Fixed pausing on ScreenGameplay by making GameState have a pause variable and not force the song position forward if the game is paused. Implementing a working pause button that the player can press is left as an exercise for the reader.

This commit is contained in:
Kyzentun Keeslala
2015-09-03 14:39:57 -06:00
parent 60b69ab6b6
commit f182a04780
4 changed files with 18 additions and 4 deletions
+3
View File
@@ -269,6 +269,8 @@ public:
static const float MUSIC_SECONDS_INVALID;
void ResetMusicStatistics(); // Call this when it's time to play a new song. Clears the values above.
void SetPaused(bool p) { m_paused= p; }
bool GetPaused() { return m_paused; }
void UpdateSongPosition( float fPositionSeconds, const TimingData &timing, const RageTimer &timestamp = RageZeroTimer );
float GetSongPercent( float beat ) const;
@@ -426,6 +428,7 @@ private:
// Timing position corrections
RageTimer m_LastPositionTimer;
float m_LastPositionSeconds;
bool m_paused;
GameState(const GameState& rhs);
GameState& operator=(const GameState& rhs);