fixed some bugs and added some speed when scaling in-game tile size
[rocksndiamonds.git] / src / events.c
index 4d70027d34911d1aaf5fedc93763d21077fb50e1..d91a7c46d8d3ce9c5e70a47a207a43be7ec70fa8 100644 (file)
@@ -175,6 +175,13 @@ void EventLoop(void)
          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:
@@ -363,10 +370,6 @@ void SleepWhileUnmapped()
 
 void HandleExposeEvent(ExposeEvent *event)
 {
-#if !defined(TARGET_SDL)
-  RedrawPlayfield(FALSE, event->x, event->y, event->width, event->height);
-  FlushDisplay();
-#endif
 }
 
 void HandleButtonEvent(ButtonEvent *event)
@@ -980,6 +983,19 @@ void HandleTextEvent(TextEvent *event)
     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)