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Move pause phase to libtrx; add pause dialog to TR2 #2234
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@aredfan updated. |
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Looks great. Just a couple of things below, but additionally, if you use the console in TR2 while in the pause screen, it's not displayed (but still works).
@lahm86 addressed all remarks. |
Fixes flares not freezing when they should.
@rr- When you load a game there is no fade when the inventory menu animates in. |
2025-01-09.00-56-03.mp4"Paused" shouldn't show until the fade is at 100%. Also the fade is a few milliseconds too long (?) compared to OG in video above. |
Checklist
Description
This PR builds on top of #2232 and moves the pause phase – which already utilizes the new phase API – to libtrx, and backports it to TR2. Fortunately, there weren't many missing dependencies, which made the transition pretty straightforward. I've added is a fade-out effect to ensure a smooth transition when the player exits the pause screen, whether by alt+f4, navigating through the UIs, or simply pressing the pause key again. Plus, I've made it flexible for players to rebind the pause key, which is set to P by default.
Testing
We only need to test general interaction with the pause screen (including exiting the game through alt+f4) in both TR1 and TR2 with fade effects on and off.
I'm aware that the fade-out transitions when exiting the game aren't consistent for TR1 right now, but we'll fix that once we consolidate more phases.