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author | Torbjörn Andersson | 2005-09-09 07:32:29 +0000 |
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committer | Torbjörn Andersson | 2005-09-09 07:32:29 +0000 |
commit | d28cb8931e3f0f684efeae102c4cc10c9aa523e3 (patch) | |
tree | 6e996664bf930a648b6e20eaee68470bea6d6263 | |
parent | 1090c9de0d1f49b779fe3de1e650f98fe66852d1 (diff) | |
download | scummvm-rg350-d28cb8931e3f0f684efeae102c4cc10c9aa523e3.tar.gz scummvm-rg350-d28cb8931e3f0f684efeae102c4cc10c9aa523e3.tar.bz2 scummvm-rg350-d28cb8931e3f0f684efeae102c4cc10c9aa523e3.zip |
After saving, return to the game instead of the main control panel. This is
how the original did it (the DOS version, at least -- I couldn't get the
Windows version to install under Wine), and is part of RFE #1273746.
svn-id: r18795
-rw-r--r-- | sword1/control.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/sword1/control.cpp b/sword1/control.cpp index a519108370..6cb75e8222 100644 --- a/sword1/control.cpp +++ b/sword1/control.cpp @@ -311,7 +311,7 @@ uint8 Control::runPanel(void) { _system->updateScreen(); delay(1000 / 12); newMode = getClicks(mode, &retVal); - } while ((newMode != 1) && (retVal == 0) && (!SwordEngine::_systemVars.engineQuit)); + } while ((newMode != BUTTON_DONE) && (retVal == 0) && (!SwordEngine::_systemVars.engineQuit)); destroyButtons(); _resMan->resClose(fontId); _resMan->resClose(redFontId); @@ -414,7 +414,7 @@ uint8 Control::handleButtonClick(uint8 id, uint8 mode, uint8 *retVal) { if (mode == BUTTON_SAVE_PANEL) { _system->setFeatureState(OSystem::kFeatureVirtualKeyboard, false); if (saveToFile()) // don't go back to main panel if save fails. - return BUTTON_MAIN_PANEL; + return BUTTON_DONE; } else { if (restoreFromFile()) { // don't go back to main panel if restore fails. *retVal |= CONTROL_GAME_RESTORED; |