/// @description Press

switch(button_id) {
case BUTTON.CONTINUE:
	sc_menu_load(MENU.NOONE);
	global.game_state = GAME_STATE.GAME;
	break;
case BUTTON.PLAY:
	sc_menu_load(MENU.SELECT_LEVEL);
	break;
case BUTTON.START:
	if (global.level_cur <= array_length_1d(global.levels)
	&& file_exists(PATH_DATA + "levels/" + global.levels[global.level_cur-1] + ".lvl")) {
		global.game_state = GAME_STATE.GAME;
		with(obj_game)
			event_perform(ev_other, ev_room_start);
		sc_menu_load(MENU.NOONE);
		sc_music_change(gpmusic[MUSIC.MAIN]);
	}
	else
		sc_sound_play(SOUND.EXPLOSION, 5);
	break;
case BUTTON.SETTINGS:
	sc_menu_load(MENU.SETTINGS);
	break;
case BUTTON.BACK_TO_MENU:
	if (!instance_exists(obj_level))
		sc_menu_load(MENU.MAIN);
	else
		sc_menu_load(MENU.PAUSE);
	break;
case BUTTON.EXIT_TO_MENU:
	with(obj_game) {
		game_menu = MENU.MAIN;
		alarm[2] = 2;
		room_restart();
	}
	break;
case BUTTON.QUIT:
	game_end();
	break;
}