coin_c[j] = gui_count(md, 1000, GUI_SML, 0);
coin_c[j++] = gui_count(md, 1000, GUI_SML, GUI_SE);
-
+
if (e)
{
gui_space(md);
if ((md = gui_vstack(ld)))
{
for (j = 0; j < NSCORE ; j++)
- coin_n[j] = gui_label(md, s, GUI_SML, 0, gui_yel, gui_wht);
-
+ coin_n[j] = gui_label(md, s, GUI_SML, 0,
+ gui_yel, gui_wht);
+
if (e)
{
gui_space(md);
- coin_n[j++] = gui_label(md, s, GUI_SML, 0, gui_yel, gui_wht);
+ coin_n[j++] = gui_label(md, s, GUI_SML, 0,
+ gui_yel, gui_wht);
}
}
time_t2[j] = gui_clock(md, 359999, GUI_SML, 0);
time_t2[j++] = gui_clock(md, 359999, GUI_SML, GUI_SE);
-
+
if (e)
{
gui_space(md);
if ((md = gui_vstack(ld)))
{
for (j = 0; j < NSCORE; j++)
- time_n[j] = gui_label(md, s, GUI_SML, 0, gui_yel, gui_wht);
+ time_n[j] = gui_label(md, s, GUI_SML, 0,
+ gui_yel, gui_wht);
if (e)
{
gui_space(md);
- time_n[j++] = gui_label(md, s, GUI_SML, 0, gui_yel, gui_wht);
+ time_n[j++] = gui_label(md, s, GUI_SML, 0,
+ gui_yel, gui_wht);
}
}
time_c[j] = gui_count(md, 1000, GUI_SML, 0);
time_c[j++] = gui_count(md, 1000, GUI_SML, GUI_SW);
-
+
if (e)
{
gui_space(md);
int j, spe;
const char *name;
- if (goal)
- gui_set_label(time_l, _("Unlock Goal"));
- else
- gui_set_label(time_l, _("Best Times"));
+ gui_set_label(time_l, goal ? _("Unlock Goal") : _("Best Times"));
if (s == NULL)
{
/*---------------------------------------------------------------------------*/
static int lock = 1;
-static int keyd[127];
+static int keyd[127];
static void gui_fill(int id, char *line)
{
char l[2];
l[1] = '\0';
- while(*line)
+ while (*line)
{
*l = *(line++);
- keyd[(int)*l] = gui_state(id, l, GUI_SML, *l, 0);
+ keyd[(int) *l] = gui_state(id, l, GUI_SML, *l, 0);
}
}
int gui_back_prev_next(int id, int prev, int next)
{
int jd;
+
if ((jd = gui_hstack(id)))
{
if (next || prev)
gui_maybe(jd, _("Next"), GUI_NEXT, next);
gui_maybe(jd, _("Prev"), GUI_PREV, prev);
}
-
+
gui_start(jd, _("Back"), GUI_SML, GUI_BACK, 0);
}
return jd;
bd = gui_state(id, label, GUI_SML, token, 0);
else
{
- bd = gui_state(id, label, GUI_SML, GUI_NULL, 0);
+ bd = gui_state(id, label, GUI_SML, token >= 0 ? token | GUI_NULL_MASK : GUI_NULL, 0);
gui_set_color(bd, gui_gry, gui_gry);
}
return bd;