diff --git a/UI/PauseScreen.cpp b/UI/PauseScreen.cpp index ec135051d8..961d6b054a 100644 --- a/UI/PauseScreen.cpp +++ b/UI/PauseScreen.cpp @@ -390,18 +390,19 @@ void GamePauseScreen::CreateViews() { } leftColumnItems->Add(new Spacer(0.0)); - if (g_Config.iRewindFlipFrequency > 0) { - UI::Choice *rewindButton = leftColumnItems->Add(new Choice(pa->T("Rewind"))); - rewindButton->SetEnabled(SaveState::CanRewind()); - rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind); - } - + LinearLayout *buttonRow = leftColumnItems->Add(new LinearLayout(ORIENT_HORIZONTAL)); if (g_Config.bEnableStateUndo) { - UI::Choice *loadUndoButton = leftColumnItems->Add(new Choice(pa->T("Undo last state load"))); + UI::Choice *loadUndoButton = buttonRow->Add(new Choice(pa->T("Undo last state load"))); loadUndoButton->SetEnabled(SaveState::HasUndoLoad(gamePath_)); loadUndoButton->OnClick.Handle(this, &GamePauseScreen::OnLoadUndo); } + if (g_Config.iRewindFlipFrequency > 0) { + UI::Choice *rewindButton = buttonRow->Add(new Choice(pa->T("Rewind"))); + rewindButton->SetEnabled(SaveState::CanRewind()); + rewindButton->OnClick.Handle(this, &GamePauseScreen::OnRewind); + } + ViewGroup *rightColumn = new ScrollView(ORIENT_VERTICAL, new LinearLayoutParams(300, FILL_PARENT, actionMenuMargins)); root_->Add(rightColumn);