/* 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 2 * 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 * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "dcgf.h" #include "BQuickMsg.h" #include "BGame.h" namespace WinterMute { ////////////////////////////////////////////////////////////////////////// CBQuickMsg::CBQuickMsg(CBGame *inGame, const char *Text): CBBase(inGame) { _text = new char [strlen(Text) + 1]; if (_text) strcpy(_text, Text); _startTime = Game->_currentTime; } ////////////////////////////////////////////////////////////////////////// CBQuickMsg::~CBQuickMsg() { if (_text) delete [] _text; } ////////////////////////////////////////////////////////////////////////// char *CBQuickMsg::GetText() { return _text; } } // end of namespace WinterMute