| 75 | } |
| 76 | |
| 77 | bool Application::IsInGameplay() const |
| 78 | { |
| 79 | // Active gameplay: a mission world is simulating with its HUD live. GModeIntro |
| 80 | // (main menu) also runs a world with a background cutscene and UIEnabled=true, but |
| 81 | // that is not player-controlled gameplay. Startup/loading progress can also pump |
| 82 | // window events after GWorld exists, before the menu/gameplay state is settled; Alt+F4 |
| 83 | // must close there too. |
| 84 | const bool progressActive = ProgressScript || (GEngine && GetGProgress().Active()); |
| 85 | return ShouldReportInGameplayForWindowClose(GWorld != nullptr, GWorld && GWorld->GetMode() == GModeIntro, |
| 86 | GWorld && GWorld->IsUIEnabled(), progressActive); |
| 87 | } |
| 88 | |
| 89 | Engine* Application::CreateGraphicsEngine(const GraphicsEngineParams& /*params*/) |
| 90 | { |