Only pause game on focus lose when game session is active
[supertux.git] / src / supertux / game_session.cpp
index 57e48e4..d29300d 100644 (file)
@@ -75,14 +75,15 @@ GameSession::GameSession(const std::string& levelfile_, Savegame& savegame, Stat
   coins_at_start(),
   bonus_at_start(),
   max_fire_bullets_at_start(),
-  max_ice_bullets_at_start()
+  max_ice_bullets_at_start(),
+  active(false)
 {
   if (restart_level() != 0)
     throw std::runtime_error ("Initializing the level failed.");
 }
 
 int
-GameSession::restart_level()
+GameSession::restart_level(bool after_death)
 {
     PlayerStatus* currentStatus = m_savegame.get_player_status();
     coins_at_start = currentStatus->coins;
@@ -130,9 +131,13 @@ GameSession::restart_level()
     ScreenManager::current()->pop_screen();
     return (-1);
   }
-
-  SoundManager::current()->stop_music();
-  currentsector->play_music(LEVEL_MUSIC);
+  if(after_death == true) {
+    currentsector->resume_music();
+  }
+  else {
+    SoundManager::current()->stop_music();
+    currentsector->play_music(LEVEL_MUSIC);
+  }
 
   if(capture_file != "") {
     int newSeed=0;               // next run uses a new seed
@@ -268,6 +273,12 @@ GameSession::abort_level()
   currentStatus->max_ice_bullets = max_ice_bullets_at_start;
 }
 
+bool
+GameSession::is_active() const
+{
+  return !game_pause && active;
+}
+
 void
 GameSession::set_editmode(bool edit_mode_)
 {
@@ -371,7 +382,7 @@ GameSession::check_end_conditions()
   if(end_sequence && end_sequence->is_done()) {
     finish(true);
   } else if (!end_sequence && tux->is_dead()) {
-    restart_level();
+    restart_level(true);
   }
 }
 
@@ -407,6 +418,7 @@ GameSession::setup()
   int total_stats_to_be_collected = level->stats.total_coins + level->stats.total_badguys + level->stats.total_secrets;
   if ((!levelintro_shown) && (total_stats_to_be_collected > 0)) {
     levelintro_shown = true;
+    active = false;
     ScreenManager::current()->push_screen(std::unique_ptr<Screen>(new LevelIntro(level.get(), best_level_statistics)));
   }
 }
@@ -419,6 +431,11 @@ GameSession::leave()
 void
 GameSession::update(float elapsed_time)
 {
+  // Set active flag
+  if(!active)
+  {
+    active = true;
+  }
   // handle controller
   if(InputManager::current()->get_controller()->pressed(Controller::ESCAPE) ||
      InputManager::current()->get_controller()->pressed(Controller::START))