Miscellaneous window de-focus options

Music pausing is now optional.
Sounds may be paused--on by default.
The game itself being paused in off-line mode is now optional.

(showfocuslost now loads from config.)
This commit is contained in:
James R 2019-03-11 14:57:11 -07:00
parent 12540dca32
commit 5ac8a26814
9 changed files with 94 additions and 34 deletions

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@ -736,6 +736,8 @@ void D_RegisterClientCommands(void)
CV_RegisterVar(&cv_chasefreelook);
CV_RegisterVar(&cv_chasefreelook2);
CV_RegisterVar(&cv_tutorialprompt);
CV_RegisterVar(&cv_showfocuslost);
CV_RegisterVar(&cv_pauseifunfocused);
// g_input.c
CV_RegisterVar(&cv_sideaxis);

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@ -361,6 +361,8 @@ consvar_t cv_chatbacktint = {"chatbacktint", "On", CV_SAVE, CV_OnOff, NULL, 0, N
static CV_PossibleValue_t consolechat_cons_t[] = {{0, "Window"}, {1, "Console"}, {2, "Window (Hidden)"}, {0, NULL}};
consvar_t cv_consolechat = {"chatmode", "Window", CV_SAVE, consolechat_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
// Pause game upon window losing focus
consvar_t cv_pauseifunfocused = {"pauseifunfocused", "Yes", CV_SAVE, CV_YesNo, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_crosshair = {"crosshair", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_crosshair2 = {"crosshair2", "Cross", CV_SAVE, crosshair_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};

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@ -59,6 +59,8 @@ extern boolean pausebreakkey;
extern boolean promptactive;
extern consvar_t cv_pauseifunfocused;
// used in game menu
extern consvar_t cv_tutorialprompt;
extern consvar_t cv_chatwidth, cv_chatnotifications, cv_chatheight, cv_chattime, cv_consolechat, cv_chatbacktint, cv_chatspamprotection, cv_compactscoreboard;

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@ -1326,22 +1326,25 @@ static menuitem_t OP_OpenGLColorMenu[] =
static menuitem_t OP_SoundOptionsMenu[] =
{
{IT_HEADER, NULL, "Game Audio", NULL, 0}, // 0 // ScrollMenu offsets
{IT_STRING | IT_CVAR, NULL, "Sound Effects", &cv_gamesounds, 13}, // 6
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Sound Volume", &cv_soundvolume, 23}, // 11
{IT_HEADER, NULL, "Game Audio", NULL, 0},
{IT_STRING | IT_CVAR, NULL, "Sound Effects", &cv_gamesounds, 6},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Sound Volume", &cv_soundvolume, 11},
{IT_STRING | IT_CVAR, NULL, "Digital Music", &cv_gamedigimusic, 43}, // 21
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Digital Music Volume", &cv_digmusicvolume, 53}, // 26
{IT_STRING | IT_CVAR, NULL, "Digital Music", &cv_gamedigimusic, 21},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "Digital Music Volume", &cv_digmusicvolume, 26},
{IT_STRING | IT_CVAR, NULL, "MIDI Music", &cv_gamemidimusic, 73}, // 36
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "MIDI Music Volume", &cv_midimusicvolume, 83}, // 41
{IT_STRING | IT_CVAR, NULL, "MIDI Music", &cv_gamemidimusic, 36},
{IT_STRING | IT_CVAR | IT_CV_SLIDER, NULL, "MIDI Music Volume", &cv_midimusicvolume, 41},
{IT_HEADER, NULL, "Accessibility", NULL, 103}, // 50
{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 115}, // 56
{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 125}, // 62
{IT_HEADER, NULL, "Accessibility", NULL, 50},
{IT_STRING | IT_CVAR, NULL, "Closed Captioning", &cv_closedcaptioning, 56},
{IT_STRING | IT_CVAR, NULL, "Reset Music Upon Dying", &cv_resetmusic, 61},
{IT_STRING | IT_CVAR, NULL, "Play Music While Unfocused", &cv_playmusicifunfocused, 71},
{IT_STRING | IT_CVAR, NULL, "Play SFX While Unfocused", &cv_playsoundifunfocused, 76},
#ifdef HAVE_MIXERX
{IT_STRING | IT_SUBMENU, NULL, "Advanced Settings...", &OP_SoundAdvancedDef, 143},
{IT_STRING | IT_SUBMENU, NULL, "Advanced Settings...", &OP_SoundAdvancedDef, 86},
#endif
};
@ -1964,18 +1967,9 @@ menu_t OP_ColorOptionsDef =
0,
NULL
};
menu_t OP_SoundOptionsDef =
{
MN_OP_MAIN + (MN_OP_SOUND << 6),
"M_SOUND",
sizeof (OP_SoundOptionsMenu)/sizeof (menuitem_t),
&OP_MainDef,
OP_SoundOptionsMenu,
M_DrawGenericMenu,
30, 30,
0,
NULL
};
menu_t OP_SoundOptionsDef = DEFAULTSCROLLMENUSTYLE(
MN_OP_MAIN + (MN_OP_SOUND << 6),
"M_SOUND", OP_SoundOptionsMenu, &OP_MainDef, 30, 30);
#ifdef HAVE_MIXERX
menu_t OP_SoundAdvancedDef = DEFAULTMENUSTYLE(MN_OP_MAIN + (MN_OP_SOUND << 6), "M_SOUND", OP_SoundAdvancedMenu, &OP_SoundOptionsDef, 30, 30);
#endif
@ -3550,8 +3544,6 @@ void M_Init(void)
{
int i;
CV_RegisterVar(&cv_showfocuslost);
CV_RegisterVar(&cv_nextmap);
CV_RegisterVar(&cv_newgametype);
CV_RegisterVar(&cv_chooseskin);

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@ -374,6 +374,7 @@ typedef struct
extern description_t description[MAXSKINS];
extern consvar_t cv_showfocuslost;
extern consvar_t cv_newgametype, cv_nextmap, cv_chooseskin, cv_serversort;
extern CV_PossibleValue_t gametype_cons_t[];

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@ -191,7 +191,7 @@ boolean P_AutoPause(void)
if (netgame || modeattacking || gamestate == GS_TITLESCREEN)
return false;
return (menuactive || window_notinfocus);
return (menuactive || ( window_notinfocus && cv_pauseifunfocused.value ));
}
//

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@ -60,6 +60,9 @@ static void GameMIDIMusic_OnChange(void);
static void GameSounds_OnChange(void);
static void GameDigiMusic_OnChange(void);
static void PlayMusicIfUnfocused_OnChange(void);
static void PlaySoundIfUnfocused_OnChange(void);
static void ModFilter_OnChange(void);
static lumpnum_t S_GetMusicLumpNum(const char *mname);
@ -117,6 +120,9 @@ consvar_t cv_gamedigimusic = {"digimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_O
consvar_t cv_gamemidimusic = {"midimusic", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameMIDIMusic_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_gamesounds = {"sounds", "On", CV_SAVE|CV_CALL|CV_NOINIT, CV_OnOff, GameSounds_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playmusicifunfocused = {"playmusicifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlayMusicIfUnfocused_OnChange, 0, NULL, NULL, 0, 0, NULL};
consvar_t cv_playsoundifunfocused = {"playsoundsifunfocused", "No", CV_SAVE|CV_CALL|CV_NOINIT, CV_YesNo, PlaySoundIfUnfocused_OnChange, 0, NULL, NULL, 0, 0, NULL};
#ifdef HAVE_OPENMPT
static CV_PossibleValue_t interpolationfilter_cons_t[] = {{0, "Default"}, {1, "None"}, {2, "Linear"}, {4, "Cubic"}, {8, "Windowed sinc"}, {0, NULL}};
consvar_t cv_modfilter = {"modfilter", "0", CV_SAVE|CV_CALL, interpolationfilter_cons_t, ModFilter_OnChange, 0, NULL, NULL, 0, 0, NULL};
@ -290,6 +296,9 @@ void S_RegisterSoundStuff(void)
CV_RegisterVar(&cv_miditimiditypath);
#endif
CV_RegisterVar(&cv_playmusicifunfocused);
CV_RegisterVar(&cv_playsoundifunfocused);
COM_AddCommand("tunes", Command_Tunes_f);
COM_AddCommand("restartaudio", Command_RestartAudio_f);
@ -2018,6 +2027,24 @@ void S_ResumeAudio(void)
S_AdjustMusicStackTics();
}
void S_DisableSound(void)
{
if (sound_started && !sound_disabled)
{
sound_disabled = true;
S_StopSounds();
}
}
void S_EnableSound(void)
{
if (sound_started && sound_disabled)
{
sound_disabled = false;
S_InitSfxChannels(cv_soundvolume.value);
}
}
void S_SetMusicVolume(INT32 digvolume, INT32 seqvolume)
{
if (digvolume < 0)
@ -2207,15 +2234,11 @@ void GameSounds_OnChange(void)
if (sound_disabled)
{
sound_disabled = false;
S_InitSfxChannels(cv_soundvolume.value);
S_StartSound(NULL, sfx_strpst);
if (!( cv_playsoundifunfocused.value && window_notinfocus ))
S_EnableSound();
}
else
{
sound_disabled = true;
S_StopSounds();
}
S_DisableSound();
}
void GameDigiMusic_OnChange(void)
@ -2308,3 +2331,28 @@ void ModFilter_OnChange(void)
openmpt_module_set_render_param(openmpt_mhandle, OPENMPT_MODULE_RENDER_INTERPOLATIONFILTER_LENGTH, cv_modfilter.value);
}
#endif
static void PlayMusicIfUnfocused_OnChange(void)
{
if (window_notinfocus)
{
if (cv_playmusicifunfocused.value)
S_PauseAudio();
else
S_ResumeAudio();
}
}
static void PlaySoundIfUnfocused_OnChange(void)
{
if (!cv_gamesounds.value)
return;
if (window_notinfocus)
{
if (cv_playsoundifunfocused.value)
S_DisableSound();
else
S_EnableSound();
}
}

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@ -44,6 +44,8 @@ extern consvar_t cv_resetmusicbyheader;
extern consvar_t cv_gamedigimusic;
extern consvar_t cv_gamemidimusic;
extern consvar_t cv_gamesounds;
extern consvar_t cv_playmusicifunfocused;
extern consvar_t cv_playsoundifunfocused;
#ifdef HAVE_OPENMPT
extern consvar_t cv_modfilter;
@ -244,6 +246,10 @@ void S_StopMusic(void);
void S_PauseAudio(void);
void S_ResumeAudio(void);
// Enable and disable sound effects
void S_EnableSound(void);
void S_DisableSound(void);
//
// Music Fading
//

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@ -580,7 +580,11 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
// Tell game we got focus back, resume music if necessary
window_notinfocus = false;
if (!paused)
{
S_ResumeAudio(); //resume it
if (cv_gamesounds.value)
S_EnableSound();
}
if (!firsttimeonmouse)
{
@ -595,7 +599,10 @@ static void Impl_HandleWindowEvent(SDL_WindowEvent evt)
{
// Tell game we lost focus, pause music
window_notinfocus = true;
S_PauseAudio();
if (!cv_playmusicifunfocused.value)
S_PauseAudio();
if (!cv_playsoundifunfocused.value)
S_DisableSound();
if (!disable_mouse)
{