new PauseState to differentiate game and editor pausing
This commit is contained in:
@@ -1,6 +1,6 @@
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#region Copyright & License Information
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#region Copyright & License Information
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/*
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* as published by the Free Software Foundation. For more information,
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@@ -102,15 +102,15 @@ namespace OpenRA.Network
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var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
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var client = orderManager.LobbyInfo.ClientWithIndex(clientId);
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if (client != null)
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if (client != null)
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{
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{
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var pause = order.TargetString == "Pause";
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var pauseState = order.TargetString == "Pause" ? World.PauseState.Paused : World.PauseState.Active;
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if (orderManager.world.Paused != pause && !world.LobbyInfo.IsSinglePlayer)
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if (orderManager.world.Paused != pauseState && !world.LobbyInfo.IsSinglePlayer)
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{
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{
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var pausetext = "The game is {0} by {1}".F(pause ? "paused" : "un-paused", client.Name);
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var pausetext = "The game is {0} by {1}.".F(pauseState == World.PauseState.Paused ? "paused" : "un-paused", client.Name);
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Game.AddChatLine(Color.White, "", pausetext);
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Game.AddChatLine(Color.White, "", pausetext);
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}
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}
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orderManager.world.Paused = pause;
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orderManager.world.Paused = pauseState;
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orderManager.world.PredictedPaused = pause;
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orderManager.world.PredictedPaused = pauseState;
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}
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}
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break;
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break;
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}
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}
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@@ -18,7 +18,7 @@ namespace OpenRA.Traits
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public class DebugPauseState : ISync
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public class DebugPauseState : ISync
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{
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{
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World world;
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World world;
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[Sync] public bool Paused { get { return world.Paused; } }
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[Sync] public bool Paused { get { return world.Paused == World.PauseState.Paused; } }
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public DebugPauseState(World world) { this.world = world; }
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public DebugPauseState(World world) { this.world = world; }
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}
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}
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}
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}
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@@ -199,7 +199,7 @@ namespace OpenRA.Widgets
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var key = Hotkey.FromKeyInput(e);
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var key = Hotkey.FromKeyInput(e);
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if (key == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
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if (key == Game.Settings.Keys.PauseKey && World.LocalPlayer != null) // Disable pausing for spectators
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World.SetPauseState(!World.Paused);
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World.SetPauseState(World.Paused != World.PauseState.Paused);
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else if (key == Game.Settings.Keys.SelectAllUnitsKey)
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else if (key == Game.Settings.Keys.SelectAllUnitsKey)
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{
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{
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var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
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var ownUnitsOnScreen = SelectActorsInBox(World, worldRenderer.Viewport.TopLeft, worldRenderer.Viewport.BottomRight,
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@@ -203,8 +203,9 @@ namespace OpenRA
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorAdded = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public event Action<Actor> ActorRemoved = _ => { };
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public bool Paused { get; internal set; }
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public enum PauseState { Active, Paused, Editor }
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public bool PredictedPaused { get; internal set; }
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public PauseState Paused { get; internal set; }
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public PauseState PredictedPaused { get; internal set; }
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public bool PauseStateLocked { get; set; }
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public bool PauseStateLocked { get; set; }
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public bool IsShellmap = false;
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public bool IsShellmap = false;
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public int WorldTick { get; private set; }
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public int WorldTick { get; private set; }
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@@ -215,17 +216,17 @@ namespace OpenRA
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return;
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return;
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IssueOrder(Order.PauseGame(paused));
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IssueOrder(Order.PauseGame(paused));
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PredictedPaused = paused;
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PredictedPaused = paused ? PauseState.Paused : PauseState.Active;;
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}
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}
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public void SetLocalPauseState(bool paused)
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public void SetLocalPauseState(PauseState paused)
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{
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{
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Paused = PredictedPaused = paused;
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Paused = PredictedPaused = paused;
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}
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}
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public void Tick()
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public void Tick()
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{
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{
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if (!Paused && (!IsShellmap || Game.Settings.Game.ShowShellmap))
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if (Paused != PauseState.Paused && (!IsShellmap || Game.Settings.Game.ShowShellmap))
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{
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{
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WorldTick++;
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WorldTick++;
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@@ -41,7 +41,7 @@ namespace OpenRA.Mods.Cnc.Widgets.Logic
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public void OptionsClicked()
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public void OptionsClicked()
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{
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{
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var cachedPause = world.PredictedPaused;
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var cachedPause = world.PredictedPaused == World.PauseState.Paused;
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ingameRoot.IsVisible = () => false;
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ingameRoot.IsVisible = () => false;
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if (world.LobbyInfo.IsSinglePlayer)
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if (world.LobbyInfo.IsSinglePlayer)
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@@ -37,7 +37,7 @@ namespace OpenRA.Mods.RA
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{
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{
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case "pause":
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case "pause":
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world.IssueOrder(new Order("PauseGame", null, false)
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world.IssueOrder(new Order("PauseGame", null, false)
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{ TargetString = world.Paused ? "UnPause" : "Pause" });
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{ TargetString = world.Paused == World.PauseState.Paused ? "UnPause" : "Pause" });
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break;
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break;
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case "surrender":
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case "surrender":
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world.IssueOrder(new Order("Surrender", world.LocalPlayer.PlayerActor, false));
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world.IssueOrder(new Order("Surrender", world.LocalPlayer.PlayerActor, false));
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@@ -27,12 +27,12 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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{
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{
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var startTick = Ui.LastTickTime;
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var startTick = Ui.LastTickTime;
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// Blink the status line
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// Blink the status line
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status.IsVisible = () => (world.Paused || world.Timestep != Game.Timestep)
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status.IsVisible = () => (world.Paused == World.PauseState.Paused || world.Timestep != Game.Timestep)
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&& (Ui.LastTickTime - startTick) / 1000 % 2 == 0;
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&& (Ui.LastTickTime - startTick) / 1000 % 2 == 0;
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status.GetText = () =>
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status.GetText = () =>
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{
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{
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if (world.Paused || world.Timestep == 0)
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if (world.Paused == World.PauseState.Paused || world.Timestep == 0)
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return "Paused";
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return "Paused";
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if (world.Timestep == 1)
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if (world.Timestep == 1)
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@@ -57,7 +57,7 @@ namespace OpenRA.Mods.RA.Widgets.Logic
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optionsBG.Visible ^= true;
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optionsBG.Visible ^= true;
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if (optionsBG.Visible)
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if (optionsBG.Visible)
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{
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{
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cachedPause = world.PredictedPaused;
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cachedPause = world.PredictedPaused == World.PauseState.Paused;
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if (world.LobbyInfo.IsSinglePlayer)
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if (world.LobbyInfo.IsSinglePlayer)
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world.SetPauseState(true);
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world.SetPauseState(true);
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