Sound is now paused when displaying menu dialogs
svn-id: r29272
This commit is contained in:
parent
5f1ef91820
commit
641ff5e9b7
2 changed files with 12 additions and 2 deletions
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@ -839,6 +839,7 @@ void Game::doShowCredits() {
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Mouse &mouse = Mouse::getReference();
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Screen &screen = Screen::getReference();
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Sound.pause();
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mouse.cursorOff();
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Palette p(CREDITS_RESOURCE_ID - 1);
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Surface *s = Surface::getScreen(CREDITS_RESOURCE_ID);
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@ -851,16 +852,21 @@ void Game::doShowCredits() {
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screen.resetPalette();
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screen.update();
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mouse.cursorOn();
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Sound.resume();
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}
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void Game::doQuit() {
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Sound.pause();
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if (getYN())
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Events::getReference().quitFlag = true;
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Sound.resume();
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}
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void Game::doRestart() {
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Sound.pause();
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if (getYN())
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setState(GS_RESTART);
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Sound.resume();
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}
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void Game::doTextSpeed() {
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@ -878,6 +884,7 @@ void Game::doSound() {
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_soundFlag = !_soundFlag;
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menu.getMenu(2).entries()[2] = sl.getString(_soundFlag ? S_SOUND_ON : S_SOUND_OFF);
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if (!_soundFlag)
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// Stop all currently playing sounds
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Sound.killSounds();
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}
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@ -719,6 +719,7 @@ bool SaveRestoreDialog::show(bool saveDialog) {
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s->copyTo(&screen.screen(), SAVE_DIALOG_X, SAVE_DIALOG_Y);
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screen.update();
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mouse.pushCursorNum(CURSOR_ARROW);
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Sound.pause();
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bool abortFlag = false;
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bool doneFlag = false;
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@ -801,6 +802,8 @@ bool SaveRestoreDialog::show(bool saveDialog) {
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doneFlag = true;
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}
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Sound.resume();
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if (doneFlag) {
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// Handle save or restore
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if (saveDialog)
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