Imports the current Win32 source for the pod-racing game 'Red Planet', built on the MUNGA engine and its L4 (Win32/DirectX) platform layer: - MUNGA / MUNGA_L4: cross-platform engine core and Win32 backend - RP / RP_L4: Red Planet game logic and Win32 application - DivLoader, Setup1: asset loader and installer project - lib, MUNGA_L4/openal, MUNGA_L4/sos: third-party audio dependencies Removed stale Subversion metadata and added .gitignore/.gitattributes. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
60 lines
1015 B
C++
60 lines
1015 B
C++
#include "munga.h"
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#pragma hdrstop
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#include "mode.h"
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#if defined(DEBUG)
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# define Test_Tell(n) DEBUG_STREAM << n
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#else
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# define Test_Tell(n)
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#endif
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//############################################################################
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//############################ ModeManager #############################
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//############################################################################
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ModeManager::ModeManager(ModeMask initial_mask)
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{
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Check_Pointer(this);
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modeMask = initial_mask;
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Check_Fpu();
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}
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ModeManager::~ModeManager()
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{
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Check(this);
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Check_Fpu();
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}
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Logical
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ModeManager::TestInstance() const
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{
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Check_Fpu();
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return True;
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}
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Logical
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ModeManager::ModeStringLookup(
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const char *name,
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ModeMask *returned_value
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)
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{
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Check(this);
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// There's only one mode value available at this level.
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if (stricmp(name, "ModeAlwaysActive") == 0)
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{
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*returned_value = ModeManager::ModeAlwaysActive;
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Check_Fpu();
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return True;
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}
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else
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{
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*returned_value = (ModeMask) 0;
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}
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Check_Fpu();
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return False;
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}
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