void HandleMainMenu(int mx, int my, int dx, int dy, int button)
{
void HandleMainMenu(int mx, int my, int dx, int dy, int button)
{
int yoffset = (ti->type == TREE_TYPE_LEVEL_DIR ? 0 : yoffset_setup);
int last_game_status = game_status; /* save current game status */
int yoffset = (ti->type == TREE_TYPE_LEVEL_DIR ? 0 : yoffset_setup);
int last_game_status = game_status; /* save current game status */
-#if 1
- DrawBackground(mSX, mSY, SXSIZE - 32 + menu.scrollbar_xoffset, SYSIZE);
-#else
- DrawBackground(SX, SY, SXSIZE - 32, SYSIZE);
-#endif
-
title_string =
(ti->type == TREE_TYPE_LEVEL_DIR ? "Level Directories" :
ti->type == TREE_TYPE_GRAPHICS_DIR ? "Custom Graphics" :
title_string =
(ti->type == TREE_TYPE_LEVEL_DIR ? "Level Directories" :
ti->type == TREE_TYPE_GRAPHICS_DIR ? "Custom Graphics" :
+ /* clear tree list area, but not title or scrollbar */
+ DrawBackground(mSX, mSY + MENU_SCREEN_START_YPOS * 32,
+ SXSIZE - 32 + menu.scrollbar_xoffset,
+ MAX_MENU_ENTRIES_ON_SCREEN * 32);
+
for(i=0; i<num_page_entries; i++)
{
TreeInfo *node, *node_first;
for(i=0; i<num_page_entries; i++)
{
TreeInfo *node, *node_first;
void HandleChooseLevel(int mx, int my, int dx, int dy, int button)
{
HandleChooseTree(mx, my, dx, dy, button, &leveldir_current);
void HandleChooseLevel(int mx, int my, int dx, int dy, int button)
{
HandleChooseTree(mx, my, dx, dy, button, &leveldir_current);
DrawText(mSX + dx2, sy, highscore[entry].Name, font_nr2);
DrawText(mSX + dx3, sy, int2str(highscore[entry].Score, 5), font_nr4);
}
DrawText(mSX + dx2, sy, highscore[entry].Name, font_nr2);
DrawText(mSX + dx3, sy, int2str(highscore[entry].Score, 5), font_nr4);
}
}
void HandleHallOfFame(int mx, int my, int dx, int dy, int button)
}
void HandleHallOfFame(int mx, int my, int dx, int dy, int button)
first_entry = MAX(0, MAX_SCORE_ENTRIES - NUM_MENU_ENTRIES_ON_SCREEN);
drawHallOfFameList(first_entry, highlight_position);
first_entry = MAX(0, MAX_SCORE_ENTRIES - NUM_MENU_ENTRIES_ON_SCREEN);
drawHallOfFameList(first_entry, highlight_position);
{ TYPE_SWITCH, &setup.editor.el_chars, "Characters:" },
{ TYPE_SWITCH, &setup.editor.el_custom, "Custom:" },
{ TYPE_SWITCH, &setup.editor.el_custom_more, "More Custom:" },
{ TYPE_SWITCH, &setup.editor.el_chars, "Characters:" },
{ TYPE_SWITCH, &setup.editor.el_custom, "Custom:" },
{ TYPE_SWITCH, &setup.editor.el_custom_more, "More Custom:" },
{ TYPE_EMPTY, NULL, "" },
{ TYPE_LEAVE_MENU, execSetupMain, "Back" },
{ 0, NULL, NULL }
{ TYPE_EMPTY, NULL, "" },
{ TYPE_LEAVE_MENU, execSetupMain, "Back" },
{ 0, NULL, NULL }
static unsigned long delay = 0;
if (!DelayReached(&delay, GADGET_FRAME_DELAY))
static unsigned long delay = 0;
if (!DelayReached(&delay, GADGET_FRAME_DELAY))
HandleChooseTree(mx, my, dx, dy, button, &artwork.mus_current);
else
HandleSetupScreen_Generic(mx, my, dx, dy, button);
HandleChooseTree(mx, my, dx, dy, button, &artwork.mus_current);
else
HandleSetupScreen_Generic(mx, my, dx, dy, button);
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_DESIGN_UNPRESSED, gd_bitmap_unpressed, gd_x1, gd_y1,
GDI_DESIGN_PRESSED, gd_bitmap_pressed, gd_x2, gd_y2,
GDI_STATE, GD_BUTTON_UNPRESSED,
GDI_DESIGN_UNPRESSED, gd_bitmap_unpressed, gd_x1, gd_y1,
GDI_DESIGN_PRESSED, gd_bitmap_pressed, gd_x2, gd_y2,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleScreenGadgets,
GDI_END);
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleScreenGadgets,
GDI_END);
GDI_DESIGN_UNPRESSED, gd_bitmap_unpressed, gd_x1, gd_y1,
GDI_DESIGN_PRESSED, gd_bitmap_pressed, gd_x2, gd_y2,
GDI_BORDER_SIZE, SC_BORDER_SIZE, SC_BORDER_SIZE,
GDI_DESIGN_UNPRESSED, gd_bitmap_unpressed, gd_x1, gd_y1,
GDI_DESIGN_PRESSED, gd_bitmap_pressed, gd_x2, gd_y2,
GDI_BORDER_SIZE, SC_BORDER_SIZE, SC_BORDER_SIZE,
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleScreenGadgets,
GDI_END);
GDI_EVENT_MASK, event_mask,
GDI_CALLBACK_ACTION, HandleScreenGadgets,
GDI_END);