+ 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_world->gameobjects.begin();
+ it != le_world->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