- /* Draw the real background */
- le_level->get_sector("main")->background->draw(context);
-
- if(le_current.IsTile())
- {
-//le_level->get_sector("main")->solids->draw(context);
-/*
- Tile::draw(cursor_x-pos_x, cursor_y-pos_y,le_current.tile,128);
- if(!TileManager::instance()->get(le_current.tile)->images.empty())
- fillrect(cursor_x-pos_x,cursor_y-pos_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);*/
- }
-#if 0 // XXX FIXME TODO: Do we have a new solution for move_to()?
- if(le_current.IsObject())
- {
- le_current.obj->move_to(cursor_x, cursor_y);
- }
-#endif
-
- /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
-
-le_level->get_sector("main")->solids->draw(context);
-
-// FIXME: make tiles to be drawn semi-transparent when not selected
-#if 0
- for (y = 0; y < VISIBLE_TILES_Y && y < (unsigned)le_level->get_section("main")->height; ++y)
- for (x = 0; x < (unsigned)VISIBLE_TILES_X - 2; ++x)
- {
-
- if(active_tm == TM_BG)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
- le_level->bg_tiles[ (y + (int)(pos_y / 32)) * le_level->get_sector("main")->solids->get_width() +
- (x + (int)(pos_x / 32))],a);
-
- if(active_tm == TM_IA)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
- le_level->ia_tiles[ (y + (int)(pos_y / 32)) * le_level->get_section("main")->width +
- (x + (int)(pos_x / 32))],a);
-
-
- if(active_tm == TM_FG)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
- le_level->fg_tiles[ (y + (int)(pos_y / 32)) * le_level->get_sector("main")->solids->get_width() +
- (x + (int)(pos_x / 32))],a);
-
- /* draw whats inside stuff when cursor is selecting those */
- /* (draw them all the time - is this the right behaviour?) */
- Tile* edit_image = TileManager::instance()->get(
- le_level->ia_tiles
- [ (y + (int)(pos_y / 32)) * le_level->get_section("main")->width + (x + (int)(pos_x / 32))]);
- if(edit_image && !edit_image->editor_images.empty())
- edit_image->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32 - ((int)pos_y % 32));
-
- }
-#endif
- /* Draw the Bad guys: */
- for (std::vector<GameObject*>::iterator it = le_level->get_sector("main")->gameobjects.begin();
- it != le_level->get_sector("main")->gameobjects.end(); ++it)
- {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
- if(badguy == 0)
- continue;
-
- /* to support frames: img_bsod_left[(frame / 5) % 4] */
- badguy->draw(context);
- }
-
- /* Draw the player: */
- /* for now, the position is fixed at (100, 240) */
- largetux.walk_right->draw(context, Vector(100 - pos_x, 240 - pos_y), LAYER_OBJECTS-1);
-}
-
-void LevelEditor::change_object_properties(GameObject *pobj)
-{
- DrawingContext context;
-
- Menu* object_properties_menu = new Menu();
- bool loop = true;
-
- std::string type = typeid(pobj).name();
- object_properties_menu->additem(MN_LABEL, type + " Properties",0,0);
- object_properties_menu->additem(MN_HL,"",0,0);
-
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
- if(pobj != 0)
- {
- object_properties_menu->additem(MN_STRINGSELECT,"Kind",0,0,1);
- for(int i = 0; i < NUM_BadGuyKinds; ++i)
- {
- string_list_add_item(object_properties_menu->get_item_by_id(1).list,
- badguykind_to_string(static_cast<BadGuyKind>(i)).c_str());
- if(pbad->kind == i)
- object_properties_menu->get_item_by_id(1).list->active_item = i;
- }
- object_properties_menu->additem(MN_TOGGLE,"StayOnPlatform",pbad->stay_on_platform,0,2);
- }
-
- object_properties_menu->additem(MN_HL,"",0,0);
- object_properties_menu->additem(MN_ACTION,"Ok",0,0,3);
-
- Menu::set_current(object_properties_menu);
-
- while(loop)
- {
- SDL_Event event;
-
- while (SDL_PollEvent(&event))
- {
- object_properties_menu->event(event);
- }
-
- //cap_screen->draw(0,0);
-
- object_properties_menu->draw(context);
- object_properties_menu->action();
-
- switch (object_properties_menu->check())
- {
- case 3:
- {
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
- if(pbad != 0) {
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
- pbad->kind = badguykind_from_string(string_list_active(object_properties_menu->get_item_by_id(1).list));
- pbad->stay_on_platform = object_properties_menu->get_item_by_id(2).toggled;
- }
- loop = false;
- break;
- }
- default:
- break;
- }
-
- if(Menu::current() == NULL)
- loop = false;
-
- mouse_cursor->draw(context);
-// context.draw_filled_rect();
- SDL_Delay(25);
- }
-
- //delete cap_screen;
- Menu::set_current(0);
- delete object_properties_menu;
-}
-
-
-void LevelEditor::checkevents()
-{
- SDLKey key;
- SDLMod keymod;
- Button* pbutton;
- int x,y;
-
- keymod = SDL_GetModState();
-
- while(SDL_PollEvent(&event))
- {
- if (Menu::current())
- {
- Menu::current()->event(event);
- if(!le_level && !Menu::current())
- Menu::set_current(leveleditor_menu);
- }
- else
- {
- mouse_cursor->set_state(MC_NORMAL);
-
- /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
- if(event.type == SDL_KEYDOWN
- || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION)
- && (event.motion.x > 0
- && event.motion.x < screen->w - 64 &&
- event.motion.y > 0 && event.motion.y < screen->h)))
- {
- switch(event.type)
- {
- case SDL_KEYDOWN: // key pressed
- key = event.key.keysym.sym;
- switch(key)
- {
- case SDLK_ESCAPE:
- Menu::set_current(leveleditor_menu);
- break;
- case SDLK_F1:
- if(le_level != NULL)
- showhelp();
- break;
- case SDLK_HOME:
- cursor_x = 0;
- pos_x = cursor_x;
- break;
- case SDLK_END:
- cursor_x = (le_level->get_sector("main")->solids->get_width() * 32) - 32;
- pos_x = cursor_x;
- break;
- case SDLK_F9:
- le_show_grid = !le_show_grid;
- break;
- default:
- break;
- }
- break;
- case SDL_MOUSEBUTTONDOWN:
- if(event.button.button == SDL_BUTTON_LEFT)
- {
- le_mouse_pressed[LEFT] = true;
-
- selection.x1 = event.motion.x + pos_x;
- selection.y1 = event.motion.y + pos_y;
- selection.x2 = event.motion.x + pos_x;
- selection.y2 = event.motion.y + pos_y;
- }
- else if(event.button.button == SDL_BUTTON_RIGHT)
- {
- le_mouse_pressed[RIGHT] = true;
- }
- break;
- case SDL_MOUSEBUTTONUP:
- if(event.button.button == SDL_BUTTON_LEFT)
- {
- le_mouse_pressed[LEFT] = false;
- le_mouse_clicked[LEFT] = true;
- }
- else if(event.button.button == SDL_BUTTON_RIGHT)
- {
- le_mouse_pressed[RIGHT] = false;
- le_mouse_clicked[RIGHT] = true;
- }
- break;
- case SDL_MOUSEMOTION:
-
- if(!Menu::current())
- {
- x = event.motion.x;
- y = event.motion.y;
-
- if(le_current.IsTile())
- {
- cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int)(pos_y + y) / 32) * 32;
- }
- else
- {
- cursor_x = x;
- cursor_y = y;
- }
-
- if(le_mouse_pressed[LEFT])
- {
- selection.x2 = x + pos_x;
- selection.y2 = y + pos_y;
- }
-
- if(le_mouse_pressed[RIGHT])
- {
- pos_x += -1 * event.motion.xrel;
- pos_y += -1 * event.motion.yrel;
- }
- }
- break;
- default:
- break;
- }
- }
- else if(event.type == SDL_QUIT) /* window closing */
- {
- done = 1;
- }
- }
-
- if(le_level != NULL)
- {
- if(event.type == SDL_KEYDOWN || event.type == SDL_KEYUP || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w &&
- event.motion.y > 0 && event.motion.y < screen->h)))
- {
- le_mouse_pressed[LEFT] = false;
- le_mouse_pressed[RIGHT] = false;
-
- if(!Menu::current())
- {
- /* Check for button events */
- le_test_level_bt->event(event);
- if(le_test_level_bt->get_state() == BUTTON_CLICKED)
- testlevel();
- le_save_level_bt->event(event);
- if(le_save_level_bt->get_state() == BUTTON_CLICKED)
- le_level->save(le_level_subset->name.c_str());
- le_exit_bt->event(event);
- if(le_exit_bt->get_state() == BUTTON_CLICKED)
- {
- Menu::set_current(leveleditor_menu);
- }
- le_next_level_bt->event(event);
- if(le_next_level_bt->get_state() == BUTTON_CLICKED)
- {
- if(le_levelnb < le_level_subset->get_num_levels())
- {
- goto_level(le_levelnb+1);
- }
- else
- {
- Level new_lev;
- char str[1024];
- sprintf(str,"Level %d doesn't exist. Create it?",le_levelnb+1);
- Surface* surf = new Surface(le_level->get_sector("main")->background->get_image(), false);
- if(confirm_dialog(surf, str))
- {
- le_level_subset->add_level("newlevel.stl");
- new_lev.save(le_level_subset->get_level_filename(le_levelnb+1));
- goto_level(le_levelnb);
- }
- if(surf != NULL)
- delete surf;
- }
- }
- le_previous_level_bt->event(event);
- if(le_previous_level_bt->get_state() == BUTTON_CLICKED)
- {
- if(le_levelnb > 1)
- goto_level(le_levelnb -1);
- }
- le_rubber_bt->event(event);
- if(le_rubber_bt->get_state() == BUTTON_CLICKED)
- le_current.Tile(0);
-
- if(!cur_objects.empty())
- {
- le_object_select_bt->event(event);
- if(le_object_select_bt->get_state() == BUTTON_CLICKED)
- {
- MouseCursor::set_current(mouse_select_object);
- }
-
- le_object_properties_bt->event(event);
- if(le_object_properties_bt->get_state() == BUTTON_CLICKED)
- {
- change_object_properties(selected_game_object);
- }
- }
-
-
- if(le_selection_mode == SQUARE)
- {
- le_select_mode_one_bt->event(event);
- if(le_select_mode_one_bt->get_state() == BUTTON_CLICKED)
- le_selection_mode = CURSOR;
- }
- else
- {
- le_select_mode_two_bt->event(event);
- if(le_select_mode_two_bt->get_state() == BUTTON_CLICKED)
- le_selection_mode = SQUARE;
- }
- ButtonPanelMap::iterator it;
- le_tilegroup_bt->event(event);
- switch (le_tilegroup_bt->get_state())
- {
- case BUTTON_CLICKED:
- Menu::set_current(select_tilegroup_menu);
- select_tilegroup_menu_effect.start(200);
- select_tilegroup_menu->set_pos(screen->w - 64,100,-0.5,0.5);
- break;
- case BUTTON_WHEELUP:
- if(cur_tilegroup.empty())
- {
- cur_tilegroup = tilegroups_map.begin()->first;
- }
- else
- {
- it = tilegroups_map.find(cur_tilegroup);
- if((++it) == tilegroups_map.end())
- {
- cur_tilegroup = tilegroups_map.begin()->first;
- }
- else
- {
- cur_tilegroup = (*it).first;
- }
- }
-
- cur_objects = "";
- break;
- case BUTTON_WHEELDOWN:
- it = tilegroups_map.find(cur_tilegroup);
- if(it == tilegroups_map.begin())
- {
- cur_tilegroup = tilegroups_map.rbegin()->first;
- cur_objects = "";
- break;
- }
- if(--it != --tilegroups_map.begin())
- cur_tilegroup = (*it).first;
- else
- cur_tilegroup = tilegroups_map.rbegin()->first;
-
- cur_objects = "";
- break;
- default:
- break;
- }
-
- le_objects_bt->event(event);
- switch (le_objects_bt->get_state())
- {
- case BUTTON_CLICKED:
- Menu::set_current(select_objects_menu);
- select_objects_menu_effect.start(200);
- select_objects_menu->set_pos(screen->w - 64,100,-0.5,0.5);
- break;
- case BUTTON_WHEELUP:
- it = objects_map.find(cur_objects);
- if(it == objects_map.end())
- {
- cur_objects = objects_map.begin()->first;
- cur_tilegroup = "";
- break;
- }
- if(++it != objects_map.end())
- cur_objects = (*it).first;
- else
- cur_objects = objects_map.begin()->first;
-
- cur_tilegroup = "";
- break;
- case BUTTON_WHEELDOWN:
- it = objects_map.find(cur_objects);
- if(it == objects_map.begin())
- {
- cur_objects = objects_map.rbegin()->first;
- cur_tilegroup = "";
- break;
- }
- if(--it != --objects_map.begin())
- cur_objects = (*it).first;
- else
- cur_objects = objects_map.rbegin()->first;
-
- cur_tilegroup = "";
- break;
- break;
- default:
- break;
- }
-
- le_settings_bt->event(event);
- if(le_settings_bt->get_state() == BUTTON_CLICKED)
- {
- update_level_settings_menu();
- Menu::set_current(level_settings_menu);
- }
- if(!cur_tilegroup.empty())
- {
- if((pbutton = tilegroups_map[cur_tilegroup]->event(event)) != NULL)
- {
- if(pbutton->get_state() == BUTTON_CLICKED)
- {
- le_current.Tile(pbutton->get_tag());
- }
- }
- }
- else if(!cur_objects.empty())
- {
- if((pbutton = objects_map[cur_objects]->event(event)) != NULL)
- {
- if(pbutton->get_state() == BUTTON_CLICKED)
- {
-#if 0 // TODO FIXME XXX: New solution for this?
- le_current.Object(pbutton->get_drawable());
-#endif
- }
- }
- }
-
- if((pbutton = le_tilemap_panel->event(event)) != NULL)
- {
- if(pbutton->get_state() == BUTTON_CLICKED)
- {
- active_tm = pbutton->get_tag();
- }
- }
- }
- else
- {
- le_settings_bt->event(event);
- if(le_settings_bt->get_state() == BUTTON_CLICKED)
- {
- Menu::set_current(0);
- }
- le_tilegroup_bt->event(event);
- if(le_tilegroup_bt->get_state() == BUTTON_CLICKED)
- {
- Menu::set_current(0);
- }
- le_objects_bt->event(event);
- if(le_objects_bt->get_state() == BUTTON_CLICKED)
- {
- Menu::set_current(0);
- }
- }
- }
-
- if(!Menu::current() && !show_minimap)
- {
- if(le_mouse_pressed[LEFT])
- {
- if(MouseCursor::current() != mouse_select_object)
- {
- if(le_current.IsTile())
- change(cursor_x, cursor_y, active_tm, le_current.tile);
- }
- }
- else if(le_mouse_clicked[LEFT])
- {
- if(MouseCursor::current() == mouse_select_object)
- {
- bool object_got_hit = false;
- base_type cursor_base;
- if(le_current.IsTile())
- {
- cursor_base.x = cursor_x;
- cursor_base.y = cursor_y;
- }
- else if(le_current.IsObject())
- {
- cursor_base.x = cursor_x + pos_x;
- cursor_base.y = cursor_y + pos_y;
- }
- cursor_base.width = 32;
- cursor_base.height = 32;
-
- for(std::vector<GameObject*>::iterator it =
- le_level->get_sector("main")->gameobjects.begin();
- it != le_level->get_sector("main")->gameobjects.end(); ++it) {
- MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
- if(!mobj)
- continue;
-
- if(rectcollision(cursor_base, mobj->base))
- {
- selected_game_object = mobj;
- object_got_hit = true;
- break;
- }
- }
-
- if(!object_got_hit)
- {
- selected_game_object = NULL;
- le_object_properties_bt->set_active(false);
- }
- else
- le_object_properties_bt->set_active(true);
-
- MouseCursor::set_current(mouse_cursor);
-
- }
- else
- {
- // FIXME TODO
-#if 0
-//FIXME: objects interactions with the level editor should have a major improvement
- if(le_current.IsObject())
- {
- le_level_changed = true;
- BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
-
- if(pbadguy)
- {
- Camera& camera = *le_level->get_sector("main")->camera;
-
- le_level->get_sector("main")->bad_guys.push_back(
- new BadGuy(pbadguy->kind,
- cursor_x + camera.get_translation().x,
- cursor_y + camera.get_translation().y));
- le_level->get_sector("main")->gameobjects.push_back(le_level->get_sector("main")->bad_guys.back());
- }
- }
-#endif
-
- }
-
- le_mouse_clicked[LEFT] = false;
-
- }
- }
- }
- }
- if(!Menu::current())
- {
- show_minimap = false;
-
- if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_TAB)
- show_minimap = true;
-
- le_move_left_bt->event(event);
- le_move_right_bt->event(event);
- le_move_up_bt->event(event);
- le_move_down_bt->event(event);
- switch(le_move_left_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_x -= KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_x -= MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- switch(le_move_right_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_x += KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_x += MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- switch(le_move_up_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_y -= KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_y -= MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- switch(le_move_down_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_y += KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_y += MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- /* checking if pos_x and pos_y is within the limits... */
- if((unsigned)pos_x > (le_level->get_sector("main")->solids->get_width() * 32 + 32*2) - screen->w)
- pos_x = (le_level->get_sector("main")->solids->get_width() * 32 + 32*2) - screen->w;
- if(pos_x < 0)
- pos_x = 0;
-
- if((unsigned)pos_y > (le_level->get_sector("main")->solids->get_height() * 32) - screen->h)
- pos_y = (le_level->get_sector("main")->solids->get_height() * 32) - screen->h;
- if(pos_y < 0)
- pos_y = 0;
- }
-}
-
-void LevelEditor::highlight_selection()
-{
- int x1, x2, y1, y2;
-
- if(selection.x1 < selection.x2)
- {
- x1 = selection.x1;
- x2 = selection.x2;
- }
- else
- {
- x1 = selection.x2;
- x2 = selection.x1;
- }
- if(selection.y1 < selection.y2)
- {
- y1 = selection.y1;
- y2 = selection.y2;
- }
- else
- {
- y1 = selection.y2;
- y2 = selection.y1;
- }
-
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
-
- fillrect(x1*32-pos_x, y1*32-pos_y,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
-}
-
-void LevelEditor::change(float x, float y, int tm, unsigned int c)
-{
- if(le_level != NULL)
- {
- int xx,yy;
- int x1, x2, y1, y2;
-
- le_level_changed = true;
-
- switch(le_selection_mode)
- {
- case CURSOR:
- change(x,y,tm,c);
-
- base_type cursor_base;
- cursor_base.x = x;
- cursor_base.y = y;
- cursor_base.width = 32;
- cursor_base.height = 32;
-
- /* if there is a bad guy over there, remove it */
- // XXX TODO
- for(std::vector<GameObject*>::iterator it = le_level->get_sector("main")->gameobjects.begin();
- it != le_level->get_sector("main")->gameobjects.end(); ++it) {
- BadGuy* badguy = dynamic_cast<BadGuy*>((*it));
- if (badguy)
- {
- if(rectcollision(cursor_base, badguy->base))
- {
- delete (*it);
- le_level->get_sector("main")->gameobjects.erase(std::remove(le_level->get_sector("main")->gameobjects.begin(),
- le_level->get_sector("main")->gameobjects.end(), *it),
- le_level->get_sector("main")->gameobjects.end());
- break;
- }
- }
- }
-
- break;
- case SQUARE:
- if(selection.x1 < selection.x2)
- {
- x1 = selection.x1;
- x2 = selection.x2;
- }
- else
- {
- x1 = selection.x2;
- x2 = selection.x1;
- }
- if(selection.y1 < selection.y2)
- {
- y1 = selection.y1;
- y2 = selection.y2;
- }
- else
- {
- y1 = selection.y2;
- y2 = selection.y1;
- }
-
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
-
- /* if there is a bad guy over there, remove it */
- // TODO FIXME
- for(std::vector<GameObject*>::iterator it = le_level->get_sector("main")->gameobjects.begin();
- it != le_level->get_sector("main")->gameobjects.end(); ++it /* will be at end of loop */)
- {
- MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);
- if (pmobject)
- {
- if(pmobject->base.x/32 >= x1 && pmobject->base.x/32 <= x2
- && pmobject->base.y/32 >= y1 && pmobject->base.y/32 <= y2)
- {
- delete (*it);
- le_level->get_sector("main")->gameobjects.erase(std::remove(le_level->get_sector("main")->gameobjects.begin(), le_level->get_sector("main")->gameobjects.end(), *it), le_level->get_sector("main")->gameobjects.end());
- continue;
- }
- else
- {
- ++it;
- }
- }
- }
-
- for(xx = x1; xx <= x2; xx++)
- for(yy = y1; yy <= y2; yy++)
- {
- change(xx*32, yy*32, tm, c);
-
- }
- break;
- default:
- break;
- }
- }
-}
-
-void LevelEditor::testlevel()
-{
- //Make sure a time value is set when testing the level
- if(le_level->time_left == 0)
- le_level->time_left = 250;
-
- le_level->save("test.stl");
-
- GameSession session("test.stl", ST_GL_TEST);
- session.run();
- player_status.reset();
-
- sound_manager->halt_music();
-
- Menu::set_current(NULL);
-}
-
-void LevelEditor::showhelp()
-{
- DrawingContext context;
-
- bool tmp_show_grid = le_show_grid;
- SelectionMode temp_le_selection_mode = le_selection_mode;
- le_selection_mode = NONE;
- show_selections = true;
- le_show_grid = false;
- le_help_shown = true;
-
- SDL_Event event;
- unsigned int done_;
- char str[1024];
- char *text1[] = {
-
- " - Supertux level editor tutorial - ",
- "",
- "To make your map, click the ",
- "tilegroup button and choose a ",
- "tilegroup.",
- "Pick a tile and simply hold down ",
- "the left mouse button over the map",
- "to \"paint\" your selection over",
- "the screen.",
- "",
- "There are three layers for painting",
- "tiles upon, Background layer,",
- "the Interactive layer, and the",
- "Foreground layer, which can be",
- "toggled by the BkGrd, IntAct and",
- "FrGrd buttons. The Foreground and",
- "Background layers do not effect",
- "Tux in the gameplay, but lie in",
- "front of him or lie behind him in",
- "his adventures.",
- };
-
- char *text2[] = {
-
- " - Supertux level editor tutorial - ",
- "",
- "The tiles placed on",
- "the Interactive layer are those",
- "which actually effect Tux in the",
- "game.",
- "",
- "Click the objects menu to put ",
- "bad guys and other objects in the",
- "game. Unlike placing tiles, you",
- "cannot \"paint\" enemies. Click",
- "them onto the screen one at a time.",
- "",
- "To change the settings of your",
- "level, click the button with the",
- "screwdriver and wrench. From here",
- "you can change the background,",
- "music, length of the level,",
- "and more."
- };
-
- char *text3[] = {
-
- " - Supertux level editor tutorial - ",
- "",
- "You may have more than one level.",
- "Pressing the up and down buttons",
- "above the button bar lets you",
- "choose which one you are working on.",
- "",
- "If you would like to speed up your",
- "level editing, a useful trick is",
- "to learn the keyboard shortcuts.",
- "They are easy to learn, just right-",
- "click on the buttons.",
- "",
- "Have fun making levels! If you make",
- "some good ones, send them to us on",
- "the SuperTux mailing list!",
- "- SuperTux team"
- };
-
- char **text[] = { text1, text2, text3 };
-
-
- for(int i = 0; i < 3; i++)
- {
- context.draw_gradient(Color(0,0,0), Color(255,255,255), LAYER_BACKGROUND0);
- drawinterface(context);
-
- context.draw_text_center(blue_text, "- Help -", Vector(0, 30), LAYER_GUI);
-
- for(unsigned int t = 0; t < sizeof(text[i])/sizeof(char *); t++)
- context.draw_text(white_text, text[i][t], Vector(5, 80+(t*white_text->get_height())), LAYER_GUI);
-
- sprintf(str,"Press any key to continue - Page %d/%d?", i, static_cast<int>(sizeof(text)));
- context.draw_text(gold_text, str, Vector(0, 0), LAYER_GUI);
-
- context.do_drawing();
-
- done_ = 0;
-
- while(done_ == 0)
- {
- done_ = wait_for_event(event);
- SDL_Delay(50);
- }
- }
-
- show_selections = true;
- le_show_grid = tmp_show_grid;
- le_selection_mode = temp_le_selection_mode;
- le_help_shown = false;
-}