+
+/* ---------- new game button stuff ---------------------------------------- */
+
+/* graphic position values for game buttons */
+#define GAME_BUTTON_XSIZE 30
+#define GAME_BUTTON_YSIZE 30
+#define GAME_BUTTON_XPOS 5
+#define GAME_BUTTON_YPOS 215
+#define SOUND_BUTTON_XPOS 5
+#define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
+
+#define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
+#define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
+#define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+#define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
+#define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
+#define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
+
+static struct
+{
+ int x, y;
+ int gadget_id;
+ char *infotext;
+} gamebutton_info[NUM_GAME_BUTTONS] =
+{
+ {
+ GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_STOP,
+ "stop game"
+ },
+ {
+ GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PAUSE,
+ "pause game"
+ },
+ {
+ GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
+ GAME_CTRL_ID_PLAY,
+ "play game"
+ },
+ {
+ SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_MUSIC,
+ "background music on/off"
+ },
+ {
+ SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_LOOPS,
+ "sound loops on/off"
+ },
+ {
+ SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
+ SOUND_CTRL_ID_SIMPLE,
+ "normal sounds on/off"
+ }
+};
+
+void CreateGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ {
+ Bitmap *gd_bitmap = pix[PIX_DOOR];
+ struct GadgetInfo *gi;
+ int button_type;
+ boolean checked;
+ unsigned long event_mask;
+ int gd_xoffset, gd_yoffset;
+ int gd_x1, gd_x2, gd_y1, gd_y2;
+ int id = i;
+
+ gd_xoffset = gamebutton_info[i].x;
+ gd_yoffset = gamebutton_info[i].y;
+ gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
+ gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
+
+ if (id == GAME_CTRL_ID_STOP ||
+ id == GAME_CTRL_ID_PAUSE ||
+ id == GAME_CTRL_ID_PLAY)
+ {
+ button_type = GD_TYPE_NORMAL_BUTTON;
+ checked = FALSE;
+ event_mask = GD_EVENT_RELEASED;
+ gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ }
+ else
+ {
+ button_type = GD_TYPE_CHECK_BUTTON;
+ checked =
+ ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
+ (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
+ (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
+ event_mask = GD_EVENT_PRESSED;
+ gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
+ gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
+ }
+
+ gi = CreateGadget(GDI_CUSTOM_ID, id,
+ GDI_INFO_TEXT, gamebutton_info[i].infotext,
+ GDI_X, DX + gd_xoffset,
+ GDI_Y, DY + gd_yoffset,
+ GDI_WIDTH, GAME_BUTTON_XSIZE,
+ GDI_HEIGHT, GAME_BUTTON_YSIZE,
+ GDI_TYPE, button_type,
+ GDI_STATE, GD_BUTTON_UNPRESSED,
+ GDI_CHECKED, checked,
+ GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
+ GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
+ GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
+ GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
+ GDI_EVENT_MASK, event_mask,
+ GDI_CALLBACK_ACTION, HandleGameButtons,
+ GDI_END);
+
+ if (gi == NULL)
+ Error(ERR_EXIT, "cannot create gadget");
+
+ game_gadget[id] = gi;
+ }
+}
+
+static void MapGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ MapGadget(game_gadget[i]);
+}
+
+void UnmapGameButtons()
+{
+ int i;
+
+ for (i=0; i<NUM_GAME_BUTTONS; i++)
+ UnmapGadget(game_gadget[i]);
+}
+
+static void HandleGameButtons(struct GadgetInfo *gi)
+{
+ int id = gi->custom_id;
+
+ if (game_status != PLAYING)
+ return;
+
+ switch (id)
+ {
+ case GAME_CTRL_ID_STOP:
+ if (AllPlayersGone)
+ {
+ CloseDoor(DOOR_CLOSE_1);
+ game_status = MAINMENU;
+ DrawMainMenu();
+ break;
+ }
+
+ if (level_editor_test_game ||
+ Request("Do you really want to quit the game ?",
+ REQ_ASK | REQ_STAY_CLOSED))
+ {
+#if defined(PLATFORM_UNIX)
+ if (options.network)
+ SendToServer_StopPlaying();
+ else
+#endif
+ {
+ game_status = MAINMENU;
+ DrawMainMenu();
+ }
+ }
+ else
+ OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
+ break;
+
+ case GAME_CTRL_ID_PAUSE:
+ if (options.network)
+ {
+#if defined(PLATFORM_UNIX)
+ if (tape.pausing)
+ SendToServer_ContinuePlaying();
+ else
+ SendToServer_PausePlaying();
+#endif
+ }
+ else
+ TapeTogglePause();
+ break;
+
+ case GAME_CTRL_ID_PLAY:
+ if (tape.pausing)
+ {
+#if defined(PLATFORM_UNIX)
+ if (options.network)
+ SendToServer_ContinuePlaying();
+ else
+#endif
+ {
+ tape.pausing = FALSE;
+ DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
+ }
+ }
+ break;
+
+ case SOUND_CTRL_ID_MUSIC:
+ if (setup.sound_music)
+ {
+ setup.sound_music = FALSE;
+ FadeMusic();
+ }
+ else if (audio.loops_available)
+ {
+ setup.sound = setup.sound_music = TRUE;
+ if (num_bg_loops)
+ PlayMusic(level_nr % num_bg_loops);
+ }
+ break;
+
+ case SOUND_CTRL_ID_LOOPS:
+ if (setup.sound_loops)
+ setup.sound_loops = FALSE;
+ else if (audio.loops_available)
+ setup.sound = setup.sound_loops = TRUE;
+ break;
+
+ case SOUND_CTRL_ID_SIMPLE:
+ if (setup.sound_simple)
+ setup.sound_simple = FALSE;
+ else if (audio.sound_available)
+ setup.sound = setup.sound_simple = TRUE;
+ break;
+
+ default:
+ break;
+ }
+}