#include "files.h"
#include "events.h"
#include "screens.h"
+#include "tape.h"
#define DEBUG_ANIM_DELAY 0
struct GraphicInfo graphic_info;
struct GraphicInfo control_info;
+ boolean class_playfield;
+
int viewport_x;
int viewport_y;
int viewport_width;
return compare_result;
}
+static boolean isPausedOnPlayfield(struct GlobalAnimPartControlInfo *part)
+{
+ // only pause playfield animations when playing
+ if (game_status != GAME_MODE_PLAYING)
+ return FALSE;
+
+ // do not pause animations when game ended (and engine is running)
+ if (checkGameEnded())
+ return FALSE;
+
+ // only pause animations on playfield
+ if (!part->class_playfield)
+ return FALSE;
+
+ // only pause animations when engine is paused or request dialog is open(ing)
+ if (!tape.pausing && !game.request_active_or_moving)
+ return FALSE;
+
+ return TRUE;
+}
+
static void InitToonControls(void)
{
int mode_nr_toons = GAME_MODE_PSEUDO_TOONS;
if (part->drawing_stage != drawing_stage)
continue;
+ // if game is paused, also pause playfield animations
+ if (isPausedOnPlayfield(part))
+ part->initial_anim_sync_frame++;
+
sync_frame = anim_sync_frame - part->initial_anim_sync_frame;
// re-initialize random animation frame after animation delay
part->drawing_stage = DRAW_GLOBAL_ANIM_STAGE_1;
+ part->class_playfield = FALSE;
+
if (part->control_info.class == get_hash_from_key("window") ||
part->control_info.class == get_hash_from_key("border"))
{
viewport_y = REAL_SY;
viewport_width = FULL_SXSIZE;
viewport_height = FULL_SYSIZE;
+
+ part->class_playfield = TRUE;
}
if (viewport_x != part->viewport_x ||
struct GraphicInfo *c = &part->control_info;
boolean viewport_changed = SetGlobalAnimPart_Viewport(part);
+ // if game is paused, also pause playfield animations
+ if (isPausedOnPlayfield(part))
+ return state;
+
if (viewport_changed)
state |= ANIM_STATE_RESTART;