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Image overlay bugs #246

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merged 3 commits into from Oct 29, 2020
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EvidentlyCube
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@EvidentlyCube EvidentlyCube commented Oct 28, 2020

  • Undoing while a infinitely looping overlay is playing every turn won't duplicate the effect for one turn
  • Effects now pause correctly when speech log is opened and resume when it's closed. Everything also works correctly with losing and regaining focus.
  • Chat history dialog will also pause effects and audio now"
  • Finally, dialogs will delegate handling windows focus back to their parent (who should either be a screen or another dialog, which in turn will delegate it all the way back to a screen). This allows having special handling for focus, eg. repausing sound if dialog is open

Marked as draft since it depends on changes from #228 and #245.

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@mrimer
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mrimer commented Oct 29, 2020

@EvidentlyCube , the other PRs are merged. This PR can now be rebased.

… it's closed. Everything also works correctly with losing and regaining focus.

Finally, dialogs will delegate handling windows focus back to their parent (who should either be a screen or another dialog, which in turn will delegate it all the way back to a screen). This allows having special handling for focus, eg. repausing sound if dialog is open
@EvidentlyCube EvidentlyCube marked this pull request as ready for review October 29, 2020 17:26
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@mrimer Ready to review and merge

{
g_pTheSound->PauseSounds();

const Uint32 dwSpeechRemaining = this->dwNextSpeech - SDL_GetTicks();
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I note here that if dwNextSpeech == 0, then this unsigned value will translate the negative ts to a large positive.

That seems benign, though, as the value won't be used in this case.

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mrimer commented Oct 29, 2020

@EvidentlyCube , Really elegant improvements built on your nice effect refactoring. I like the vision you put forth and executed on!

@mrimer mrimer merged commit d5d93ec into CaravelGames:master Oct 29, 2020
mrimer added a commit to mrimer/drod that referenced this pull request Nov 10, 2020
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