GADGET_ID_BD_CYCLE_DELAY_C64_DOWN,
GADGET_ID_BD_CYCLE_DELAY_C64_TEXT,
GADGET_ID_BD_CYCLE_DELAY_C64_UP,
+ GADGET_ID_BD_HATCHING_DELAY_CYCLES_DOWN,
+ GADGET_ID_BD_HATCHING_DELAY_CYCLES_TEXT,
+ GADGET_ID_BD_HATCHING_DELAY_CYCLES_UP,
+ GADGET_ID_BD_HATCHING_DELAY_SECONDS_DOWN,
+ GADGET_ID_BD_HATCHING_DELAY_SECONDS_TEXT,
+ GADGET_ID_BD_HATCHING_DELAY_SECONDS_UP,
GADGET_ID_ELEMENT_VALUE1_DOWN,
GADGET_ID_ELEMENT_VALUE1_TEXT,
GADGET_ID_ELEMENT_VALUE1_UP,
ED_COUNTER_ID_LEVEL_RANDOM,
ED_COUNTER_ID_BD_CYCLE_DELAY_MS,
ED_COUNTER_ID_BD_CYCLE_DELAY_C64,
+ ED_COUNTER_ID_BD_HATCHING_DELAY_CYCLES,
+ ED_COUNTER_ID_BD_HATCHING_DELAY_SECONDS,
ED_COUNTER_ID_ELEMENT_VALUE1,
ED_COUNTER_ID_ELEMENT_VALUE2,
ED_COUNTER_ID_ELEMENT_VALUE3,
&level.bd_cycle_delay_c64,
NULL, NULL, "game cycle delay (C64-style)"
},
+ {
+ ED_COUNTER_ID_BD_HATCHING_DELAY_CYCLES,
+ ED_LEVEL_SETTINGS_XPOS(0), ED_LEVEL_SETTINGS_YPOS(4),
+ 1, 40,
+ GADGET_ID_BD_HATCHING_DELAY_CYCLES_DOWN, GADGET_ID_BD_HATCHING_DELAY_CYCLES_UP,
+ GADGET_ID_BD_HATCHING_DELAY_CYCLES_TEXT, GADGET_ID_NONE,
+ &level.bd_hatching_delay_cycles,
+ NULL, NULL, "hatching delay (cycles)"
+ },
+ {
+ ED_COUNTER_ID_BD_HATCHING_DELAY_SECONDS,
+ ED_LEVEL_SETTINGS_XPOS(0), ED_LEVEL_SETTINGS_YPOS(4),
+ 1, 40,
+ GADGET_ID_BD_HATCHING_DELAY_SECONDS_DOWN, GADGET_ID_BD_HATCHING_DELAY_SECONDS_UP,
+ GADGET_ID_BD_HATCHING_DELAY_SECONDS_TEXT, GADGET_ID_NONE,
+ &level.bd_hatching_delay_seconds,
+ NULL, NULL, "hatching delay (seconds)"
+ },
// ---------- element settings: configure (various elements) ----------------
// draw counter gadgets
if (level.bd_scheduling_type == GD_SCHEDULING_MILLISECONDS)
+ {
MapCounterButtons(ED_COUNTER_ID_BD_CYCLE_DELAY_MS);
+ MapCounterButtons(ED_COUNTER_ID_BD_HATCHING_DELAY_CYCLES);
+ }
else
+ {
MapCounterButtons(ED_COUNTER_ID_BD_CYCLE_DELAY_C64);
+ MapCounterButtons(ED_COUNTER_ID_BD_HATCHING_DELAY_SECONDS);
+ }
// draw checkbutton gadgets
for (i = ED_CHECKBUTTON_ID_ENGINE_FIRST; i <= ED_CHECKBUTTON_ID_ENGINE_LAST; i++)