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fix window open while sound playing

This commit is contained in:
Laserlicht 2023-09-19 11:20:16 +02:00 committed by GitHub
parent 6ae09d8458
commit a2174dc83f
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 16 additions and 2 deletions

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@ -22,6 +22,7 @@
#include "../gui/TextAlignment.h"
#include "../render/Colors.h"
#include "../render/Canvas.h"
#include "../render/IScreenHandler.h"
#include "../adventureMap/AdventureMapInterface.h"
#include "../windows/CMessage.h"
@ -111,7 +112,7 @@ void CInGameConsole::print(const std::string & txt)
CCS->soundh->setVolume(settings["general"]["sound"].Integer());
int handle = CCS->soundh->playSound(AudioPath::builtin("CHAT"));
if(volume == 0)
CCS->soundh->setCallback(handle, [&]() { CCS->soundh->setVolume(0); });
CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
}
bool CInGameConsole::captureThisKey(EShortcut key)

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@ -25,6 +25,7 @@
#include "../PlayerLocalState.h"
#include "../gui/CGuiHandler.h"
#include "../gui/WindowHandler.h"
#include "../render/IScreenHandler.h"
#include "../../CCallback.h"
#include "../../lib/CConfigHandler.h"
@ -243,7 +244,7 @@ void CInfoBar::playNewDaySound()
handle = CCS->soundh->playSound(soundBase::newDay);
if(volume == 0)
CCS->soundh->setCallback(handle, [&]() { CCS->soundh->setVolume(0); });
CCS->soundh->setCallback(handle, [&]() { if(!GH.screenHandler().hasFocus()) CCS->soundh->setVolume(0); });
}
void CInfoBar::reset()

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@ -40,4 +40,7 @@ public:
/// Dimensions of render output
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;
}
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
Point getRenderResolution() const final;
/// Window has focus
bool hasFocus() final;
std::vector<Point> getSupportedResolutions() const final;
std::vector<Point> getSupportedResolutions(int displayIndex) const;
std::tuple<int, int> getSupportedScalingRange() const final;