#define GAME_CTRL_ID_UNDO 3
#define GAME_CTRL_ID_REDO 4
#define GAME_CTRL_ID_SAVE 5
-#define GAME_CTRL_ID_LOAD 6
-#define SOUND_CTRL_ID_MUSIC 7
-#define SOUND_CTRL_ID_LOOPS 8
-#define SOUND_CTRL_ID_SIMPLE 9
+#define GAME_CTRL_ID_PAUSE2 6
+#define GAME_CTRL_ID_LOAD 7
+#define SOUND_CTRL_ID_MUSIC 8
+#define SOUND_CTRL_ID_LOOPS 9
+#define SOUND_CTRL_ID_SIMPLE 10
-#define NUM_GAME_BUTTONS 10
+#define NUM_GAME_BUTTONS 11
/* forward declaration for internal use */
IMG_GAME_BUTTON_GFX_SAVE, &game.button.save,
GAME_CTRL_ID_SAVE, "save game"
},
+ {
+ IMG_GAME_BUTTON_GFX_PAUSE2, &game.button.pause2,
+ GAME_CTRL_ID_PAUSE2, "pause game"
+ },
{
IMG_GAME_BUTTON_GFX_LOAD, &game.button.load,
GAME_CTRL_ID_LOAD, "load game"
}
if (id == GAME_CTRL_ID_STOP ||
- id == GAME_CTRL_ID_PAUSE ||
id == GAME_CTRL_ID_PLAY ||
id == GAME_CTRL_ID_SAVE ||
id == GAME_CTRL_ID_LOAD)
{
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
- UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
- MapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
}
void UnmapUndoRedoButtons()
{
UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
- UnmapGadget(game_gadget[GAME_CTRL_ID_PLAY]);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
- MapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
}
void MapGameButtons()
for (i = 0; i < NUM_GAME_BUTTONS; i++)
if (i != GAME_CTRL_ID_UNDO &&
- i != GAME_CTRL_ID_REDO &&
- i != GAME_CTRL_ID_PLAY)
+ i != GAME_CTRL_ID_REDO)
MapGadget(game_gadget[i]);
+
+ if (setup.show_snapshot_buttons)
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
+ }
+ else
+ {
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
+ UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
+ }
+
+ RedrawGameButtons();
}
void UnmapGameButtons()
break;
case GAME_CTRL_ID_PAUSE:
+ case GAME_CTRL_ID_PAUSE2:
if (options.network && game_status == GAME_MODE_PLAYING)
{
#if defined(NETWORK_AVALIABLE)