Gameplay has been repaired a bit. A menu effect was added. OpenGL works without SDL_O...
[supertux.git] / src / leveleditor.c
index 9981c8d..1e3756f 100644 (file)
@@ -1,4 +1,3 @@
-
 /***************************************************************************
  *                                                                         *
  *   This program is free software; you can redistribute it and/or modify  *
@@ -29,8 +28,8 @@
 #include "menu.h"
 #include "level.h"
 #include "badguy.h"
-#include "gameloop.h"
 #include "scene.h"
+#include "button.h"
 
 /* definitions to aid development */
 #define DONE_LEVELEDITOR 1
 /* definitions that affect gameplay */
 #define KEY_CURSOR_SPEED 32
 #define KEY_CURSOR_FASTSPEED 64
-// when pagedown/up pressed speed:
+
+/* when pagedown/up pressed speed:*/
 #define PAGE_CURSOR_SPEED 13*32
 
-#define CURSOR_LEFT_MARGIN 96
-#define CURSOR_RIGHT_MARGIN 512
+#define MOUSE_LEFT_MARGIN 80
+#define MOUSE_RIGHT_MARGIN (560-32)
 /* right_margin should noticed that the cursor is 32 pixels,
    so it should subtract that value */
+#define MOUSE_POS_SPEED 20
 
-#define MOUSE_LEFT_MARGIN 32
-#define MOUSE_RIGHT_MARGIN 608
-#define MOUSE_POS_SPEED 32
-
-/* Level Intro: */
-/*
-  clearscreen(0, 0, 0);
-  sprintf(str, "Editing Level %s", levelfilename);
-  drawcenteredtext(str, 200, letters_red, NO_UPDATE, 1);
-  sprintf(str, "%s", levelname);
-  drawcenteredtext(str, 224, letters_gold, NO_UPDATE, 1);
-  flipscreen();
-  SDL_Delay(1000);
-*/
+/* look */
+#define SELECT_W 2 // size of the selections lines
+#define SELECT_CLR 0, 255, 0, 255  // lines color (R, G, B, A)
 
 /* gameloop funcs declerations */
 
@@ -73,31 +59,52 @@ void loadshared(void);
 void unloadshared(void);
 
 /* own declerations */
-
-void savelevel();
+/* crutial ones (main loop) */
+int le_init();
+void le_quit();
+void le_drawlevel();
+void le_drawinterface();
+void le_checkevents();
 void le_change(float x, float y, unsigned char c);
-void showhelp();
+void le_testlevel();
+void le_showhelp();
 void le_set_defaults(void);
 void le_activate_bad_guys(void);
 
-/* global variables (based on the gameloop ones) */
-
-int level;
-st_level current_level;
-char level_subset[100];
-int show_grid;
-
-int frame;
-texture_type selection;
-int last_time, now_time;
-
-void le_quit(void)
-{
-  unloadlevelgfx();
-  unloadshared();
-  arrays_free();
-  texture_free(&selection);
-}
+void le_highlight_selection();
+
+/* leveleditor internals */
+static char **level_subsets;
+static int subsets_num;
+static int le_level_changed;  /* if changes, ask for saving, when quiting*/
+static int pos_x, cursor_x, cursor_y, cursor_tile, fire;
+static int le_level;
+static st_level* le_current_level;
+static st_subset le_level_subset;
+static int le_show_grid;
+static int le_frame;
+static texture_type le_selection;
+static int done;
+static char le_current_tile;
+static int le_mouse_pressed;
+static button_type le_test_level_bt;
+static button_type le_next_level_bt;
+static button_type le_previous_level_bt;
+static button_type le_rubber_bt;
+static button_type le_select_mode_one_bt;
+static button_type le_select_mode_two_bt;
+static button_type le_bad_bsod_bt;
+static button_type le_settings_bt;
+static button_panel_type le_bt_panel;
+static menu_type leveleditor_menu;
+static menu_type subset_load_menu;
+static menu_type subset_new_menu;
+static menu_type subset_settings_menu;
+static menu_type level_settings_menu;
+
+static square selection;
+static int le_selection_mode;
+static SDL_Event event;
 
 void le_activate_bad_guys(void)
 {
@@ -109,17 +116,20 @@ void le_activate_bad_guys(void)
   the badguys from tiles                                    */
 
   for (y = 0; y < 15; ++y)
-    for (x = 0; x < current_level.width; ++x)
-      if (current_level.tiles[y][x] >= '0' && current_level.tiles[y][x] <= '9')
-        add_bad_guy(x * 32, y * 32, current_level.tiles[y][x] - '0');
+    for (x = 0; x < le_current_level->width; ++x)
+      if (le_current_level->tiles[y][x] >= '0' && le_current_level->tiles[y][x] <= '9')
+        add_bad_guy(x * 32, y * 32, le_current_level->tiles[y][x] - '0');
 }
 
 void le_set_defaults()
 {
-  /* Set defaults: */
+  if(le_current_level != NULL)
+    {
+      /* Set defaults: */
 
-  if(current_level.time_left == 0)
-    current_level.time_left = 255;
+      if(le_current_level->time_left == 0)
+        le_current_level->time_left = 255;
+    }
 }
 
 /* FIXME: Needs to be implemented. It should ask the user for the level(file)name and then let him create a new level based on this. */
@@ -130,60 +140,451 @@ void newlevel()
 void selectlevel()
 {}
 
-int leveleditor()
+int leveleditor(int levelnb)
 {
-  char str[LEVEL_NAME_MAX];
-  int done;
-  int x, y, i; /* for cicles */
-  int pos_x, cursor_x, cursor_y, fire;
-  SDL_Event event;
-  SDLKey key;
-  SDLMod keymod;
+  int last_time, now_time, i;
 
-  strcpy(level_subset,"default");
-  show_grid = NO;
-  
-  level = 1;
+  le_level = levelnb;
+  if(le_init() != 0)
+    return 1;
 
-  initmenu();
-  menumenu = MENU_LEVELEDITOR;
-  show_menu = YES;
+  /* Clear screen: */
+
+  clearscreen(0, 0, 0);
+  updatescreen();
 
-  frame = 0;   /* support for frames in some tiles, like waves and bad guys */
+  while (SDL_PollEvent(&event))
+  {}
 
-  arrays_init();
-  
-  loadshared();
-  set_defaults();
+  while(YES)
+    {
+      last_time = SDL_GetTicks();
+      le_frame++;
 
-  loadlevel(&current_level,"default",level);
-  loadlevelgfx(&current_level);
+      le_checkevents();
 
-  le_activate_bad_guys();
-  le_set_defaults();
+      if(le_current_level != NULL)
+        {
+          /* making events results to be in order */
+          if(pos_x < 0)
+            pos_x = 0;
+          if(pos_x > (le_current_level->width * 32) - screen->w)
+            pos_x = (le_current_level->width * 32) - screen->w;
+
+          /* draw the level */
+          le_drawlevel();
+        }
+      else
+        clearscreen(0, 0, 0);
 
-  texture_load(&selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
+      /* draw editor interface */
+      le_drawinterface();
 
-  done = 0;
-  pos_x = 0;
-  cursor_x = 3*32;
-  cursor_y = 2*32;
+      if(show_menu)
+        {
+          menu_process_current();
+          if(current_menu == &leveleditor_menu)
+            {
+              switch (menu_check(&leveleditor_menu))
+                {
+                case 2:
+                  show_menu = NO;
+                  break;
+                case 7:
+                  done = DONE_LEVELEDITOR;
+                  break;
+                }
+            }
+          else if(current_menu == &level_settings_menu)
+            {
+              switch (menu_check(&level_settings_menu))
+                {
+                case 0:
+                  break;
+                case 1:
+                  show_menu = YES;
+                  break;
+                case 4:
+                  break;
+                case 11:
+                  strcpy(le_current_level->name,level_settings_menu.item[1].input);
+                  break;
+                }
+            }
+          else if(current_menu == &subset_load_menu)
+            {
+              switch (i = menu_check(&subset_load_menu))
+                {
+                case 0:
+                  break;
+                default:
+                  if(i != -1)
+                    {
+                      printf("%d",i);
+                      printf("Load %s\n",level_subsets[i-2]);
+                      subset_load(&le_level_subset,level_subsets[i-2]);
+                      leveleditor_menu.item[3].kind = MN_GOTO;
+                      le_level = 1;
+                      arrays_init();
+                      loadshared();
+                     printf("%s\n",le_level_subset.name);
+                     le_current_level = (st_level*) malloc(sizeof(st_level));
+                      if(level_load(le_current_level, le_level_subset.name, le_level) != 0)
+                        {
+                          le_quit();
+                          return 1;
+                        }
+                      le_set_defaults();
+                      level_load_gfx(le_current_level);
+                      le_activate_bad_guys();
+                      show_menu = YES;
+                    }
+                  break;
+                }
+            }
+        }
+
+      if(done)
+        {
+          le_quit();
+          return 0;
+        }
+
+      if(done == DONE_QUIT)
+        {
+          le_quit();
+          return 1;
+        }
+
+      SDL_Delay(25);
+      now_time = SDL_GetTicks();
+      if (now_time < last_time + FPS)
+        SDL_Delay(last_time + FPS - now_time); /* delay some time */
+
+      flipscreen();
+    }
+
+  return done;
+}
+
+int le_init()
+{
+  int i;
+  char str[80];
+  level_subsets = NULL;
+  level_subsets = dsubdirs("/levels", "info", &subsets_num);
+
+  le_show_grid = YES;
+  
+  /*  level_changed = NO;*/
   fire = DOWN;
+  done = 0;
+  le_frame = 0;        /* support for frames in some tiles, like waves and bad guys */
+  le_level_changed = NO;
+  
+  /*
+    subset_load(&le_level_subset,"default");
+    arrays_init();
+    loadshared();
+    le_set_defaults();
+   
+   
+    if(level_load(&le_current_level, le_level_subset.name, le_level) != 0)
+      {
+        le_quit();
+        return 1;
+      }
+    if(le_current_level.time_left == 0)
+      le_current_level.time_left = 255;
+   
+    level_load_gfx(&le_current_level);
+      le_activate_bad_guys();
+    */
+  le_current_level = NULL;
+
+  le_current_tile = '.';
+  le_mouse_pressed = NO;
+
+  texture_load(&le_selection,DATA_PREFIX "/images/leveleditor/select.png", USE_ALPHA);
+
+  /* Load buttons */
+  button_load(&le_next_level_bt,"/images/icons/up.png","Test Level", SDLK_PAGEUP,screen->w-64,0);
+  button_load(&le_previous_level_bt,"/images/icons/down.png","Test Level",SDLK_PAGEDOWN,screen->w-32,0);
+  button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-64,32);
+  button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select Tile",SDLK_F3,screen->w-64,16);
+  button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select Tiles",SDLK_F3,screen->w-32,16);
+  button_load(&le_test_level_bt,"/images/icons/test-level.png","Test Level",SDLK_F4,screen->w-64,screen->h - 64);
+  button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_0,screen->w-32,screen->h - 64);
+  button_panel_init(&le_bt_panel, screen->w - 64,64, 64, 380);
+
+  menu_init(&leveleditor_menu);
+  menu_additem(&leveleditor_menu,menu_item_create(MN_LABEL,"Level Editor Menu",0,0));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Return To Level Editor",0,0));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_DEACTIVE,"Level Subset Settings",0,&subset_settings_menu));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"Load Level Subset",0,&subset_load_menu));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_GOTO,"New Level Subset",0,&subset_new_menu));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&leveleditor_menu,menu_item_create(MN_ACTION,"Quit Level Editor",0,0));
+
+  menu_reset();
+  menu_set_current(&leveleditor_menu);
+  show_menu = YES;
+    
+  menu_init(&subset_load_menu);
+  menu_additem(&subset_load_menu,menu_item_create(MN_LABEL,"Load Level Subset",0,0));
+  menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
+  for(i = 0; i < subsets_num; ++i)
+    {
+      menu_additem(&subset_load_menu,menu_item_create(MN_ACTION,level_subsets[i],0,0));
+    }
+  menu_additem(&subset_load_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&subset_load_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+  menu_init(&subset_new_menu);
+  menu_additem(&subset_new_menu,menu_item_create(MN_LABEL,"New Level Subset",0,0));
+  menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&subset_new_menu,menu_item_create(MN_TEXTFIELD,"Enter Name",0,0));
+  menu_additem(&subset_new_menu,menu_item_create(MN_ACTION,"Create",0,0));
+  menu_additem(&subset_new_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&subset_new_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+  menu_init(&subset_settings_menu);
+  menu_additem(&subset_settings_menu,menu_item_create(MN_LABEL,"Level Subset Settings",0,0));
+  menu_additem(&subset_settings_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&subset_settings_menu,menu_item_create(MN_BACK,"Back",0,0));
+
+  menu_init(&level_settings_menu);
+  level_settings_menu.arrange_left = YES;
+  menu_additem(&level_settings_menu,menu_item_create(MN_LABEL,"Level Settings",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Name:",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Theme:",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Song:",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_TEXTFIELD,"Background:",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Length: ",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Time:   ",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Gravity:",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Red:    ",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Green:  ",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_NUMFIELD,"Blue:   ",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_HL,"",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Apply Changes",0,0));
+  /*menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Load Game",0,&load_game_menu));
+  menu_additem(&level_settings_menu,menu_item_create(MN_GOTO,"Options",0,&options_menu));
+  menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Level editor",0,0));
+  menu_additem(&level_settings_menu,menu_item_create(MN_ACTION,"Quit",0,0));*/
 
   SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
 
-  while(1)
+  return 0;
+}
+
+void update_level_settings()
+{
+  char str[80];
+
+  menu_item_change_input(&level_settings_menu.item[1], le_current_level->name);
+  sprintf(str,"%d",le_current_level->width);
+  menu_item_change_input(&level_settings_menu.item[5], str);
+  sprintf(str,"%d",le_current_level->time_left);
+  menu_item_change_input(&level_settings_menu.item[6], str);
+  sprintf(str,"%2.0f",le_current_level->gravity);
+  menu_item_change_input(&level_settings_menu.item[7], str);
+  sprintf(str,"%d",le_current_level->bkgd_red);
+  menu_item_change_input(&level_settings_menu.item[8], str);
+  sprintf(str,"%d",le_current_level->bkgd_green);
+  menu_item_change_input(&level_settings_menu.item[9], str);
+  sprintf(str,"%d",le_current_level->bkgd_blue);
+  menu_item_change_input(&level_settings_menu.item[10], str);
+}
+
+void le_goto_level(int levelnb)
+{
+
+  level_free(le_current_level);
+  if(level_load(le_current_level, le_level_subset.name, levelnb) != 0)
+    {
+      level_load(le_current_level, le_level_subset.name, le_level);
+    }
+  else
+    {
+      le_level = levelnb;
+    }
+
+  le_set_defaults();
+
+  level_free_gfx();
+  level_load_gfx(le_current_level);
+
+  le_activate_bad_guys();
+}
+
+void le_quit(void)
+{
+  /*if(level_changed == YES)
+    if(askforsaving() == CANCEL)
+      return;*/ //FIXME
+
+  SDL_EnableKeyRepeat(0, 0);    // disables key repeating
+
+  button_free(&le_test_level_bt);
+  texture_free(&le_selection);
+  menu_free(&leveleditor_menu);
+
+  if(le_current_level != NULL)
     {
-      clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue);
+      level_free_gfx();
+      level_free(le_current_level);
+      unloadshared();
+      arrays_free();
+    }
+}
 
-      last_time = SDL_GetTicks();
-      frame++;
+void le_drawinterface()
+{
+  int x,y;
+  char str[80];
+
+  if(le_current_level != NULL)
+    {
+      /* draw a grid (if selected) */
+      if(le_show_grid)
+        {
+          for(x = 0; x < 19; x++)
+            fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
+          for(y = 0; y < 15; y++)
+            fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
+        }
+    }
+
+  if(le_selection_mode == CURSOR)
+    texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE);
+  else if(le_selection_mode == SQUARE)
+    {
+      int w, h;
+      le_highlight_selection();
+      /* draw current selection */
+      w = selection.x2 - selection.x1;
+      h = selection.y2 - selection.y1;
+      fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
+      fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
+      fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
+      fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
+    }
+
+
+  /* draw button bar */
+  fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
+  drawshape(19 * 32, 14 * 32, le_current_tile);
+
+  if(le_current_level != NULL)
+    {
+      button_draw(&le_test_level_bt);
+      button_draw(&le_next_level_bt);
+      button_draw(&le_previous_level_bt);
+      button_draw(&le_rubber_bt);
+      button_draw(&le_select_mode_one_bt);
+      button_draw(&le_select_mode_two_bt);
+      button_draw(&le_bad_bsod_bt);
+      button_draw(&le_settings_bt);
+      button_panel_draw(&le_bt_panel);
+
+      sprintf(str, "%d/%d", le_level,le_level_subset.levels);
+      text_draw(&white_text, "LEV", 0, 0, 1, NO_UPDATE);
+      text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
 
-      keymod = SDL_GetModState();
+      text_draw(&white_small_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
+    }
+  else
+    {
+      if(show_menu == NO)
+        text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1, NO_UPDATE);
+      else
+        text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1, NO_UPDATE);
+    }
+
+}
+
+void le_drawlevel()
+{
+  int y,x,i,s;
+  static char str[LEVEL_NAME_MAX];
+
+  /* Draw the real background */
+  if(le_current_level->bkgd_image[0] != '\0')
+    {
+      s = pos_x / 30;
+      texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h, NO_UPDATE);
+      texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h, NO_UPDATE);
+    }
+  else
+    {
+      clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
+    }
+
+  /*       clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
+
+  for (y = 0; y < 15; ++y)
+    for (x = 0; x < 20; ++x)
+      {
+        drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->tiles[y][x + (int)(pos_x / 32)]);
+
+        /* draw whats inside stuff when cursor is selecting those */
+        /* (draw them all the time - is this the right behaviour?) */
+        switch(le_current_level->tiles[y][x + (int)(pos_x/32)])
+          {
+          case 'B':
+            texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
+            break;
+          case '!':
+            texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
+            break;
+          case 'x':
+          case 'y':
+          case 'A':
+            texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE);
+            break;
+          default:
+            break;
+          }
+      }
+
+  /* Draw the Bad guys: */
+  for (i = 0; i < num_bad_guys; ++i)
+    {
+      if(bad_guys[i].base.alive == NO)
+        continue;
+      /* to support frames: img_bsod_left[(frame / 5) % 4] */
+      if(bad_guys[i].kind == BAD_BSOD)
+        texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
+      else if(bad_guys[i].kind == BAD_LAPTOP)
+        texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
+      else if (bad_guys[i].kind == BAD_MONEY)
+        texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE);
+    }
+
+
+  /* Draw the player: */
+  /* for now, the position is fixed at (0, 240) */
+  texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE);
+}
+
+void le_checkevents()
+{
+  SDLKey key;
+  SDLMod keymod;
+  int x,y;
+
+  keymod = SDL_GetModState();
 
-      while(SDL_PollEvent(&event))
+  while(SDL_PollEvent(&event))
+    {
+      /* 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)))
         {
-          // testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events
+
           switch(event.type)
             {
             case SDL_KEYDOWN:  // key pressed
@@ -195,14 +596,21 @@ int leveleditor()
                 }
               switch(key)
                 {
+                case SDLK_ESCAPE:
+                  if(!show_menu)
+                    show_menu = YES;
+                  else
+                    show_menu = NO;
+                  break;
                 case SDLK_LEFT:
                   if(fire == DOWN)
                     cursor_x -= KEY_CURSOR_SPEED;
                   else
                     cursor_x -= KEY_CURSOR_FASTSPEED;
 
-                  if(cursor_x < 0)
-                    cursor_x = 0;
+                  if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
+                    pos_x = cursor_x - MOUSE_LEFT_MARGIN;
+
                   break;
                 case SDLK_RIGHT:
                   if(fire == DOWN)
@@ -210,8 +618,9 @@ int leveleditor()
                   else
                     cursor_x += KEY_CURSOR_FASTSPEED;
 
-                  if(cursor_x > (current_level.width*32) - 32)
-                    cursor_x = (current_level.width*32) - 32;
+                  if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
+                    pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
+
                   break;
                 case SDLK_UP:
                   if(fire == DOWN)
@@ -235,40 +644,41 @@ int leveleditor()
                   fire =UP;
                   break;
                 case SDLK_F1:
-                  showhelp();
+                  le_showhelp();
                   break;
                 case SDLK_HOME:
                   cursor_x = 0;
+                  pos_x = cursor_x;
                   break;
                 case SDLK_END:
-                  cursor_x = (current_level.width * 32) - 32;
+                  cursor_x = (le_current_level->width * 32) - 32;
+                  pos_x = cursor_x;
                   break;
                 case SDLK_PAGEUP:
                   cursor_x -= PAGE_CURSOR_SPEED;
 
-                                                                       if(cursor_x < 0)
-                                                                               cursor_x = 0;
+                  if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
+                    pos_x = cursor_x - MOUSE_LEFT_MARGIN;
+
                   break;
                 case SDLK_PAGEDOWN:
                   cursor_x += PAGE_CURSOR_SPEED;
 
-                  if(cursor_x > (current_level.width*32) - 32)
-                    cursor_x = (current_level.width*32) - 32;
+                  if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
+                    pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
+
                   break;
                 case SDLK_F9:
-                  if(!show_grid)
-                    show_grid = YES;
-                  else
-                    show_grid = NO;
+                  le_show_grid = !le_show_grid;
                   break;
                 case SDLK_PERIOD:
                   le_change(cursor_x, cursor_y, '.');
                   break;
                 case SDLK_a:
                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
-                    le_change(cursor_x, cursor_y, 'A');
+                    le_current_tile = 'A';
                   else
-                    le_change(cursor_x, cursor_y, 'a');
+                    le_current_tile = 'a';
                   break;
                 case SDLK_b:
                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
@@ -370,21 +780,15 @@ int leveleditor()
                     le_change(cursor_x, cursor_y, '=');
                   else         /* let's add a bad guy */
                     le_change(cursor_x, cursor_y, '0');
-                
-                 add_bad_guy((((int)cursor_x/32)*32), (((int)cursor_y/32)*32), BAD_BSOD);
                   break;
                 case SDLK_1:
                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
                     le_change(cursor_x, cursor_y, '!');
                   else         /* let's add a bad guy */
                     le_change(cursor_x, cursor_y, '1');
-
-                 add_bad_guy((((int)cursor_x/32)*32), (((int)cursor_y/32)*32), BAD_LAPTOP);
                   break;
                 case SDLK_2:
                   le_change(cursor_x, cursor_y, '2');
-
-                 add_bad_guy((((int)cursor_x/32)*32), (((int)cursor_y/32)*32), BAD_MONEY);
                   break;
                 case SDLK_PLUS:
                   if(keymod == KMOD_LSHIFT || keymod == KMOD_RSHIFT || keymod == KMOD_CAPS)
@@ -394,28 +798,33 @@ int leveleditor()
                   break;
                 }
               break;
-            case SDL_KEYUP:    // key released
+            case SDL_KEYUP:    /* key released */
               switch(event.key.keysym.sym)
                 {
                 case SDLK_LCTRL:
                   fire = DOWN;
                   break;
-                case SDLK_ESCAPE:
-                  if(!show_menu)
-                    show_menu = YES;
-                  else
-                    show_menu = NO;
-                  break;
                 default:
                   break;
                 }
               break;
-              /*            case SDL_MOUSEBUTTONDOWN:
-                            if(event.button.button == SDL_BUTTON_LEFT)
-                              {
-              This will draw current tile in the cursor position, when the interface is done.
-                              }
-                            break;*/
+            case SDL_MOUSEBUTTONDOWN:
+              if(event.button.button == SDL_BUTTON_LEFT)
+                {
+                  le_mouse_pressed = YES;
+
+                  selection.x1 = event.motion.x + pos_x;
+                  selection.y1 = event.motion.y;
+                  selection.x2 = event.motion.x + pos_x;
+                  selection.y2 = event.motion.y;
+                }
+              break;
+            case SDL_MOUSEBUTTONUP:
+              if(event.button.button == SDL_BUTTON_LEFT)
+                {
+                  le_mouse_pressed = NO;
+                }
+              break;
             case SDL_MOUSEMOTION:
               if(!show_menu)
                 {
@@ -424,6 +833,12 @@ int leveleditor()
 
                   cursor_x = ((int)(pos_x + x) / 32) * 32;
                   cursor_y = ((int) y / 32) * 32;
+
+                  if(le_mouse_pressed == YES)
+                    {
+                      selection.x2 = x + pos_x;
+                      selection.y2 = y;
+                    }
                 }
               break;
             case SDL_QUIT:     // window closed
@@ -434,184 +849,199 @@ int leveleditor()
             }
         }
 
-      /* mouse movements */
-      /*      x = event.motion.x;
-            if(x < MOUSE_LEFT_MARGIN)
-              pos_x -= MOUSE_POS_SPEED;
-            else if(x > MOUSE_RIGHT_MARGIN)
-              pos_x += MOUSE_POS_SPEED;*/
-
-
-      if(cursor_x < pos_x + CURSOR_LEFT_MARGIN)
-        pos_x = cursor_x - CURSOR_LEFT_MARGIN;
-
-      if(cursor_x > pos_x + CURSOR_RIGHT_MARGIN)
-        pos_x = cursor_x - CURSOR_RIGHT_MARGIN;
-
-      if(pos_x < 0)
-        pos_x = 0;
-      if(pos_x > (current_level.width * 32) - screen->w)
-        pos_x = (current_level.width * 32) - screen->w;
-
-      for (y = 0; y < 15; ++y)
-        for (x = 0; x < 21; ++x)
-          drawshape(x * 32, y * 32, current_level.tiles[y][x + (pos_x / 32)]);
-
-/* draw whats inside stuff when cursor is selecting those */
-int cursor_tile = current_level.tiles[cursor_y/32][cursor_x/32];
-switch(cursor_tile)
-       {
-       case 'B':
-               texture_draw(&img_mints, cursor_x - pos_x, cursor_y, NO_UPDATE);
-               break;
-       case '!':
-               texture_draw(&img_golden_herring, cursor_x - pos_x, cursor_y, NO_UPDATE);
-               break;
-       case 'x':
-       case 'y':
-       case 'A':
-               texture_draw(&img_distro[(frame / 5) % 4], cursor_x - pos_x, cursor_y, NO_UPDATE);
-               break;
-       default:
-               break;
-       }
-
-      /* Draw the Bad guys: */
-      for (i = 0; i < num_bad_guys; ++i)
-        {
-          if(bad_guys[i].base.alive == NO)
-            continue;
-          /* to support frames: img_bsod_left[(frame / 5) % 4] */
-          if(bad_guys[i].kind == BAD_BSOD)
-            texture_draw(&img_bsod_left[(frame / 5) % 4], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE);
-          else if(bad_guys[i].kind == BAD_LAPTOP)
-            texture_draw(&img_laptop_left[(frame / 5) % 3], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE);
-          else if (bad_guys[i].kind == BAD_MONEY)
-            texture_draw(&img_money_left[(frame / 5) % 2], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE);
-        }
-
-/* draw a grid (if selected) */
-if(show_grid)
-       {
-       for(x = 0; x < 21; x++)
-               fillrect(x*32, 0, 1, 480, 225, 225, 225);
-       for(y = 0; y < 15; y++)
-               fillrect(0, y*32, 640, 1, 225, 225, 225);
-       }
-
-      texture_draw(&selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE);
-
-      sprintf(str, "%d", current_level.time_left);
-      text_draw(&blue_text, "TIME", 324, 0, 1, NO_UPDATE);
-      text_draw(&gold_text, str, 404, 0, 1, NO_UPDATE);
 
-      sprintf(str, "%s", current_level.name);
-      text_draw(&blue_text, "NAME", 0, 0, 1, NO_UPDATE);
-      text_draw(&gold_text, str, 80, 0, 1, NO_UPDATE);
-
-      text_draw(&blue_text, "F1 for Help", 10, 430, 1, NO_UPDATE);
+    }
 
-      if(show_menu)
+  if(le_current_level != NULL)
+    {
+      if(event.type == SDL_KEYDOWN || ((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)))
         {
-          done = drawmenu();
-          if(done)
-         {
-           le_quit();
-            return 0;
-         }
+          /* Check for button events */
+          button_event(&le_test_level_bt,&event);
+          if(button_get_state(&le_test_level_bt) == BN_CLICKED)
+            le_testlevel();
+          button_event(&le_next_level_bt,&event);
+          if(button_get_state(&le_next_level_bt) == BN_CLICKED)
+            {
+              if(le_level < le_level_subset.levels)
+                le_goto_level(++le_level);
+            }
+          button_event(&le_previous_level_bt,&event);
+          if(button_get_state(&le_previous_level_bt) == BN_CLICKED)
+            {
+              if(le_level > 1)
+                le_goto_level(--le_level);
+            }
+          button_event(&le_rubber_bt,&event);
+          if(button_get_state(&le_rubber_bt) == BN_CLICKED)
+            le_current_tile = '.';
+          button_event(&le_select_mode_one_bt,&event);
+          if(button_get_state(&le_select_mode_one_bt) == BN_CLICKED)
+            le_selection_mode = CURSOR;
+          button_event(&le_select_mode_two_bt,&event);
+          if(button_get_state(&le_select_mode_two_bt) == BN_CLICKED)
+            le_selection_mode = SQUARE;
+          button_event(&le_bad_bsod_bt,&event);
+          if(button_get_state(&le_bad_bsod_bt) == BN_CLICKED)
+            le_current_tile = '0';
+          button_event(&le_settings_bt,&event);
+          if(button_get_state(&le_settings_bt) == BN_CLICKED)
+            {
+              if(show_menu == NO)
+                {
+                  menu_set_current(&level_settings_menu);
+                  show_menu = YES;
+                }
+              else
+                {
+                  menu_set_current(&leveleditor_menu);
+                  show_menu = NO;
+                }
+            }
         }
-      if(done == DONE_QUIT)
-        {
-       le_quit();
-        return 1;
-       }
-
-      SDL_Delay(50);
-      now_time = SDL_GetTicks();
-      if (now_time < last_time + FPS)
-        SDL_Delay(last_time + FPS - now_time); /* delay some time */
+    }
 
-      flipscreen();
+  if(le_mouse_pressed)
+    {
+      le_change(cursor_x, cursor_y, le_current_tile);
     }
 
-  return done;
 }
 
-void le_change(float x, float y, unsigned char c)
+void le_highlight_selection()
 {
-int i;
-int xx, yy;
+  int x,y,i;
+  int x1, x2, y1, y2;
 
-  level_change(&current_level,x,y,c);
+  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;
+    }
 
-  yy = (y / 32);
-  xx = (x / 32);
+  x1 /= 32;
+  x2 /= 32;
+  y1 /= 32;
+  y2 /= 32;
 
-  /* if there is a bad guy over there, remove it */
-  for(i = 0; i < num_bad_guys; ++i)
-    if (bad_guys[i].base.alive)
-      if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
-        bad_guys[i].base.alive = NO;
+  fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
 }
 
-/* Save data for this level: */
-void savelevel(void)
+void le_change(float x, float y, unsigned char c)
 {
-  FILE * fi;
-  char * filename;
-  int y;
-  char str[80];
+  if(le_current_level != NULL)
+    {
+      int xx,yy,i;
+      int x1, x2, y1, y2;
 
-  /* Save data file: */
+      /*  level_changed = YES; */
 
-  filename = (char *) malloc(sizeof(char) * (strlen(DATA_PREFIX) + 20) + strlen(level_subset));
-  sprintf(filename, "%s/levels/%s/level%d.dat", DATA_PREFIX, level_subset, level);
-  fi = fopen(filename, "w");
-  if (fi == NULL)
-    {
-      perror(filename);
-      st_shutdown();
-      free(filename);
-      exit(-1);
-    }
-  free(filename);
-
-
-  /* sptrinf("# Level created by SuperTux built-in editor", fi); */
-
-  fputs(current_level.name, fi);
-  fputs("\n", fi);
-  fputs(current_level.theme, fi);
-  fputs("\n", fi);
-  sprintf(str, "%d\n", current_level.time_left);       /* time */
-  fputs(str, fi);
-  fputs(current_level.song_title, fi); /* song filename */
-  sprintf(str, "\n%d\n", current_level.bkgd_red);      /* red background color */
-  fputs(str, fi);
-  sprintf(str, "%d\n", current_level.bkgd_green);      /* green background color */
-  fputs(str, fi);
-  sprintf(str, "%d\n", current_level.bkgd_blue);       /* blue background color */
-  fputs(str, fi);
-  sprintf(str, "%d\n", current_level.width);   /* level width */
-  fputs(str, fi);
-
-  for(y = 0; y < 15; ++y)
-    {
-      fputs(current_level.tiles[y], fi);
-      fputs("\n", fi);
-    }
+      switch(le_selection_mode)
+        {
+        case CURSOR:
+          level_change(le_current_level,x,y,c);
 
-  fclose(fi);
+          yy = ((int)y / 32);
+          xx = ((int)x / 32);
 
-  text_drawf(&gold_text, "SAVED!", 0, 240, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
-  flipscreen();
-  SDL_Delay(1000);
+          /* if there is a bad guy over there, remove it */
+          for(i = 0; i < num_bad_guys; ++i)
+            if (bad_guys[i].base.alive)
+              if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32)
+                bad_guys[i].base.alive = NO;
+
+          if(c == '0')  /* if it's a bad guy */
+            add_bad_guy(xx*32, yy*32, BAD_BSOD);
+          else if(c == '1')
+            add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+          else if(c == '2')
+            add_bad_guy(xx*32, yy*32, BAD_MONEY);
+
+          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 */
+          for(i = 0; i < num_bad_guys; ++i)
+            if(bad_guys[i].base.alive)
+              if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2
+                  && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2)
+                bad_guys[i].base.alive = NO;
+
+          for(xx = x1; xx <= x2; xx++)
+            for(yy = y1; yy <= y2; yy++)
+              {
+                level_change(le_current_level, xx*32, yy*32, c);
+
+                if(c == '0')  // if it's a bad guy
+                  add_bad_guy(xx*32, yy*32, BAD_BSOD);
+                else if(c == '1')
+                  add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
+                else if(c == '2')
+                  add_bad_guy(xx*32, yy*32, BAD_MONEY);
+              }
+          break;
+        default:
+          break;
+        }
+    }
+}
+
+void le_testlevel()
+{
+  level_save(le_current_level,"test",le_level);
+  gameloop("test",le_level, ST_GL_TEST);
+  menu_set_current(&leveleditor_menu);
+  arrays_init();
+  level_load_gfx(le_current_level);
+  loadshared();
+  le_activate_bad_guys();
 }
 
-void showhelp()
+void le_showhelp()
 {
   SDL_Event event;
-  int done;
+  int i, done;
   char *text[] = {
                    "X/x - Brick0",
                    "Y/y - Brick1",
@@ -634,15 +1064,15 @@ void showhelp()
                    "0-2 - BadGuys",
                    "./Del - Remove tile",
                    "F9 - Show/Hide Grid",
+                   "F3 - Change Selection Mode",
                    "Esc - Menu"};
 
 
-  text_drawf(&red_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
+  text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2, NO_UPDATE);
   text_draw(&gold_text, "Keys:", 80, 60, 1, NO_UPDATE);
 
-  int i;
   for(i = 0; i < sizeof(text)/sizeof(char *); i++)
-    text_draw(&blue_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
+    text_draw(&white_text, text[i], 40, 90+(i*16), 1, NO_UPDATE);
 
   text_drawf(&gold_text, "Press Any Key to Continue", 0, 460, A_HMIDDLE, A_TOP, 1, NO_UPDATE);