1 /***************************************************************************
2 leveleditor.cpp - built'in leveleditor
5 copyright : (C) 2004 by Ricardo Cruz
7 ***************************************************************************/
9 /***************************************************************************
11 * This program is free software; you can redistribute it and/or modify *
12 * it under the terms of the GNU General Public License as published by *
13 * the Free Software Foundation; either version 2 of the License, or *
14 * (at your option) any later version. *
16 ***************************************************************************/
23 #include "gui/mousecursor.h"
25 #include "gui/button.h"
26 #include "audio/sound_manager.h"
27 #include "app/gettext.h"
28 #include "app/setup.h"
29 #include "app/globals.h"
30 #include "special/sprite.h"
31 #include "leveleditor.h"
32 #include "resources.h"
35 #include "tile_manager.h"
37 #include "background.h"
42 LevelEditor::LevelEditor()
47 selection_end = selection_ini = Vector(0,0);
48 left_button = middle_button = mouse_moved = false;
52 cur_layer = LAYER_TILES;
53 level_changed = false;
59 level_subsets = FileSystem::dsubdirs("/levels", "info");
60 subset_menu = new Menu();
61 subset_menu->additem(MN_LABEL,_("Load Subset"),0,0);
62 subset_menu->additem(MN_HL,"",0,0);
64 for(std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it, ++i)
65 subset_menu->additem(MN_ACTION, (*it),0,0,i);
66 subset_menu->additem(MN_HL,"",0,0);
67 subset_menu->additem(MN_BACK,_("Back"),0,0);
69 create_subset_menu = new Menu();
70 create_subset_menu->additem(MN_LABEL,_("New Level Subset"),0,0);
71 create_subset_menu->additem(MN_HL,"",0,0);
72 create_subset_menu->additem(MN_TEXTFIELD,_("Filename "),0,0,MN_ID_FILENAME_SUBSET);
73 create_subset_menu->additem(MN_TEXTFIELD,_("Title "),0,0,MN_ID_TITLE_SUBSET);
74 create_subset_menu->additem(MN_TEXTFIELD,_("Description"),0,0,MN_ID_DESCRIPTION_SUBSET);
75 create_subset_menu->additem(MN_ACTION,_("Create"),0,0, MN_ID_CREATE_SUBSET);
76 create_subset_menu->additem(MN_HL,"",0,0);
77 create_subset_menu->additem(MN_BACK,_("Back"),0,0);
79 main_menu = new Menu();
80 main_menu->additem(MN_LABEL,_("Level Editor Menu"),0,0);
81 main_menu->additem(MN_HL,"",0,0);
82 main_menu->additem(MN_ACTION,_("Return to Level Editor"),0,0,MN_ID_RETURN);
83 main_menu->additem(MN_GOTO,_("Create Level Subset"),0,create_subset_menu);
84 main_menu->additem(MN_GOTO,_("Load Level Subset"),0,subset_menu);
85 main_menu->additem(MN_HL,"",0,0);
86 main_menu->additem(MN_ACTION,_("Quit Level Editor"),0,0,MN_ID_QUIT);
88 settings_menu = new Menu();
89 settings_menu->additem(MN_LABEL,_("Level Settings"),0,0);
90 settings_menu->additem(MN_HL,"",0,0);
91 settings_menu->additem(MN_TEXTFIELD,_("Name "),0,0,MN_ID_NAME);
92 settings_menu->additem(MN_TEXTFIELD,_("Author "),0,0,MN_ID_AUTHOR);
93 settings_menu->additem(MN_NUMFIELD, _("Width "),0,0,MN_ID_WIDTH);
94 settings_menu->additem(MN_NUMFIELD, _("Height "),0,0,MN_ID_HEIGHT);
95 settings_menu->additem(MN_HL,"",0,0);
96 settings_menu->additem(MN_ACTION,_("Apply"),0,0,MN_ID_APPLY_SETTINGS);
98 /* Creating button groups */
101 tiles_board = new ButtonGroup(Vector(screen->w - 140, 100),
102 Vector(32,32), Vector(4,8));
104 TileManager* tilemanager = TileManager::instance();
106 tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0);
107 for(unsigned int id = 1; id < tilemanager->get_max_tileid(); id++)
109 const Tile* tile = tilemanager->get(id);
114 if(tile->editor_images.size())
115 surface = tile->editor_images[0];
116 else if(tile->images.size())
117 surface = tile->images[0];
121 Button button = Button(surface, "", SDLKey(0));
122 tiles_board->add_button(button, id);
126 for(int i = 0; i < NUM_BadGuyKinds; i++)
128 // filter bomb, since it is only for internal use, not for levels
132 BadGuyKind kind = BadGuyKind(i);
133 BadGuy badguy(kind, 0,0);
134 badguy.activate(LEFT);
136 Surface *img = badguy.get_image();
137 tiles_board->add_button(Button(img, "", SDLKey(SDLK_1+i)), -(i+1));
142 tiles_board->add_button(Button(img_trampoline[0].get_frame(0), _("Trampoline"), SDLKey(0)), OBJ_TRAMPOLINE);
143 tiles_board->add_button(Button(img_flying_platform->get_frame(0), _("Flying Platform"), SDLKey(0)), OBJ_FLYING_PLATFORM);
146 tiles_layer = new ButtonGroup(Vector(12, screen->h-64), Vector(80,20), Vector(1,3));
147 tiles_layer->add_button(Button(img_foreground_bt, _("Edtit foreground tiles"),
148 SDLK_F10), LAYER_FOREGROUNDTILES);
149 tiles_layer->add_button(Button(img_interactive_bt, _("Edit interactive tiles"),
150 SDLK_F11), LAYER_TILES, true);
151 tiles_layer->add_button(Button(img_background_bt, _("Edit background tiles"),
152 SDLK_F12), LAYER_BACKGROUNDTILES);
154 level_options = new ButtonGroup(Vector(screen->w-164, screen->h-36), Vector(32,32), Vector(5,1));
155 level_options->add_pair_of_buttons(Button(img_next_sector_bt, _("Next sector"), SDLKey(0)), BT_NEXT_SECTOR,
156 Button(img_previous_sector_bt, _("Prevous sector"), SDLKey(0)), BT_PREVIOUS_SECTOR);
157 level_options->add_pair_of_buttons(Button(img_next_level_bt, _("Next level"), SDLKey(0)), BT_NEXT_LEVEL,
158 Button(img_previous_level_bt, _("Prevous level"), SDLKey(0)), BT_PREVIOUS_LEVEL);
159 level_options->add_button(Button(img_save_level_bt, _("Save level"), SDLK_F5), BT_LEVEL_SAVE);
160 level_options->add_button(Button(img_test_level_bt, _("Test level"), SDLK_F6), BT_LEVEL_TEST);
161 level_options->add_button(Button(img_setup_level_bt, _("Setup level"), SDLK_F7), BT_LEVEL_SETUP);
164 LevelEditor::~LevelEditor()
170 delete level_options;
173 delete create_subset_menu;
175 delete settings_menu;
181 void LevelEditor::load_buttons_gfx()
183 img_foreground_bt = new Surface(datadir + "/images/leveleditor/foreground.png", true);
184 img_interactive_bt = new Surface(datadir + "/images/leveleditor/interactive.png", true);
185 img_background_bt = new Surface(datadir + "/images/leveleditor/background.png", true);
187 img_save_level_bt = new Surface(datadir + "/images/leveleditor/save-level.png", true);
188 img_test_level_bt = new Surface(datadir + "/images/leveleditor/test-level.png", true);
189 img_setup_level_bt = new Surface(datadir + "/images/leveleditor/setup-level.png", true);
191 img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true);
193 img_previous_level_bt = new Surface(datadir + "/images/leveleditor/previous-level.png", true);
194 img_next_level_bt = new Surface(datadir + "/images/leveleditor/next-level.png", true);
195 img_previous_sector_bt = new Surface(datadir + "/images/leveleditor/previous-sector.png", true);
196 img_next_sector_bt = new Surface(datadir + "/images/leveleditor/next-sector.png", true);
199 void LevelEditor::free_buttons_gfx()
201 delete img_foreground_bt;
202 delete img_interactive_bt;
203 delete img_background_bt;
205 delete img_save_level_bt;
206 delete img_test_level_bt;
207 delete img_setup_level_bt;
209 delete img_rubber_bt;
211 delete img_previous_level_bt;
212 delete img_next_level_bt;
213 delete img_previous_sector_bt;
214 delete img_next_sector_bt;
217 void LevelEditor::run(const std::string filename)
219 SoundManager::get()->halt_music();
220 Menu::set_current(0);
222 DrawingContext context;
224 if(!filename.empty())
227 load_level(filename);
230 Menu::set_current(main_menu);
232 mouse_cursor->set_state(MC_NORMAL);
243 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
247 void LevelEditor::events()
251 while(SDL_PollEvent(&event))
253 Menu* menu = Menu::current();
258 if(menu == main_menu)
260 switch (main_menu->check())
263 Menu::set_current(0);
270 else if(menu == create_subset_menu)
272 // activate or deactivate Create button if any filename as been specified
273 if(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input[0] == '\0')
274 create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_DEACTIVE;
276 create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_ACTION;
278 if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
279 { // applying settings:
280 std::string subset_name = create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input;
281 LevelSubset::create(subset_name);
284 level_subset = new LevelSubset();
285 level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
287 level_subset->title = create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).input;
288 level_subset->description = create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).input;
289 //FIXME: generate better level filenames
290 level_subset->add_level(subset_name+'/'+"new_level.stl");
291 Level::create(level_subset->get_level_filename(0));
292 level_subset->save();
296 create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).change_input("");
297 create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).change_input("");
298 create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).change_input("");
301 else if(menu == subset_menu)
303 int i = subset_menu->check();
306 std::set<std::string>::iterator it = level_subsets.begin();
307 for(int t = 0; t < i; t++)
309 load_level_subset(*it);
310 Menu::set_current(0);
313 else if(menu == settings_menu)
315 if(settings_menu->check() == MN_ID_APPLY_SETTINGS)
316 { // applying settings:
317 level_changed = true;
319 level->name = settings_menu->get_item_by_id(MN_ID_NAME).input;
320 level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
322 solids->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
323 atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
324 foregrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
325 atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
326 backgrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
327 atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
329 Menu::set_current(0);
333 // check for events in buttons
334 else if(tiles_board->event(event))
336 std::vector <int> vector;
337 vector.push_back(tiles_board->selected_id());
340 selection.push_back(vector);
343 else if(tiles_layer->event(event))
345 cur_layer = tiles_layer->selected_id();
348 else if(level_options->event(event))
350 switch(level_options->selected_id())
359 Menu::set_current(settings_menu);
362 if(level_nb + 1 < level_subset->get_num_levels())
363 load_level(level_nb + 1);
367 sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 2);
368 if(confirm_dialog(NULL, str))
370 level_subset->add_level("new_level.stl");
371 Level::create(level_subset->get_level_filename(level_nb + 1));
372 level_subset->save();
373 load_level(level_nb + 1);
377 case BT_PREVIOUS_LEVEL:
378 if(level_nb - 1 >= 0)
379 load_level(level_nb - 1);
382 std::cerr << "next sector.\n";
383 std::cerr << "total sectors: " << level->get_total_sectors() << std::endl;
384 load_sector(level->get_next_sector(sector));
386 case BT_PREVIOUS_SECTOR:
387 std::cerr << "previous sector.\n";
388 load_sector(level->get_previous_sector(sector));
391 level_options->set_unselected();
398 case SDL_MOUSEMOTION:
400 if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT))
401 { // movement like in strategy games
402 scroll.x += -1 * event.motion.xrel;
403 scroll.y += -1 * event.motion.yrel;
407 case SDL_MOUSEBUTTONDOWN:
409 if(event.button.button == SDL_BUTTON_LEFT)
411 else if(event.button.button == SDL_BUTTON_MIDDLE)
413 middle_button = true;
414 selection_ini = Vector(event.button.x, event.button.y);
418 case SDL_MOUSEBUTTONUP:
420 if(event.button.button == SDL_BUTTON_LEFT)
422 else if(event.button.button == SDL_BUTTON_MIDDLE)
424 middle_button = false;
425 selection_end = Vector(event.button.x, event.button.y);
427 if(selection_end.x < selection_ini.x)
429 float t = selection_ini.x;
430 selection_ini.x = selection_end.x;
433 if(selection_end.y < selection_ini.y)
435 float t = selection_ini.y;
436 selection_ini.y = selection_end.y;
441 std::vector <int> vector;
443 TileMap* tilemap = 0;
444 if(cur_layer == LAYER_FOREGROUNDTILES)
445 tilemap = foregrounds;
446 else if(cur_layer == LAYER_TILES)
448 else if(cur_layer == LAYER_BACKGROUNDTILES)
449 tilemap = backgrounds;
451 for(int x = 0; x < (int)((selection_end.x - selection_ini.x)*zoom / 32) + 1; x++)
454 for(int y = 0; y < (int)((selection_end.y - selection_ini.y)*zoom / 32) + 1; y++)
456 vector.push_back(tilemap->get_tile(x +
457 (int)(((selection_ini.x+scroll.x)*zoom)/32),
458 y + (int)(((selection_ini.y+scroll.y)*zoom)/32))->id);
460 selection.push_back(vector);
465 case SDL_KEYDOWN: // key pressed
466 switch(event.key.keysym.sym)
469 Menu::set_current(main_menu);
471 /* scrolling related events: */
476 scroll.x = sector->solids->get_height()*32 - screen->w;
509 show_grid = !show_grid;
516 case SDL_QUIT: // window closed
527 void LevelEditor::action()
529 mouse_cursor->set_state(MC_NORMAL);
530 if(tiles_board->is_hover() || tiles_layer->is_hover() || level_options->is_hover())
531 mouse_cursor->set_state(MC_LINK);
535 // don't scroll before the start or after the level's end
536 float width = sector->solids->get_width() * 32;
537 float height = sector->solids->get_height() * 32;
539 if(scroll.x < -screen->w/2)
540 scroll.x = -screen->w/2;
541 if(scroll.x > width - screen->w/2)
542 scroll.x = width - screen->w/2;
543 if(scroll.y < -screen->h/2)
544 scroll.y = -screen->h/2;
545 if(scroll.y > height - screen->h/2)
546 scroll.y = height - screen->h/2;
548 // set camera translation, since BadGuys like it
549 sector->camera->set_scrolling((int)scroll.x, (int)scroll.y);
551 if(left_button && mouse_moved)
552 for(unsigned int x = 0; x < selection.size(); x++)
553 for(unsigned int y = 0; y < selection[x].size(); y++)
554 change((int)(scroll.x + event.button.x) + (x*32),
555 (int)(scroll.y + event.button.y) + (y*32), selection[x][y],
560 #define FADING_TIME .6
562 void LevelEditor::draw(DrawingContext& context)
564 context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
565 mouse_cursor->draw(context);
567 // draw a filled background
568 context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h), Color(60,60,60), LAYER_BACKGROUND0-1);
570 if(level_name_timer.check())
572 context.push_transform();
573 if(level_name_timer.get_timeleft() < FADING_TIME)
574 context.set_alpha(int(level_name_timer.get_timeleft() * 255 / FADING_TIME));
576 context.draw_text(gold_text, level->name, Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI);
580 sprintf(str, "%i/%i", level_nb+1, level_subset->get_num_levels());
581 context.draw_text(gold_text, str, Vector(screen->w/2, 50), CENTER_ALLIGN, LAYER_GUI);
584 context.pop_transform();
587 context.draw_text(white_small_text, _("F1 for help"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
589 context.draw_text(white_small_text, _("Choose a level subset"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
591 Menu* menu = Menu::current();
596 tiles_board->draw(context);
597 tiles_layer->draw(context);
598 level_options->draw(context);
606 context.set_drawing_effect(SEMI_TRANSPARENT);
610 if(selection[0][0] == 0 && selection.size() == 1)
611 context.draw_surface(img_rubber_bt, Vector(event.button.x - 8,
612 event.button.y - 8), LAYER_GUI-2);
613 else if(selection[0][0] < 0)
615 int id = selection[0][0];
618 if(id == OBJ_TRAMPOLINE)
619 context.draw_surface(img_trampoline[0].get_frame(0), Vector(event.button.x - 8,
620 event.button.y - 8), LAYER_GUI-2);
621 else if(id == OBJ_FLYING_PLATFORM)
622 context.draw_surface(img_flying_platform->get_frame(0), Vector(event.button.x - 8,
623 event.button.y - 8), LAYER_GUI-2);
627 /*context.draw_surface(door->get_frame(0), Vector(event.button.x - 8,
628 event.button.y - 8), LAYER_GUI-2);*/
633 BadGuyKind kind = BadGuyKind((-id)-1);
634 BadGuy badguy(kind, 0,0);
635 badguy.activate(LEFT);
636 Surface *img = badguy.get_image();
638 context.draw_surface(img, Vector(event.button.x - 8,
639 event.button.y - 8), LAYER_GUI-2);
645 TileManager* tilemanager = TileManager::instance();
646 for(unsigned int x = 0; x < selection.size(); x++)
647 for(unsigned int y = 0; y < selection[x].size(); y++) {
648 const Tile* tile = tilemanager->get(selection[x][y]);
650 Vector(event.button.x + x*32 - 8, event.button.y + y*32 - 8),
655 context.set_drawing_effect(NONE_EFFECT);
658 context.draw_filled_rect(Vector(std::min((int)selection_ini.x, (int)event.button.x)*zoom,
659 std::min((int)selection_ini.y, (int)event.button.y))*zoom,
660 Vector(abs(event.button.x - (int)selection_ini.x)*zoom,
661 abs(event.button.y - (int)selection_ini.y)*zoom),
662 Color(170,255,170,128), LAYER_GUI-2);
666 for(int x = 0; x < screen->w / (32*zoom); x++)
668 int pos = (int)(x*32*zoom) - ((int)scroll.x % 32);
669 context.draw_filled_rect(Vector (pos, 0), Vector(1, screen->h),
670 Color(225, 225, 225), LAYER_GUI-50);
672 for(int y = 0; y < screen->h / (32*zoom); y++)
674 int pos = (int)(y*32*zoom) - ((int)scroll.y % 32);
675 context.draw_filled_rect(Vector (0, pos), Vector(screen->w, 1),
676 Color(225, 225, 225), LAYER_GUI-50);
680 context.push_transform();
681 context.set_translation(scroll);
682 context.set_zooming(zoom);
684 for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i)
686 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
688 { // draw the non-selected tiles semi-transparently
689 context.push_transform();
691 if(tilemap->get_layer() != cur_layer)
692 context.set_drawing_effect(SEMI_TRANSPARENT);
695 context.pop_transform();
698 Background* background = dynamic_cast<Background*> (*i);
700 { // don't resize background
701 context.push_transform();
702 context.set_zooming(1.0);
704 context.pop_transform();
710 context.pop_transform();
713 context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h),Color(0,0,0), LAYER_BACKGROUND0);
715 context.do_drawing();
718 void LevelEditor::load_level_subset(std::string filename)
721 level_subset = new LevelSubset();
722 level_subset->load(filename.c_str());
726 void LevelEditor::load_level(std::string filename)
730 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
736 level_filename = filename;
740 level->load(filename);
743 level_name_timer.start(3000);
744 scroll.x = scroll.y = 0;
745 level_changed = false;
747 settings_menu->get_item_by_id(MN_ID_NAME).change_input(level->name.c_str());
748 settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level->author.c_str());
751 void LevelEditor::load_level(int nb)
755 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
762 level_filename = level_subset->get_level_filename(level_nb);
764 load_level(level_filename);
767 void LevelEditor::load_sector(std::string name)
770 sector = level->get_sector(sector_name);
772 Termination::abort("Level has no " + sector_name + " sector.", "");
777 void LevelEditor::load_sector(Sector* sector_)
781 if(!confirm_dialog(NULL, _("No more sectors exist. Create another?")))
783 sector_ = Sector::create("new_sector",25,19);
784 level->add_sector(sector_);
789 /* Load sector stuff */
791 sector->update_game_objects();
793 foregrounds = solids = backgrounds = 0;
794 /* Point foregrounds, backgrounds, solids to its layer */
795 for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++)
798 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
800 badguy->activate(LEFT);
803 TileMap* tilemap = dynamic_cast<TileMap*> (*i);
806 if(tilemap->get_layer() == LAYER_FOREGROUNDTILES)
807 foregrounds = tilemap;
808 else if(tilemap->get_layer() == LAYER_TILES)
810 else if(tilemap->get_layer() == LAYER_BACKGROUNDTILES)
811 backgrounds = tilemap;
817 TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height());
818 sector->add_object(tilemap);
819 sector->update_game_objects();
823 TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height());
824 sector->add_object(tilemap);
825 sector->update_game_objects();
829 sprintf(str, "%i", solids->get_width());
830 settings_menu->get_item_by_id(MN_ID_WIDTH).change_input(str);
831 sprintf(str, "%i", solids->get_height());
832 settings_menu->get_item_by_id(MN_ID_HEIGHT).change_input(str);
835 void LevelEditor::save_level()
837 level->save(level_filename);
838 level_changed = false;
841 void LevelEditor::test_level()
844 if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
850 GameSession session(level_filename, ST_GL_TEST);
852 // player_status.reset();
853 SoundManager::get()->halt_music();
856 void LevelEditor::change(int x, int y, int newtile, int layer)
858 // find the tilemap of the current layer, and then change the tile
859 if(x < 0 || (unsigned int)x >= sector->solids->get_width()*32 ||
860 y < 0 || (unsigned int)y >= sector->solids->get_height()*32)
863 level_changed = true;
866 { // no need to do this for normal view (no zoom)
867 x = (int)(x * (zoom*32) / 32);
868 y = (int)(y * (zoom*32) / 32);
871 if(newtile < 0) // add object
873 // remove an active tile or object that might be there
874 change(x, y, 0, LAYER_TILES);
877 if(newtile == OBJ_TRAMPOLINE)
878 sector->add_object(new Trampoline(x, y));
879 else if(newtile == OBJ_FLYING_PLATFORM)
880 sector->add_object(new FlyingPlatform(x, y));
882 if(newtile == OBJ_DOOR)
883 sector->add_object(new Door(x, y));
885 sector->add_bad_guy(x, y, BadGuyKind((-newtile)-1), true);
888 sector->update_game_objects();
889 } else if(cur_layer == LAYER_FOREGROUNDTILES) {
890 foregrounds->change(x/32, y/32, newtile);
891 } else if(cur_layer == LAYER_TILES) {
892 // remove a bad guy if it's there
893 // we /32 in order to round numbers
894 for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
895 i < sector->gameobjects.end(); i++) {
897 BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
899 if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32)
900 sector->gameobjects.erase(i);
903 Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
906 if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32)
907 sector->gameobjects.erase(i);
909 FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
911 if((int)flying_platform->base.x/32 == x/32 && (int)flying_platform->base.y/32 == y/32)
912 sector->gameobjects.erase(i);
915 Door* door = dynamic_cast<Door*> (*i);
917 if((int)door->get_area().x/32 == x/32 && (int)door->get_area().y/32 == y/32)
918 sector->gameobjects.erase(i);
921 sector->update_game_objects();
922 solids->change(x/32, y/32, newtile);
923 } else if(cur_layer == LAYER_BACKGROUNDTILES)
924 backgrounds->change(x/32, y/32, newtile);
927 void LevelEditor::show_help()
929 DrawingContext context;
931 bool show_grid_t = show_grid;
933 mouse_cursor->set_state(MC_HIDE);
938 _("This is the built-in level editor. Its aim is to be intuitive\n"
939 "and simple to use, so it should be pretty straightforward.\n"
941 "To open a level, first you'll have to select a level subset from\n"
942 "the menu (or create your own).\n"
943 "A level subset is basically a collection of levels.\n"
944 "They can then be played from the Contrib menu.\n"
946 "To access the menu from the level editor, just press Esc.\n"
948 "You are currently looking at the level. To scroll it, just\n"
949 "press the right mouse button and drag the mouse. It will move like\n"
951 "You can also use the arrow keys and Page Up/Down.\n"
953 "'+' and '-' keys can be used to zoom the level in/out.\n"
955 "You probably already noticed those floating groups of buttons.\n"
956 "Each one serves a different purpose. To select a certain button\n"
957 "just press the Left mouse button on it. A few buttons have key\n"
958 "shortcuts. You can find them by pressing the Right mouse button on\n"
959 "a button. That will also show what that button does.\n"
960 "Groups of buttons can also be moved around by just dragging them,\n"
961 "while pressing the Left mouse button.\n"
963 "Let's learn a bit of what each group of buttons does, shall we?\n"
965 "To starting putting tiles and objects around use the bigger group\n"
966 "of buttons. Each button is a different tile. To put it on the level,\n"
967 "just press it and then left click in the level.\n"
968 "You can also copy tiles from the level by using the middle mouse button.\n"
969 "Use the mouse wheel to scroll that group of buttons. You will find\n"
970 "enemies and game objects in the bottom.\n")
974 _("The Foreground/Interactive/Background buttons may be used to\n"
975 "see and edit the respective layer. Levels have three tiles layers:\n"
976 "Foreground - tiles are drawn on top of everything and have no contact\n"
978 "Interactive - these are the tiles that have contact with the player.\n"
979 "Background - tiles are drawn underneath everything and have no contact\n"
981 "The unselected layers will be drawn semi-transparently.\n"
983 "Last, but not least, the group of buttons that's left serves\n"
984 "to do related actions with the level.\n"
985 "From left to right:\n"
986 "Mini arrows - can be used to choose other sectors.\n"
987 "Sectors are mini-levels, so to speak, that can be accessed using a door.\n"
988 "Big arrows - choose other level in the same level subset.\n"
989 "Diskette - save the level\n"
990 "Tux - test the level\n"
991 "Tools - set a few settings for the level, including resizing it.\n"
993 "We have reached the end of this Howto.\n"
995 "Don't forget to send us a few cool levels. :)\n"
998 " SuperTux development team\n"
1000 "PS: If you are looking for something more powerful, you might like to\n"
1001 "try FlexLay. FlexLay is a level editor that supports several games,\n"
1002 "including SuperTux. It is an independent project.\n"
1003 "Webpage: http://pingus.seul.org/~grumbel/flexlay/")
1006 char **text[] = { text1, text2 };
1010 for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++)
1014 context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(screen->w/2, 60), CENTER_ALLIGN, LAYER_GUI);
1016 context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI);
1018 sprintf(str,_("Press any key to continue - Page %d/%d"), i+1, sizeof(text) / sizeof(text[0]));
1019 context.draw_text(gold_text, str, Vector(screen->w/2, screen->h-60), CENTER_ALLIGN, LAYER_GUI);
1021 context.do_drawing();
1027 done = wait_for_event(event);
1032 show_grid = show_grid_t;
1033 mouse_cursor->set_state(MC_NORMAL);