/* * This file is part of OpenTTD. * OpenTTD 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, version 2. * OpenTTD 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 OpenTTD. If not, see . */ /** @file script_execmode.hpp Switch the script to Execute Mode. */ #ifndef SCRIPT_EXECMODE_HPP #define SCRIPT_EXECMODE_HPP #include "script_object.hpp" /** * Class to switch current mode to Execute Mode. * If you create an instance of this class, the mode will be switched to * Execute. The original mode is stored and recovered from when ever the * instance is destroyed. * In Execute mode all commands you do are executed for real. * @api ai game */ class ScriptExecMode : public ScriptObject { private: ScriptModeProc *last_mode; ///< The previous mode we were in. ScriptObject *last_instance; ///< The previous instance of the mode. protected: /** * The callback proc for Execute mode. */ static bool ModeProc(); public: /** * Creating instance of this class switches the build mode to Execute. * @note When the instance is destroyed, it restores the mode that was * current when the instance was created! */ ScriptExecMode(); /** * Destroying this instance reset the building mode to the mode it was * in when the instance was created. */ ~ScriptExecMode(); /** * @api -all */ virtual void FinalRelease(); }; #endif /* SCRIPT_EXECMODE_HPP */