screens on macOS / iOS
Point getRenderResolution() const final; Point getRenderResolution() const final;
/// Window has focus
bool hasFocus() final;
std::vector<Point> getSupportedResolutions() const final; std::vector<Point> getSupportedResolutions() const final;
std::vector<Point> getSupportedResolutions(int displayIndex) const; std::vector<Point> getSupportedResolutions(int displayIndex) const;
std::tuple<int, int> getSupportedScalingRange() const final; std::tuple<int, int> getSupportedScalingRange() const final;