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fixed some bugs and added some speed when scaling in-game tile size
[rocksndiamonds.git]
/
src
/
events.c
diff --git
a/src/events.c
b/src/events.c
index 4d70027d34911d1aaf5fedc93763d21077fb50e1..d91a7c46d8d3ce9c5e70a47a207a43be7ec70fa8 100644
(file)
--- a/
src/events.c
+++ b/
src/events.c
@@
-175,6
+175,13
@@
void EventLoop(void)
case EVENT_TEXTINPUT:
HandleTextEvent((TextEvent *) &event);
break;
case EVENT_TEXTINPUT:
HandleTextEvent((TextEvent *) &event);
break;
+
+ case SDL_APP_WILLENTERBACKGROUND:
+ case SDL_APP_DIDENTERBACKGROUND:
+ case SDL_APP_WILLENTERFOREGROUND:
+ case SDL_APP_DIDENTERFOREGROUND:
+ HandlePauseResumeEvent((PauseResumeEvent *) &event);
+ break;
#endif
case EVENT_KEYPRESS:
#endif
case EVENT_KEYPRESS:
@@
-363,10
+370,6
@@
void SleepWhileUnmapped()
void HandleExposeEvent(ExposeEvent *event)
{
void HandleExposeEvent(ExposeEvent *event)
{
-#if !defined(TARGET_SDL)
- RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
- FlushDisplay();
-#endif
}
void HandleButtonEvent(ButtonEvent *event)
}
void HandleButtonEvent(ButtonEvent *event)
@@
-980,6
+983,19
@@
void HandleTextEvent(TextEvent *event)
HandleKey(key, KEY_RELEASED);
}
}
HandleKey(key, KEY_RELEASED);
}
}
+
+void HandlePauseResumeEvent(PauseResumeEvent *event)
+{
+ if (event->type == SDL_APP_WILLENTERBACKGROUND)
+ {
+ Mix_PauseMusic();
+ }
+ else if (event->type == SDL_APP_DIDENTERFOREGROUND)
+ {
+ Mix_ResumeMusic();
+ }
+}
+
#endif
void HandleKeyEvent(KeyEvent *event)
#endif
void HandleKeyEvent(KeyEvent *event)