From e9cc697c2b5ce056c47fa7ff2b17d25f53315426 Mon Sep 17 00:00:00 2001 From: Ykkrosh Date: Wed, 6 Apr 2011 00:22:07 +0000 Subject: [PATCH] Animate particles in the default editor view This was SVN commit r9177. --- source/tools/atlas/GameInterface/View.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/source/tools/atlas/GameInterface/View.cpp b/source/tools/atlas/GameInterface/View.cpp index a033e686ec..a627e7eda7 100644 --- a/source/tools/atlas/GameInterface/View.cpp +++ b/source/tools/atlas/GameInterface/View.cpp @@ -26,6 +26,7 @@ #include "graphics/CinemaTrack.h" #include "graphics/GameView.h" +#include "graphics/ParticleManager.h" #include "graphics/SColor.h" #include "graphics/UnitManager.h" #include "lib/timer.h" @@ -177,6 +178,13 @@ void ViewGame::Update(float frameLength) { // Update unit interpolation g_Game->Interpolate(0.0); + + // Update particles even when the game is paused, so people can see + // what they look like. (TODO: maybe it'd be nice if this only applied in + // the not-testing-game editor state, not the testing-game-but-currently-paused + // state. Or maybe display a static snapshot of the particles (at some time + // later than 0 so they're actually visible) instead of animation, or something.) + g_Renderer.GetParticleManager().Interpolate(frameLength); } else {