case 1:
SpawnMessage("*** DISK #1 ***");
+#if 0
if (disk1EjectHovered && !floppyDrive[0].IsEmpty(0))
{
floppyDrive[0].EjectImage(0);
Config::HideWindow();
DiskSelector::ShowWindow(0);
}
+#else
+ if (disk1EjectHovered)
+ {
+ if (!floppyDrive[0].IsEmpty(0))
+ {
+ floppyDrive[0].EjectImage(0);
+ SpawnMessage("*** DISK #1 EJECTED ***");
+ }
+ }
+ else
+ {
+ if (disk1NewDiskHovered)
+ {
+ if (!floppyDrive[0].IsEmpty(0))
+ floppyDrive[0].EjectImage(0);
+
+ floppyDrive[0].CreateBlankImage(0);
+ }
+ else
+ {
+ // Load the disk selector
+ Config::HideWindow();
+ DiskSelector::ShowWindow(0);
+ }
+ }
+#endif
break;
// Disk #2
//
-// N.B.: This draws a char at an abosulte X/Y position, not on a grid
+// N.B.: This draws a char at an absolute X/Y position, not on a grid
//
void GUI::DrawStringVert(SDL_Renderer * renderer, int x, int y, const char * s, bool invert/*= false*/)
{