/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * aint32 with this program; if not, write to the Free Software * * * Based on the original sources * Faery Tale II -- The Halls of the Dead * (c) 1993-1996 The Wyrmkeep Entertainment Co. */ #include "saga2/saga2.h" #include "saga2/modal.h" #include "saga2/speech.h" #include "saga2/grabinfo.h" namespace Saga2 { ModalWindow *mWinPtr; APPFUNC(cmdModalWindow); void ModalModeSetup() {} void ModalModeCleanup() {} void ModalModeHandleTask() {} GameMode ModalMode = { nullptr, // no previous mode false, // mode is not nestable ModalModeSetup, ModalModeCleanup, ModalModeHandleTask, ModalModeHandleKey, nullptr }; extern void updateWindowSection(const Rect16 &r); /* ===================================================================== * Modal Window class member functions * ===================================================================== */ ModalWindow *ModalWindow::current = nullptr; ModalWindow::ModalWindow(const Rect16 &r, uint16 ident, AppFunc *cmd) : DecoratedWindow(r, ident, "DialogWindow", cmd) { prevModeStackCtr = 0; for (int i = 0; i < Max_Modes; i++) prevModeStackPtr[i] = nullptr; } ModalWindow::~ModalWindow() { // Kludge because of Visual C's patching of vptr in destructor. if (isOpen()) close(); } bool ModalWindow::isModal() { return openFlag; } bool ModalWindow::open() { g_vm->_mouseInfo->replaceObject(); g_vm->_mouseInfo->clearGauge(); g_vm->_mouseInfo->setText(nullptr); g_vm->_mouseInfo->setIntent(GrabInfo::WalkTo); prevModeStackCtr = GameMode::getStack(prevModeStackPtr); GameMode *gameModes[] = {&PlayMode, &TileMode, &ModalMode}; GameMode::SetStack(gameModes, 3); current = this; return gWindow::open(); } void ModalWindow::close() { gWindow::close(); GameMode::SetStack(prevModeStackPtr, prevModeStackCtr); updateWindowSection(_extent); } void ModalModeHandleKey(short k, short s) { } } // end of namespace Saga2