+7
-2
src/Scenes/Scene.cs
+7
-2
src/Scenes/Scene.cs
···
15
public bool AlwaysAtBack = false;
16
public bool AlwaysAtFront = false;
17
18
internal bool showCursor = true;
19
internal bool captureMouseInput = true;
20
···
132
{
133
OriginalWindowSize.X = width;
134
OriginalWindowSize.Y = height;
135
136
SceneID = id;
137
···
320
321
// Render Stuff
322
323
-
Camera.Update(WindowSize);
324
325
-
if(!updateOnlyIfActive || !hasRendered)
326
{
327
SDL_SetRenderTarget(Game.SDLRenderer, RenderTarget);
328
SDL_SetRenderDrawColor(Game.SDLRenderer, ClearColor.r, ClearColor.g, ClearColor.b, ClearColor.a);
···
15
public bool AlwaysAtBack = false;
16
public bool AlwaysAtFront = false;
17
18
+
public bool Paused = false;
19
+
20
internal bool showCursor = true;
21
internal bool captureMouseInput = true;
22
···
134
{
135
OriginalWindowSize.X = width;
136
OriginalWindowSize.Y = height;
137
+
WindowSize.X = width;
138
+
WindowSize.Y = height;
139
140
SceneID = id;
141
···
324
325
// Render Stuff
326
327
+
if(!Paused)
328
+
Camera.Update(WindowSize);
329
330
+
if((!updateOnlyIfActive || !hasRendered) && !Paused)
331
{
332
SDL_SetRenderTarget(Game.SDLRenderer, RenderTarget);
333
SDL_SetRenderDrawColor(Game.SDLRenderer, ClearColor.r, ClearColor.g, ClearColor.b, ClearColor.a);