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path: root/engines/mads/nebular/dialogs_nebular.cpp
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Diffstat (limited to 'engines/mads/nebular/dialogs_nebular.cpp')
-rw-r--r--engines/mads/nebular/dialogs_nebular.cpp24
1 files changed, 20 insertions, 4 deletions
diff --git a/engines/mads/nebular/dialogs_nebular.cpp b/engines/mads/nebular/dialogs_nebular.cpp
index 86244bd3bb..f51d046951 100644
--- a/engines/mads/nebular/dialogs_nebular.cpp
+++ b/engines/mads/nebular/dialogs_nebular.cpp
@@ -314,13 +314,13 @@ void DialogsNebular::showDialog() {
break;
}
case DIALOG_TEXTVIEW: {
- TextView *dlg = new TextView(_vm);
+ TextView *dlg = new RexTextView(_vm);
dlg->show();
delete dlg;
break;
}
case DIALOG_ANIMVIEW: {
- AnimationView *dlg = new AnimationView(_vm);
+ AnimationView *dlg = new RexAnimationView(_vm);
dlg->show();
delete dlg;
break;
@@ -594,6 +594,9 @@ GameDialog::GameDialog(MADSEngine *vm) : FullScreenDialog(vm) {
_vm->_events->waitCursor();
scene.clearVocab();
scene._dynamicHotspots.clear();
+ // Clear scene sprites and objects
+ scene._spriteSlots.reset();
+ _vm->_game->_screenObjects.clear();
_vm->_dialogs->_defaultPosition = Common::Point(-1, -1);
_menuSpritesIndex = 0;
}
@@ -1061,6 +1064,14 @@ void OptionsDialog::display() {
void OptionsDialog::show() {
Nebular::GameNebular &game = *(Nebular::GameNebular *)_vm->_game;
+
+ // Previous options, restored when cancel is selected
+ bool prevEasyMouse = _vm->_easyMouse;
+ bool prevInvObjectsAnimated = _vm->_invObjectsAnimated;
+ bool prevTextWindowStill = _vm->_textWindowStill;
+ ScreenFade prevScreenFade = _vm->_screenFade;
+ StoryMode prevStoryMode = game._storyMode;
+
do {
_selectedLine = 0;
GameDialog::show();
@@ -1105,10 +1116,15 @@ void OptionsDialog::show() {
switch (_selectedLine) {
case 8: // Done
- // TODO: Copy from temporary config
+ // New options will be applied
break;
case 9: // Cancel
- // TODO: Ignore all changes to temporary config
+ // Revert all options from the saved ones
+ _vm->_easyMouse = prevEasyMouse;
+ _vm->_invObjectsAnimated = prevInvObjectsAnimated;
+ _vm->_textWindowStill = prevTextWindowStill;
+ _vm->_screenFade = prevScreenFade;
+ game._storyMode = prevStoryMode;
break;
default:
break;