SDLPP: Add scene pause function
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@@ -90,6 +90,9 @@ Scene::getObjects( const std::unordered_set< int > &objectIDs ) {
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return ret;
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}
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void Scene::updateScene() {
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if(paused) {
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return;
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}
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// check for objects that should be removed
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checkKilled();
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std::lock_guard< std::mutex > lock( render_mutex );
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@@ -102,6 +105,14 @@ void Scene::updateScene() {
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}
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prev_ticks = now_ticks;
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}
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void Scene::pauseScene() {
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paused = true;
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diff_ticks = SDL_GetTicks() - prev_ticks;
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}
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void Scene::unpauseScene() {
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paused = false;
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prev_ticks = SDL_GetTicks() - diff_ticks;
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}
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std::vector< std::pair< uint64_t, std::shared_ptr< RenderObject > > >
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Scene::getCollisions( RenderObject &r ) {
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if ( r.getHidden() )
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