/* * OpenClonk, http://www.openclonk.org * * Copyright (c) 2005-2009, RedWolf Design GmbH, http://www.clonk.de/ * Copyright (c) 2009-2016, The OpenClonk Team and contributors * * Distributed under the terms of the ISC license; see accompanying file * "COPYING" for details. * * "Clonk" is a registered trademark of Matthes Bender, used with permission. * See accompanying file "TRADEMARK" for details. * * To redistribute this file separately, substitute the full license texts * for the above references. */ // main game dialogs (abort game dlg, observer dlg) #ifndef INC_C4GameDialogs #define INC_C4GameDialogs #include "gui/C4Gui.h" class C4AbortGameDialog : public C4GUI::ConfirmationDialog { public: C4AbortGameDialog(); ~C4AbortGameDialog() override; protected: static bool is_shown; // callbacks to halt game void OnShown() override; // inc game halt counter void OnClosed(bool fOK) override; // dec game halt counter const char *GetID() override { return "AbortGameDialog"; } // align by screen, not viewport bool IsFreePlaceDialog() override { return true; } // true for dialogs that receive full keyboard and mouse input even in shared mode bool IsExclusiveDialog() override { return true; } bool fGameHalted{false}; public: static bool IsShown() { return is_shown; } }; #endif // INC_C4GameDialogs