/***************************************************************************
+ leveleditor.cpp - built'in leveleditor
+ -------------------
+ begin : June, 23 2004
+ copyright : (C) 2004 by Ricardo Cruz
+ email : rick2@aeiou.pt
+ ***************************************************************************/
+
+/***************************************************************************
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* *
***************************************************************************/
-/* December 28, 2003 - March 15, 2004 */
-
-/* leveleditor.c - A built-in level editor for SuperTux
- Ricardo Cruz <rick2@aeiou.pt>
- Tobias Glaesser <tobi.web@gmx.de> */
-
-#include <map>
-#include <stdio.h>
#include <stdlib.h>
-#include <string.h>
-#include <math.h>
-#include <errno.h>
-#include <unistd.h>
-#include <SDL.h>
-#include <SDL_image.h>
+#include <algorithm>
+
+#include "gui/mousecursor.h"
+#include "gui/menu.h"
+#include "gui/button.h"
+#include "audio/sound_manager.h"
+#include "app/gettext.h"
+#include "app/setup.h"
+#include "app/globals.h"
+#include "special/sprite.h"
#include "leveleditor.h"
-
-#include "screen.h"
-#include "defines.h"
-#include "globals.h"
-#include "setup.h"
-#include "menu.h"
-#include "level.h"
+#include "resources.h"
+#include "tile.h"
+#include "tilemap.h"
+#include "tile_manager.h"
+#include "sector.h"
+#include "background.h"
#include "gameloop.h"
#include "badguy.h"
-#include "scene.h"
-#include "button.h"
-#include "tile.h"
-#include "resources.h"
+#include "gameobjs.h"
+#include "door.h"
+#include "camera.h"
+
+LevelEditor::LevelEditor()
+{
+show_grid = true;
+
+selection.clear();
+global_frame_counter = 0;
+frame_timer.init(true);
+level_name_timer.init(true);
+selection_end = selection_ini = Vector(0,0);
+left_button = middle_button = mouse_moved = false;
+
+cur_layer = LAYER_TILES;
+level_changed = false;
+
+sector = 0;
+zoom = 1.0;
+
+/* Creating menus */
+level_subsets = FileSystem::dsubdirs("/levels", "info");
+subset_menu = new Menu();
+subset_menu->additem(MN_LABEL,_("Load Subset"),0,0);
+subset_menu->additem(MN_HL,"",0,0);
+int i = 0;
+for(std::set<std::string>::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it, ++i)
+{
+std::cerr << "adding entry level subset " << i << " entry: " << (*it) << std::endl;
+ subset_menu->additem(MN_ACTION, (*it),0,0,i);
+}
+subset_menu->additem(MN_HL,"",0,0);
+subset_menu->additem(MN_BACK,_("Back"),0,0);
+
+create_subset_menu = new Menu();
+create_subset_menu->additem(MN_LABEL,_("New Level Subset"),0,0);
+create_subset_menu->additem(MN_HL,"",0,0);
+create_subset_menu->additem(MN_TEXTFIELD,_("Filename "),0,0,MN_ID_FILENAME_SUBSET);
+create_subset_menu->additem(MN_TEXTFIELD,_("Title "),0,0,MN_ID_TITLE_SUBSET);
+create_subset_menu->additem(MN_TEXTFIELD,_("Description"),0,0,MN_ID_DESCRIPTION_SUBSET);
+create_subset_menu->additem(MN_ACTION,_("Create"),0,0, MN_ID_CREATE_SUBSET);
+create_subset_menu->additem(MN_HL,"",0,0);
+create_subset_menu->additem(MN_BACK,_("Back"),0,0);
+
+main_menu = new Menu();
+main_menu->additem(MN_LABEL,_("Level Editor Menu"),0,0);
+main_menu->additem(MN_HL,"",0,0);
+main_menu->additem(MN_ACTION,_("Return to Level Editor"),0,0,MN_ID_RETURN);
+main_menu->additem(MN_GOTO,_("Create Level Subset"),0,create_subset_menu);
+main_menu->additem(MN_GOTO,_("Load Level Subset"),0,subset_menu);
+main_menu->additem(MN_HL,"",0,0);
+main_menu->additem(MN_ACTION,_("Quit Level Editor"),0,0,MN_ID_QUIT);
+
+settings_menu = new Menu();
+settings_menu->additem(MN_LABEL,_("Level Settings"),0,0);
+settings_menu->additem(MN_HL,"",0,0);
+settings_menu->additem(MN_TEXTFIELD,_("Name "),0,0,MN_ID_NAME);
+settings_menu->additem(MN_TEXTFIELD,_("Author "),0,0,MN_ID_AUTHOR);
+settings_menu->additem(MN_NUMFIELD, _("Width "),0,0,MN_ID_WIDTH);
+settings_menu->additem(MN_NUMFIELD, _("Height "),0,0,MN_ID_HEIGHT);
+settings_menu->additem(MN_HL,"",0,0);
+settings_menu->additem(MN_ACTION,_("Apply"),0,0,MN_ID_APPLY_SETTINGS);
+
+/* Creating button groups */
+load_buttons_gfx();
+
+tiles_board = new ButtonGroup(Vector(screen->w - 140, 100),
+ Vector(32,32), Vector(4,8));
+
+TileManager* tilemanager = TileManager::instance();
+
+tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0);
+for(unsigned int id = 1; id < tilemanager->total_ids(); id++)
+ {
+ Tile* tile = tilemanager->get(id);
+ if(!tile)
+ continue;
+
+ Surface* surface;
+ if(tile->editor_images.size())
+ surface = tile->editor_images[0];
+ else if(tile->images.size())
+ surface = tile->images[0];
+ else
+ continue;
-/* definitions to aid development */
+ Button button = Button(surface, "", SDLKey(0));
+ tiles_board->add_button(button, id);
+ }
+for(int i = 0; i < NUM_BadGuyKinds; i++)
+ {
+ BadGuyKind kind = BadGuyKind(i);
+ BadGuy badguy(kind, 0,0);
+ badguy.activate(LEFT);
+ Surface *img = badguy.get_image();
+ tiles_board->add_button(Button(img, "", SDLKey(SDLK_1+i)), -(i+1));
+ }
-/* definitions that affect gameplay */
-#define KEY_CURSOR_SPEED 32
-#define KEY_CURSOR_FASTSPEED 64
+tiles_board->add_button(Button(img_trampoline[0].get_frame(0), _("Trampoline"), SDLKey(0)), OBJ_TRAMPOLINE);
+tiles_board->add_button(Button(img_flying_platform->get_frame(0), _("Flying Platform"), SDLKey(0)), OBJ_FLYING_PLATFORM);
+tiles_board->add_button(Button(door->get_frame(0), _("Door"), SDLKey(0)), OBJ_DOOR);
+
+tiles_layer = new ButtonGroup(Vector(12, screen->h-64), Vector(80,20), Vector(1,3));
+tiles_layer->add_button(Button(img_foreground_bt, _("Edtit foreground tiles"),
+ SDLK_F10), LAYER_FOREGROUNDTILES);
+tiles_layer->add_button(Button(img_interactive_bt, _("Edit interactive tiles"),
+ SDLK_F11), LAYER_TILES, true);
+tiles_layer->add_button(Button(img_background_bt, _("Edit background tiles"),
+ SDLK_F12), LAYER_BACKGROUNDTILES);
+
+level_options = new ButtonGroup(Vector(screen->w-164, screen->h-36), Vector(32,32), Vector(5,1));
+level_options->add_pair_of_buttons(Button(img_next_sector_bt, _("Next sector"), SDLKey(0)), BT_NEXT_SECTOR,
+ Button(img_previous_sector_bt, _("Prevous sector"), SDLKey(0)), BT_PREVIOUS_SECTOR);
+level_options->add_pair_of_buttons(Button(img_next_level_bt, _("Next level"), SDLKey(0)), BT_NEXT_LEVEL,
+ Button(img_previous_level_bt, _("Prevous level"), SDLKey(0)), BT_PREVIOUS_LEVEL);
+level_options->add_button(Button(img_save_level_bt, _("Save level"), SDLK_F5), BT_LEVEL_SAVE);
+level_options->add_button(Button(img_test_level_bt, _("Test level"), SDLK_F6), BT_LEVEL_TEST);
+level_options->add_button(Button(img_setup_level_bt, _("Setup level"), SDLK_F7), BT_LEVEL_SETUP);
+}
-/* when pagedown/up pressed speed:*/
-#define PAGE_CURSOR_SPEED 13*32
+LevelEditor::~LevelEditor()
+{
+free_buttons_gfx();
-#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
+delete tiles_board;
+delete tiles_layer;
+delete level_options;
-/* look */
-#define SELECT_W 2 // size of the selections lines
-#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
+delete subset_menu;
+delete create_subset_menu;
+delete main_menu;
+delete settings_menu;
+}
-/* own declerations */
-/* 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, int tm, unsigned int c);
-void le_testlevel();
-void le_showhelp();
-void le_set_defaults(void);
-void le_activate_bad_guys(void);
+void LevelEditor::load_buttons_gfx()
+{
+img_foreground_bt = new Surface(datadir + "/images/leveleditor/foreground.png", true);
+img_interactive_bt = new Surface(datadir + "/images/leveleditor/interactive.png", true);
+img_background_bt = new Surface(datadir + "/images/leveleditor/background.png", true);
-void le_highlight_selection();
+img_save_level_bt = new Surface(datadir + "/images/leveleditor/save-level.png", true);
+img_test_level_bt = new Surface(datadir + "/images/leveleditor/test-level.png", true);
+img_setup_level_bt = new Surface(datadir + "/images/leveleditor/setup-level.png", true);
-void apply_level_settings_menu();
-void update_subset_settings_menu();
-void save_subset_settings_menu();
+img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true);
-static Level* le_current_level;
+img_previous_level_bt = new Surface(datadir + "/images/leveleditor/previous-level.png", true);
+img_next_level_bt = new Surface(datadir + "/images/leveleditor/next-level.png", true);
+img_previous_sector_bt = new Surface(datadir + "/images/leveleditor/previous-sector.png", true);
+img_next_sector_bt = new Surface(datadir + "/images/leveleditor/next-sector.png", true);
+}
-struct LevelEditorWorld
+void LevelEditor::free_buttons_gfx()
{
- std::vector<BadGuy> bad_guys;
- void arrays_free(void)
- {
- bad_guys.clear();
- }
+delete img_foreground_bt;
+delete img_interactive_bt;
+delete img_background_bt;
- void add_bad_guy(float x, float y, BadGuyKind kind)
- {
- bad_guys.push_back(BadGuy());
- BadGuy& new_bad_guy = bad_guys.back();
-
- new_bad_guy.init(x,y,kind);
- }
+delete img_save_level_bt;
+delete img_test_level_bt;
+delete img_setup_level_bt;
- void activate_bad_guys()
- {
- for (std::vector<BadGuyData>::iterator i = le_current_level->badguy_data.begin();
- i != le_current_level->badguy_data.end();
- ++i)
- {
- add_bad_guy(i->x, i->y, i->kind);
- }
- }
-};
-
-/* leveleditor internals */
-static string_list_type level_subsets;
-static bool le_level_changed; /* if changes, ask for saving, when quiting*/
-static int pos_x, cursor_x, cursor_y, fire;
-static int le_level;
-static LevelEditorWorld le_world;
-static st_subset le_level_subset;
-static int le_show_grid;
-static int le_frame;
-static Surface* le_selection;
-static int done;
-static unsigned int le_current_tile;
-static bool le_mouse_pressed[2];
-static Button* le_save_level_bt;
-static Button* le_exit_bt;
-static Button* le_test_level_bt;
-static Button* le_next_level_bt;
-static Button* le_previous_level_bt;
-static Button* le_move_right_bt;
-static Button* le_move_left_bt;
-static Button* le_rubber_bt;
-static Button* le_select_mode_one_bt;
-static Button* le_select_mode_two_bt;
-static Button* le_settings_bt;
-static Button* le_tilegroup_bt;
-static ButtonPanel* le_tilemap_panel;
-static Menu* leveleditor_menu;
-static Menu* subset_load_menu;
-static Menu* subset_new_menu;
-static Menu* subset_settings_menu;
-static Menu* level_settings_menu;
-static Menu* select_tilegroup_menu;
-static Timer select_tilegroup_menu_effect;
-static std::map<std::string, ButtonPanel* > tilegroups_map;
-static std::string cur_tilegroup;
-
-static square selection;
-static int le_selection_mode;
-static SDL_Event event;
-TileMapType active_tm;
-
-void le_set_defaults()
-{
- if(le_current_level != NULL)
- {
- /* Set defaults: */
+delete img_rubber_bt;
- if(le_current_level->time_left == 0)
- le_current_level->time_left = 255;
- }
+delete img_previous_level_bt;
+delete img_next_level_bt;
+delete img_previous_sector_bt;
+delete img_next_sector_bt;
}
-int leveleditor(int levelnb)
+void LevelEditor::run(const std::string filename)
{
- int last_time, now_time, i;
+SoundManager::get()->halt_music();
+Menu::set_current(0);
- le_level = levelnb;
- if(le_init() != 0)
- return 1;
+DrawingContext context;
- /* Clear screen: */
+if(!filename.empty())
+ load_level(filename);
+else
+ Menu::set_current(main_menu);
- clearscreen(0, 0, 0);
- updatescreen();
+mouse_cursor->set_state(MC_NORMAL);
- while (SDL_PollEvent(&event))
- {}
+done = false;
+while(!done)
+ {
+ events();
+ action();
+ draw(context);
+ }
- while(true)
- {
- last_time = SDL_GetTicks();
- le_frame++;
+if(level_changed)
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+}
- le_checkevents();
+void LevelEditor::events()
+{
+mouse_moved = false;
- if(Menu::current() == select_tilegroup_menu)
+while(SDL_PollEvent(&event))
+ {
+ Menu* menu = Menu::current();
+ if(menu)
+ {
+ menu->event(event);
+ menu->action();
+ if(menu == main_menu)
+ {
+ switch (main_menu->check())
{
- if(select_tilegroup_menu_effect.check())
- {
- select_tilegroup_menu->set_pos(screen->w - 64 + select_tilegroup_menu_effect.get_left(),
- 82,-0.5,0.5);
- }
- else
- select_tilegroup_menu->set_pos(screen->w - 64,82,-0.5,0.5);
+ case MN_ID_RETURN:
+ Menu::set_current(0);
+ break;
+ case MN_ID_QUIT:
+ done = true;
+ break;
}
+ }
+ else if(menu == create_subset_menu)
+ {
+ if(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input[0] == '\0')
+ create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_DEACTIVE;
+ else if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
+ { // applying settings:
+ LevelSubset::create(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
+ level_subset.load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
+
+ level_subset.title = create_subset_menu->item[MN_ID_TITLE_SUBSET].input;
+ level_subset.description = create_subset_menu->item[MN_ID_DESCRIPTION_SUBSET].input;
- if(le_current_level != NULL)
+ load_level(1);
+
+ create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).change_input("");
+ create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).change_input("");
+ create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).change_input("");
+ }
+ }
+ else if(menu == subset_menu)
+ {
+ int i = subset_menu->check();
+ if(i >= 0)
{
- /* 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();
+ std::set<std::string>::iterator it = level_subsets.begin();
+ for(int t = 0; t < i; t++)
+ it++;
+std::cerr << "load subset level_subsets " << i << ": " << (*it) << std::endl;
+ load_level_subset(*it);
+ Menu::set_current(0);
}
- else
- clearscreen(0, 0, 0);
+ }
+ else if(menu == settings_menu)
+ {
+ if(settings_menu->check() == MN_ID_APPLY_SETTINGS)
+ { // applying settings:
+ level_changed = true;
- /* draw editor interface */
- le_drawinterface();
+ level.name = settings_menu->get_item_by_id(MN_ID_NAME).input;
+ level.author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
- if(Menu::current())
- {
- Menu::current()->draw();
- Menu::current()->action();
+ solids->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
+ atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
+ foregrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
+ atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
+ backgrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()),
+ atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str()));
- if(Menu::current() == leveleditor_menu)
- {
- switch (leveleditor_menu->check())
- {
- case 2:
- Menu::set_current(0);
- break;
- case 3:
- update_subset_settings_menu();
- break;
- case 7:
- done = 1;
- break;
- }
- }
- else if(Menu::current() == level_settings_menu)
- {
- switch (level_settings_menu->check())
- {
- case 17:
- apply_level_settings_menu();
- Menu::set_current(leveleditor_menu);
- break;
-
- default:
- //show_menu = true;
- break;
- }
- }
- else if(Menu::current() == select_tilegroup_menu)
- {
- int it = -1;
- switch (it = select_tilegroup_menu->check())
- {
- default:
- if(it != -1)
- {
- if(select_tilegroup_menu->item[it].kind == MN_ACTION)
- cur_tilegroup = select_tilegroup_menu->item[it].text;
-
- Menu::set_current(0);
- }
- break;
- }
- }
- else if(Menu::current() == subset_load_menu)
+ Menu::set_current(0);
+ }
+ }
+ }
+ // check for events in buttons
+ else if(tiles_board->event(event))
+ {
+ std::vector <int> vector;
+ vector.push_back(tiles_board->selected_id());
+
+ selection.clear();
+ selection.push_back(vector);
+ continue;
+ }
+ else if(tiles_layer->event(event))
+ {
+ cur_layer = tiles_layer->selected_id();
+ continue;
+ }
+ else if(level_options->event(event))
+ {
+ switch(level_options->selected_id())
+ {
+ case BT_LEVEL_SAVE:
+ save_level();
+ break;
+ case BT_LEVEL_TEST:
+ test_level();
+ break;
+ case BT_LEVEL_SETUP:
+ Menu::set_current(settings_menu);
+ break;
+ case BT_NEXT_LEVEL:
+ if(level_nb < level_subset.get_num_levels())
+ load_level(level_nb + 1);
+ else
+ {
+ Level new_lev;
+ char str[1024];
+ sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 1);
+ if(confirm_dialog(NULL, str))
{
- switch (i = subset_load_menu->check())
- {
- case 0:
- break;
- default:
- if(i != -1)
- {
- le_level_subset.load(level_subsets.item[i-2]);
- leveleditor_menu->item[3].kind = MN_GOTO;
- le_level = 1;
- le_world.arrays_free();
- le_current_level = new Level;
- if(le_current_level->load(le_level_subset.name.c_str(), le_level) != 0)
- {
- le_quit();
- return 1;
- }
- le_set_defaults();
- le_current_level->load_gfx();
- le_world.activate_bad_guys();
-
- // FIXME:?
- Menu::set_current(leveleditor_menu);
- }
- break;
- }
+ level_subset.add_level("new_level.stl");
+ new_lev.save(level_subset.get_level_filename(level_nb + 1));
+ load_level(level_nb);
}
- else if(Menu::current() == subset_new_menu)
+ }
+ break;
+ case BT_PREVIOUS_LEVEL:
+ if(level_nb > 1)
+ load_level(level_nb - 1);
+ break;
+ case BT_NEXT_SECTOR:
+std::cerr << "next sector.\n";
+std::cerr << "total sectors: " << level.get_total_sectors() << std::endl;
+ load_sector(level.get_next_sector(sector));
+ break;
+ case BT_PREVIOUS_SECTOR:
+std::cerr << "previous sector.\n";
+ load_sector(level.get_previous_sector(sector));
+ break;
+ }
+ level_options->set_unselected();
+ continue;
+ }
+ else
+ {
+ switch(event.type)
+ {
+ case SDL_MOUSEMOTION:
+ mouse_moved = true;
+ if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT))
+ { // movement like in strategy games
+ scroll.x += -1 * event.motion.xrel;
+ scroll.y += -1 * event.motion.yrel;
+ }
+ break;
+
+ case SDL_MOUSEBUTTONDOWN:
+ mouse_moved = true;
+ if(event.button.button == SDL_BUTTON_LEFT)
+ left_button = true;
+ else if(event.button.button == SDL_BUTTON_MIDDLE)
+ {
+ middle_button = true;
+ selection_ini = Vector(event.button.x, event.button.y);
+ }
+ break;
+
+ case SDL_MOUSEBUTTONUP:
+ mouse_moved = true;
+ if(event.button.button == SDL_BUTTON_LEFT)
+ left_button = false;
+ else if(event.button.button == SDL_BUTTON_MIDDLE)
+ {
+ middle_button = false;
+ selection_end = Vector(event.button.x, event.button.y);
+
+ if(selection_end.x < selection_ini.x)
{
- if(subset_new_menu->item[2].input[0] == '\0')
- subset_new_menu->item[3].kind = MN_DEACTIVE;
- else
- {
- subset_new_menu->item[3].kind = MN_ACTION;
-
- switch (i = subset_new_menu->check())
- {
- case 3:
- st_subset::create(subset_new_menu->item[2].input);
- le_level_subset.load(subset_new_menu->item[2].input);
- leveleditor_menu->item[3].kind = MN_GOTO;
- le_level = 1;
- le_world.arrays_free();
- le_current_level = new Level;
- if(le_current_level->load(le_level_subset.name.c_str(), le_level) != 0)
- {
- le_quit();
- return 1;
- }
- le_set_defaults();
- le_current_level->load_gfx();
- le_world.activate_bad_guys();
- subset_new_menu->item[2].change_input("");
- // FIXME:? show_menu = true;
- Menu::set_current(leveleditor_menu);
- break;
- }
- }
+ float t = selection_ini.x;
+ selection_ini.x = selection_end.x;
+ selection_end.x = t;
}
- else if(Menu::current() == subset_settings_menu)
+ if(selection_end.y < selection_ini.y)
{
- if(le_level_subset.title.compare(subset_settings_menu->item[2].input) == 0 && le_level_subset.description.compare(subset_settings_menu->item[3].input) == 0 )
- subset_settings_menu->item[5].kind = MN_DEACTIVE;
- else
- subset_settings_menu->item[5].kind = MN_ACTION;
-
- switch (i = subset_settings_menu->check())
- {
- case 5:
- save_subset_settings_menu();
- //FIXME:show_menu = true;
- Menu::set_current(leveleditor_menu);
- break;
- }
+ float t = selection_ini.y;
+ selection_ini.y = selection_end.y;
+ selection_end.y = t;
}
- }
-
- mouse_cursor->draw();
-printf("done: %i\n", done);
+ selection.clear();
+ std::vector <int> vector;
- if(done)
- {
-printf("done\n");
- le_quit();
- return 0;
- }
+ TileMap* tilemap = 0;
+ if(cur_layer == LAYER_FOREGROUNDTILES)
+ tilemap = foregrounds;
+ else if(cur_layer == LAYER_TILES)
+ tilemap = solids;
+ else if(cur_layer == LAYER_BACKGROUNDTILES)
+ tilemap = backgrounds;
- ++global_frame_counter;
-
- SDL_Delay(25);
- now_time = SDL_GetTicks();
- if (now_time < last_time + FPS)
- SDL_Delay(last_time + FPS - now_time); /* delay some time */
+ for(int x = 0; x < (int)((selection_end.x - selection_ini.x)*zoom / 32) + 1; x++)
+ {
+ vector.clear();
+ for(int y = 0; y < (int)((selection_end.y - selection_ini.y)*zoom / 32) + 1; y++)
+ {
+ vector.push_back(tilemap->get_tile(x +
+ (int)(((selection_ini.x+scroll.x)*zoom)/32),
+ y + (int)(((selection_ini.y+scroll.y)*zoom)/32))->id);
+ }
+ selection.push_back(vector);
+ }
+ }
+ break;
+
+ case SDL_KEYDOWN: // key pressed
+ switch(event.key.keysym.sym)
+ {
+ case SDLK_ESCAPE:
+ Menu::set_current(main_menu);
+ break;
+ /* scrolling related events: */
+ case SDLK_HOME:
+ scroll.x = 0;
+ break;
+ case SDLK_END:
+ scroll.x = sector->solids->get_height()*32 - screen->w;
+ break;
+ case SDLK_LEFT:
+ scroll.x -= 80;
+ break;
+ case SDLK_RIGHT:
+ scroll.x += 80;
+ break;
+ case SDLK_UP:
+ scroll.y -= 80;
+ break;
+ case SDLK_DOWN:
+ scroll.y += 80;
+ break;
+ case SDLK_PAGEUP:
+ scroll.x -= 450;
+ break;
+ case SDLK_PAGEDOWN:
+ scroll.x += 450;
+ break;
+ case SDLK_PLUS:
+ case SDLK_KP_PLUS:
+ zoom += 0.10;
+ break;
+ case SDLK_MINUS:
+ case SDLK_KP_MINUS:
+ zoom -= 0.10;
+ break;
+
+ case SDLK_F1:
+ show_help();
+ break;
+ case SDLK_F2:
+ show_grid = !show_grid;
+ break;
+ default:
+ break;
+ }
+ break;
+
+ case SDL_QUIT: // window closed
+ done = true;
+ break;
- flipscreen();
+ default:
+ break;
+ }
}
-
- return done;
+ }
}
-int le_init()
+void LevelEditor::action()
{
- int i;
- level_subsets = dsubdirs("/levels", "info");
-
- active_tm = TM_IA;
-
- le_show_grid = true;
-
- /* level_changed = NO;*/
- fire = DOWN;
- done = 0;
- le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
- le_level_changed = false;
- le_current_level = NULL;
-
- le_current_tile = 0;
- le_mouse_pressed[LEFT] = false;
- le_mouse_pressed[RIGHT] = false;
-
- le_selection = new Surface(datadir + "/images/leveleditor/select.png", USE_ALPHA);
-
- select_tilegroup_menu_effect.init(false);
-
- /* Load buttons */
- le_save_level_bt = new Button("/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32);
- le_exit_bt = new Button("/images/icons/exit.png","Exit", SDLK_F6,screen->w-32,32);
- le_next_level_bt = new Button("/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0);
- le_previous_level_bt = new Button("/images/icons/down.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
- le_rubber_bt = new Button("/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-32,48);
- le_select_mode_one_bt = new Button ("/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,48);
- le_select_mode_two_bt = new Button("/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-64,64);
- le_test_level_bt = new Button("/images/icons/test-level.png","Test level",SDLK_F4,screen->w-64,screen->h - 64);
- le_settings_bt = new Button("/images/icons/settings.png","Level settings",SDLK_F5,screen->w-32,screen->h - 64);
- le_move_left_bt = new Button("/images/icons/left.png","Move left",SDLK_LEFT,0,0);
- le_move_right_bt = new Button("/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
- le_tilegroup_bt = new Button("/images/icons/tilegroup.png","Select Tilegroup", SDLK_F7,screen->w-64,80);
-
- le_tilemap_panel = new ButtonPanel(screen->w-64,screen->h-32,32,32);
- le_tilemap_panel->set_button_size(32,10);
- le_tilemap_panel->additem(new Button("/images/icons/bkgrd.png","Background",SDLK_F4,0,0),TM_BG);
- le_tilemap_panel->additem(new Button("/images/icons/intact.png","Interactive",SDLK_F4,0,0),TM_IA);
- le_tilemap_panel->additem(new Button("/images/icons/frgrd.png","Foreground",SDLK_F4,0,0),TM_FG);
-
- leveleditor_menu = new Menu();
- subset_load_menu = new Menu();
- subset_new_menu = new Menu();
- subset_settings_menu = new Menu();
- level_settings_menu = new Menu();
- select_tilegroup_menu = new Menu();
-
- leveleditor_menu->additem(MN_LABEL,"Level Editor Menu",0,0);
- leveleditor_menu->additem(MN_HL,"",0,0);
- leveleditor_menu->additem(MN_ACTION,"Return To Level Editor",0,0);
- leveleditor_menu->additem(MN_DEACTIVE,"Level Subset Settings",0,subset_settings_menu);
- leveleditor_menu->additem(MN_GOTO,"Load Level Subset",0,subset_load_menu);
- leveleditor_menu->additem(MN_GOTO,"New Level Subset",0,subset_new_menu);
- leveleditor_menu->additem(MN_HL,"",0,0);
- leveleditor_menu->additem(MN_ACTION,"Quit Level Editor",0,0);
-
- Menu::set_current(leveleditor_menu);
-
- subset_load_menu->additem(MN_LABEL, "Load Level Subset", 0, 0);
- subset_load_menu->additem(MN_HL, "", 0, 0);
-
- for(i = 0; i < level_subsets.num_items; ++i)
- {
- subset_load_menu->additem(MN_ACTION,level_subsets.item[i],0,0);
- }
- subset_load_menu->additem(MN_HL,"",0,0);
- subset_load_menu->additem(MN_BACK,"Back",0,0);
-
- subset_new_menu->additem(MN_LABEL,"New Level Subset",0,0);
- subset_new_menu->additem(MN_HL,"",0,0);
- subset_new_menu->additem(MN_TEXTFIELD,"Enter Name",0,0);
- subset_new_menu->additem(MN_ACTION,"Create",0,0);
- subset_new_menu->additem(MN_HL,"",0,0);
- subset_new_menu->additem(MN_BACK,"Back",0,0);
-
- subset_settings_menu->additem(MN_LABEL,"Level Subset Settings",0,0);
- subset_settings_menu->additem(MN_HL,"",0,0);
- subset_settings_menu->additem(MN_TEXTFIELD,"Title",0,0);
- subset_settings_menu->additem(MN_TEXTFIELD,"Description",0,0);
- subset_settings_menu->additem(MN_HL,"",0,0);
- subset_settings_menu->additem(MN_ACTION,"Save Changes",0,0);
- subset_settings_menu->additem(MN_HL,"",0,0);
- subset_settings_menu->additem(MN_BACK,"Back",0,0);
-
- level_settings_menu->arrange_left = true;
- level_settings_menu->additem(MN_LABEL,"Level Settings",0,0);
- level_settings_menu->additem(MN_HL,"",0,0);
- level_settings_menu->additem(MN_TEXTFIELD,"Name ",0,0);
- level_settings_menu->additem(MN_TEXTFIELD,"Author ",0,0);
- level_settings_menu->additem(MN_STRINGSELECT,"Theme ",0,0);
- level_settings_menu->additem(MN_STRINGSELECT,"Song ",0,0);
- level_settings_menu->additem(MN_STRINGSELECT,"Bg-Image",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Length ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Time ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Gravity",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Top Red ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Top Green ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Top Blue ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Bottom Red ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Bottom Green",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Bottom Blue",0,0);
- level_settings_menu->additem(MN_HL,"",0,0);
- level_settings_menu->additem(MN_ACTION,"Apply Changes",0,0);
-
- select_tilegroup_menu->arrange_left = true;
- select_tilegroup_menu->additem(MN_LABEL,"Select Tilegroup",0,0);
- select_tilegroup_menu->additem(MN_HL,"",0,0);
- std::vector<TileGroup>* tilegroups = TileManager::tilegroups();
- for(std::vector<TileGroup>::iterator it = tilegroups->begin(); it != tilegroups->end(); ++it )
- {
+mouse_cursor->set_state(MC_NORMAL);
+if(tiles_board->is_hover() || tiles_layer->is_hover() || level_options->is_hover())
+ mouse_cursor->set_state(MC_LINK);
- select_tilegroup_menu->additem(MN_ACTION,const_cast<char*>((*it).name.c_str()),0,0);
- tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318);
- i = 0;
- for(std::vector<int>::iterator sit = (*it).tiles.begin(); sit != (*it).tiles.end(); ++sit, ++i)
- tilegroups_map[(*it).name]->additem(new Button(const_cast<char*>(("images/tilesets/" + TileManager::instance()->get(*sit)->filenames[0]).c_str()), const_cast<char*>((*it).name.c_str()),(SDLKey)(i+'a'),0,0,32,32),(*sit));
+if(sector)
+ {
+ if(!frame_timer.check())
+ {
+ frame_timer.start(25);
+ ++global_frame_counter;
}
- select_tilegroup_menu->additem(MN_HL,"",0,0);
-
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
- return 0;
-}
-
-void update_level_settings_menu()
-{
- char str[80];
- int i;
-
- level_settings_menu->item[2].change_input(le_current_level->name.c_str());
- level_settings_menu->item[3].change_input(le_current_level->author.c_str());
- sprintf(str,"%d",le_current_level->width);
-
- string_list_copy(level_settings_menu->item[4].list, dsubdirs("images/themes", "solid0.png"));
- string_list_copy(level_settings_menu->item[5].list, dfiles("music/",NULL, "-fast"));
- string_list_copy(level_settings_menu->item[6].list, dfiles("images/background",NULL, NULL));
- string_list_add_item(level_settings_menu->item[6].list,"");
- if((i = string_list_find(level_settings_menu->item[4].list,le_current_level->theme.c_str())) != -1)
- level_settings_menu->item[3].list->active_item = i;
- if((i = string_list_find(level_settings_menu->item[5].list,le_current_level->song_title.c_str())) != -1)
- level_settings_menu->item[4].list->active_item = i;
- if((i = string_list_find(level_settings_menu->item[6].list,le_current_level->bkgd_image.c_str())) != -1)
- level_settings_menu->item[5].list->active_item = i;
-
- level_settings_menu->item[7].change_input(str);
- sprintf(str,"%d",le_current_level->time_left);
- level_settings_menu->item[8].change_input(str);
- sprintf(str,"%2.0f",le_current_level->gravity);
- level_settings_menu->item[9].change_input(str);
- sprintf(str,"%d",le_current_level->bkgd_top.red);
- level_settings_menu->item[10].change_input(str);
- sprintf(str,"%d",le_current_level->bkgd_top.green);
- level_settings_menu->item[11].change_input(str);
- sprintf(str,"%d",le_current_level->bkgd_top.blue);
- level_settings_menu->item[12].change_input(str);
- sprintf(str,"%d",le_current_level->bkgd_bottom.red);
- level_settings_menu->item[13].change_input(str);
- sprintf(str,"%d",le_current_level->bkgd_bottom.green);
- level_settings_menu->item[14].change_input(str);
- sprintf(str,"%d",le_current_level->bkgd_bottom.blue);
- level_settings_menu->item[15].change_input(str);
+ // don't scroll before the start or after the level's end
+ float width = sector->solids->get_width() * 32;
+ float height = sector->solids->get_height() * 32;
+
+ if(scroll.x < -screen->w/2)
+ scroll.x = -screen->w/2;
+ if(scroll.x > width - screen->w/2)
+ scroll.x = width - screen->w/2;
+ if(scroll.y < -screen->h/2)
+ scroll.y = -screen->h/2;
+ if(scroll.y > height - screen->h/2)
+ scroll.y = height - screen->h/2;
+
+ // set camera translation, since BadGuys like it
+ sector->camera->set_scrolling((int)scroll.x, (int)scroll.y);
+
+ if(left_button && mouse_moved)
+ for(unsigned int x = 0; x < selection.size(); x++)
+ for(unsigned int y = 0; y < selection[x].size(); y++)
+ change((int)(scroll.x + event.button.x) + (x*32),
+ (int)(scroll.y + event.button.y) + (y*32), selection[x][y],
+ cur_layer);
+ }
}
-void update_subset_settings_menu()
+void LevelEditor::draw(DrawingContext& context)
{
- subset_settings_menu->item[2].change_input(le_level_subset.title.c_str());
- subset_settings_menu->item[3].change_input(le_level_subset.description.c_str());
-}
+context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
+mouse_cursor->draw(context);
-void apply_level_settings_menu()
-{
- int i;
- i = false;
+// draw a filled background
+context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h), Color(60,60,60), LAYER_BACKGROUND0-1);
- le_current_level->name = level_settings_menu->item[2].input;
- le_current_level->author = level_settings_menu->item[3].input;
+if(level_name_timer.check())
+ {
+ context.draw_text(gold_text, level.name, Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI);
+ char str[128];
+ sprintf(str, "%i/%i", level_nb+1, level_subset.get_num_levels());
+ context.draw_text(gold_text, str, Vector(screen->w/2, 50), CENTER_ALLIGN, LAYER_GUI);
+ }
+if(sector)
+ context.draw_text(white_small_text, _("F1 for help"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
+else
+ context.draw_text(white_small_text, _("Choose a level subset"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10);
+
+Menu* menu = Menu::current();
+if(menu)
+ menu->draw(context);
+else
+ {
+ tiles_board->draw(context);
+ tiles_layer->draw(context);
+ level_options->draw(context);
+ }
- if(le_current_level->bkgd_image.compare(string_list_active(level_settings_menu->item[6].list)) != 0)
+// draw selection
+if(sector)
+ {
+ if(!middle_button)
{
- le_current_level->bkgd_image = string_list_active(level_settings_menu->item[6].list);
- i = true;
- }
+ context.set_drawing_effect(SEMI_TRANSPARENT);
- if(le_current_level->theme.compare(string_list_active(level_settings_menu->item[4].list)) != 0)
- {
- le_current_level->theme = string_list_active(level_settings_menu->item[4].list);
- i = true;
+ if(selection.size())
+ {
+ if(selection[0][0] == 0 && selection.size() == 1)
+ context.draw_surface(img_rubber_bt, Vector(event.button.x - 8,
+ event.button.y - 8), LAYER_GUI-2);
+ else if(selection[0][0] < 0)
+ {
+ int id = selection[0][0];
+
+ if(id == OBJ_TRAMPOLINE)
+ context.draw_surface(img_trampoline[0].get_frame(0), Vector(event.button.x - 8,
+ event.button.y - 8), LAYER_GUI-2);
+ else if(id == OBJ_FLYING_PLATFORM)
+ context.draw_surface(img_flying_platform->get_frame(0), Vector(event.button.x - 8,
+ event.button.y - 8), LAYER_GUI-2);
+ else if(id == OBJ_DOOR)
+ context.draw_surface(door->get_frame(0), Vector(event.button.x - 8,
+ event.button.y - 8), LAYER_GUI-2);
+ else
+ {
+ BadGuyKind kind = BadGuyKind((-id)-1);
+ BadGuy badguy(kind, 0,0);
+ badguy.activate(LEFT);
+ Surface *img = badguy.get_image();
+
+ context.draw_surface(img, Vector(event.button.x - 8,
+ event.button.y - 8), LAYER_GUI-2);
+ }
+ }
+ else
+ {
+ TileManager* tilemanager = TileManager::instance();
+ for(unsigned int x = 0; x < selection.size(); x++)
+ for(unsigned int y = 0; y < selection[x].size(); y++)
+ tilemanager->draw_tile(context, selection[x][y],
+ Vector(event.button.x + x*32 - 8, event.button.y + y*32 - 8),
+ LAYER_GUI-2);
+ }
+ }
+ context.set_drawing_effect(NONE_EFFECT);
}
+ else
+ context.draw_filled_rect(Vector(std::min((int)selection_ini.x, (int)event.button.x)*zoom,
+ std::min((int)selection_ini.y, (int)event.button.y))*zoom,
+ Vector(abs(event.button.x - (int)selection_ini.x)*zoom,
+ abs(event.button.y - (int)selection_ini.y)*zoom),
+ Color(170,255,170,128), LAYER_GUI-2);
- if(i)
+ if(show_grid)
{
- le_current_level->free_gfx();
- le_current_level->load_gfx();
+ for(int x = 0; x < screen->w / (32*zoom); x++)
+ {
+ int pos = (int)(x*32*zoom) - ((int)scroll.x % 32);
+ context.draw_filled_rect(Vector (pos, 0), Vector(1, screen->h),
+ Color(225, 225, 225), LAYER_GUI-50);
+ }
+ for(int y = 0; y < screen->h / (32*zoom); y++)
+ {
+ int pos = (int)(y*32*zoom) - ((int)scroll.y % 32);
+ context.draw_filled_rect(Vector (0, pos), Vector(screen->w, 1),
+ Color(225, 225, 225), LAYER_GUI-50);
+ }
}
- le_current_level->song_title = string_list_active(level_settings_menu->item[5].list);
-
- le_current_level->change_size(atoi(level_settings_menu->item[7].input));
- le_current_level->time_left = atoi(level_settings_menu->item[8].input);
- le_current_level->gravity = atof(level_settings_menu->item[9].input);
- le_current_level->bkgd_top.red = atoi(level_settings_menu->item[10].input);
- le_current_level->bkgd_top.green = atoi(level_settings_menu->item[11].input);
- le_current_level->bkgd_top.blue = atoi(level_settings_menu->item[12].input);
- le_current_level->bkgd_bottom.red = atoi(level_settings_menu->item[13].input);
- le_current_level->bkgd_bottom.green = atoi(level_settings_menu->item[14].input);
- le_current_level->bkgd_bottom.blue = atoi(level_settings_menu->item[15].input);
-}
+ context.push_transform();
+ context.set_translation(scroll);
+ context.set_zooming(zoom);
-void save_subset_settings_menu()
-{
- le_level_subset.title = subset_settings_menu->item[2].input;
- le_level_subset.description = subset_settings_menu->item[3].input;
- le_level_subset.save();
-}
+ for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i)
+ {
+ TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+ if(tilemap)
+ { // draw the non-selected tiles semi-transparently
+ context.push_transform();
-void le_goto_level(int levelnb)
-{
- le_world.arrays_free();
+ if(tilemap->get_layer() != cur_layer)
+ context.set_drawing_effect(SEMI_TRANSPARENT);
+ (*i)->draw(context);
- le_current_level->cleanup();
- if(le_current_level->load(le_level_subset.name.c_str(), levelnb) != 0)
- {
- le_current_level->load(le_level_subset.name.c_str(), le_level);
- }
- else
- {
- le_level = levelnb;
+ context.pop_transform();
+ }
+ Background* background = dynamic_cast<Background*> (*i);
+ if(background)
+ { // don't resize background
+ context.push_transform();
+ context.set_translation(scroll);
+ context.set_zooming(1.0);
+ (*i)->draw(context);
+ context.pop_transform();
+ }
+ else
+ (*i)->draw(context);
}
- le_set_defaults();
-
- le_current_level->free_gfx();
- le_current_level->load_gfx();
+ context.pop_transform();
+ }
+else
+ context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h),Color(0,0,0), LAYER_BACKGROUND0);
- le_world.activate_bad_guys();
+context.do_drawing();
}
-void le_quit(void)
+void LevelEditor::load_level_subset(std::string filename)
{
- /*if(level_changed == true)
- if(askforsaving() == CANCEL)
- return;*/ //FIXME
-
- SDL_EnableKeyRepeat(0, 0); // disables key repeating
-
- delete le_selection;
- delete leveleditor_menu;
- delete subset_load_menu;
- delete subset_new_menu;
- delete subset_settings_menu;
- delete level_settings_menu;
- delete select_tilegroup_menu;
- delete le_save_level_bt;
- delete le_exit_bt;
- delete le_test_level_bt;
- delete le_next_level_bt;
- delete le_previous_level_bt;
- delete le_move_right_bt;
- delete le_move_left_bt;
- delete le_rubber_bt;
- delete le_select_mode_one_bt;
- delete le_select_mode_two_bt;
- delete le_settings_bt;
- delete le_tilegroup_bt;
- delete le_tilemap_panel;
-
- if(le_current_level != NULL)
- {
- le_current_level->free_gfx();
- le_current_level->cleanup();
- le_world.arrays_free();
- }
+std::cerr << "loading subset...\n";
+std::cerr << "filename: " << filename << std::endl;
+level_subset.load(filename.c_str());
+load_level(1);
}
-void le_drawinterface()
+void LevelEditor::load_level(std::string filename)
{
- int x,y;
- char str[80];
+if(!level_changed)
+ save_level();
- 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);
- }
- }
+level_filename = filename;
+level.load(filename);
- if(le_selection_mode == CURSOR)
- le_selection->draw( cursor_x - pos_x, cursor_y);
- 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);
- }
+load_sector("main");
+level_name_timer.start(3000);
+scroll.x = scroll.y = 0;
+level_changed = false;
+settings_menu->get_item_by_id(MN_ID_NAME).change_input(level.name.c_str());
+settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level.author.c_str());
+}
- /* draw button bar */
- fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
- Tile::draw(19 * 32, 14 * 32, le_current_tile);
-
- if(TileManager::instance()->get(le_current_tile)->editor_images.size() > 0)
- TileManager::instance()->get(le_current_tile)->editor_images[0]->draw( 19 * 32, 14 * 32);
+void LevelEditor::load_level(int nb)
+{
+if(!level_changed)
+ save_level();
- if(le_current_level != NULL)
- {
- le_save_level_bt->draw();
- le_exit_bt->draw();
- le_test_level_bt->draw();
- le_next_level_bt->draw();
- le_previous_level_bt->draw();
- le_rubber_bt->draw();
- le_select_mode_one_bt->draw();
- le_select_mode_two_bt->draw();
- le_settings_bt->draw();
- le_move_right_bt->draw();
- le_move_left_bt->draw();
- le_tilegroup_bt->draw();
- if(!cur_tilegroup.empty())
- tilegroups_map[cur_tilegroup]->draw();
- le_tilemap_panel->draw();
-
- sprintf(str, "%d/%d", le_level,le_level_subset.levels);
- white_text->drawf(str, -10, 16, A_RIGHT, A_TOP, 0);
-
- white_small_text->draw("F1 for Help", 10, 430, 1);
- }
- else
- {
- if(!Menu::current())
- white_small_text->draw("No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1);
- else
- white_small_text->draw("No Level Subset loaded", 10, 430, 1);
- }
+level_nb = nb;
+std::cerr << "level_nb: " << level_nb << std::endl;
+std::cerr << "level_subset.get_level_filename(level_nb): " << level_subset.get_level_filename(level_nb) << std::endl;
+level_filename = level_subset.get_level_filename(level_nb);
+load_level(level_filename);
}
-void le_drawlevel()
+void LevelEditor::load_sector(std::string name)
{
- unsigned int y,x,i,s;
- Uint8 a;
+sector_name = name;
+sector = level.get_sector(sector_name);
+if(!sector)
+ Termination::abort("Level has no " + sector_name + " sector.", "");
- /* Draw the real background */
- if(le_current_level->bkgd_image[0] != '\0')
- {
- s = pos_x / 30;
- le_current_level->img_bkgd->draw_part(s,0,0,0,
- le_current_level->img_bkgd->w - s - 32, le_current_level->img_bkgd->h);
- le_current_level->img_bkgd->draw_part(0,0,screen->w - s - 32 ,0,s,
- le_current_level->img_bkgd->h);
- }
- else
+load_sector(sector);
+}
+
+void LevelEditor::load_sector(Sector* sector_)
+{
+if(sector == NULL)
+ {
+ if(confirm_dialog(NULL, _("No more sectors exist. Create another?")))
{
- drawgradient(le_current_level->bkgd_top, le_current_level->bkgd_bottom);
+ Sector* nsector = new Sector();
+ level.add_sector(nsector);
+ sector = nsector;
}
+ return;
+ }
- /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
+sector = sector_;
- for (y = 0; y < 15; ++y)
- for (x = 0; x < 20; ++x)
- {
-
- if(active_tm == TM_BG)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->bg_tiles[y][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, le_current_level->ia_tiles[y][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, le_current_level->fg_tiles[y][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?) */
- if(TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images.size() > 0)
- TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32);
+/* Load sector stuff */
- }
+sector->update_game_objects();
+
+foregrounds = solids = backgrounds = 0;
+/* Point foregrounds, backgrounds, solids to its layer */
+for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++)
+ {
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ badguy->activate(LEFT);
- /* Draw the Bad guys: */
- for (i = 0; i < le_world.bad_guys.size(); ++i)
+ TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+ if(tilemap)
{
- /* to support frames: img_bsod_left[(frame / 5) % 4] */
-
- scroll_x = pos_x;
- le_world.bad_guys[i].draw();
+ if(tilemap->get_layer() == LAYER_FOREGROUNDTILES)
+ foregrounds = tilemap;
+ else if(tilemap->get_layer() == LAYER_TILES)
+ solids = tilemap;
+ else if(tilemap->get_layer() == LAYER_BACKGROUNDTILES)
+ backgrounds = tilemap;
}
+ }
+if(!foregrounds)
+ {
+ TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height());
+ sector->add_object(tilemap);
+ sector->update_game_objects();
+ }
+if(!backgrounds)
+ {
+ TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height());
+ sector->add_object(tilemap);
+ sector->update_game_objects();
+ }
- /* Draw the player: */
- /* for now, the position is fixed at (100, 240) */
- tux_right[(global_frame_counter / 5) % 3]->draw( 100 - pos_x, 240);
+char str[64];
+sprintf(str, "%i", solids->get_width());
+settings_menu->get_item_by_id(MN_ID_WIDTH).change_input(str);
+sprintf(str, "%i", solids->get_height());
+settings_menu->get_item_by_id(MN_ID_HEIGHT).change_input(str);
}
-void le_checkevents()
+void LevelEditor::save_level()
{
- SDLKey key;
- SDLMod keymod;
- Button* pbutton;
- int x,y;
-
- keymod = SDL_GetModState();
-
- while(SDL_PollEvent(&event))
- {
- if (Menu::current())
- {
- Menu::current()->event(event);
- }
- 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_LEFT:
- if(fire == DOWN)
- cursor_x -= KEY_CURSOR_SPEED;
- else
- cursor_x -= KEY_CURSOR_FASTSPEED;
-
- if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
- pos_x = cursor_x - MOUSE_LEFT_MARGIN;
-
- break;
- case SDLK_RIGHT:
- if(fire == DOWN)
- cursor_x += KEY_CURSOR_SPEED;
- else
- cursor_x += KEY_CURSOR_FASTSPEED;
-
- if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
- pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
-
- break;
- case SDLK_UP:
- if(fire == DOWN)
- cursor_y -= KEY_CURSOR_SPEED;
- else
- cursor_y -= KEY_CURSOR_FASTSPEED;
-
- if(cursor_y < 0)
- cursor_y = 0;
- break;
- case SDLK_DOWN:
- if(fire == DOWN)
- cursor_y += KEY_CURSOR_SPEED;
- else
- cursor_y += KEY_CURSOR_FASTSPEED;
-
- if(cursor_y > screen->h-32)
- cursor_y = screen->h-32;
- break;
- case SDLK_LCTRL:
- fire =UP;
- break;
- case SDLK_F1:
- le_showhelp();
- break;
- case SDLK_HOME:
- cursor_x = 0;
- pos_x = cursor_x;
- break;
- case SDLK_END:
- cursor_x = (le_current_level->width * 32) - 32;
- pos_x = cursor_x;
- break;
- case SDLK_F9:
- le_show_grid = !le_show_grid;
- break;
- default:
- break;
- }
- break;
- case SDL_KEYUP: /* key released */
- switch(event.key.keysym.sym)
- {
- case SDLK_LCTRL:
- fire = DOWN;
- 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;
- selection.x2 = event.motion.x + pos_x;
- selection.y2 = event.motion.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;
- else if(event.button.button == SDL_BUTTON_RIGHT)
- le_mouse_pressed[RIGHT] = false;
- break;
- case SDL_MOUSEMOTION:
-
- if(!Menu::current())
- {
- x = event.motion.x;
- y = event.motion.y;
-
- cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int) y / 32) * 32;
-
- if(le_mouse_pressed[LEFT])
- {
- selection.x2 = x + pos_x;
- selection.y2 = y;
- }
-
- if(le_mouse_pressed[RIGHT])
- {
- pos_x += -1 * event.motion.xrel;
- }
- }
- break;
- case SDL_QUIT: // window closed
- done = 1;
- break;
- default:
- break;
- }
- }
- }
+level.save(level_filename);
+level_changed = false;
+}
- if(le_current_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)
- le_testlevel();
- le_save_level_bt->event(event);
- if(le_save_level_bt->get_state() == BUTTON_CLICKED)
- le_current_level->save(le_level_subset.name.c_str(),le_level);
- 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_level < le_level_subset.levels)
- {
- le_goto_level(++le_level);
- }
- else
- {
- Level new_lev;
- char str[1024];
- int d = 0;
- sprintf(str,"Level %d doesn't exist.",le_level+1);
- white_text->drawf(str,0,-18,A_HMIDDLE,A_VMIDDLE,2);
- white_text->drawf("Do you want to create it?",0,0,A_HMIDDLE,A_VMIDDLE,2);
- red_text->drawf("(Y)es/(N)o",0,20,A_HMIDDLE,A_VMIDDLE,2);
- flipscreen();
- while(d == 0)
- {
- while(SDL_PollEvent(&event))
- switch(event.type)
- {
- case SDL_KEYDOWN: // key pressed
- switch(event.key.keysym.sym)
- {
- case SDLK_y:
- new_lev.init_defaults();
- new_lev.save(le_level_subset.name.c_str(),++le_level);
- le_level_subset.levels = le_level;
- le_goto_level(le_level);
- d = 1;
- break;
- case SDLK_n:
- d = 1;
- break;
- default:
- break;
- }
- break;
- default:
- break;
- }
- SDL_Delay(50);
- }
- }
- }
- le_previous_level_bt->event(event);
- if(le_previous_level_bt->get_state() == BUTTON_CLICKED)
- {
- if(le_level > 1)
- le_goto_level(--le_level);
- }
- le_rubber_bt->event(event);
- if(le_rubber_bt->get_state() == BUTTON_CLICKED)
- le_current_tile = 0;
- le_select_mode_one_bt->event(event);
- if(le_select_mode_one_bt->get_state() == BUTTON_CLICKED)
- le_selection_mode = CURSOR;
- le_select_mode_two_bt->event(event);
- if(le_select_mode_two_bt->get_state() == BUTTON_CLICKED)
- le_selection_mode = SQUARE;
-
- le_tilegroup_bt->event(event);
- if(le_tilegroup_bt->get_state() == 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);
- }
-
- 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();
- }
- }
- if((pbutton = le_tilemap_panel->event(event)) != NULL)
- {
- if(pbutton->get_state() == BUTTON_CLICKED)
- {
- active_tm = static_cast<TileMapType>(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);
- }
- }
- }
-
- if(!Menu::current())
- {
- le_move_left_bt->event(event);
- le_move_right_bt->event(event);
+void LevelEditor::test_level()
+{
+if(level_changed)
+ {
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+ else
+ return;
+ }
- if(le_mouse_pressed[LEFT])
- {
- le_change(cursor_x, cursor_y, active_tm, le_current_tile);
- }
- }
- }
- }
- if(!Menu::current())
- {
- if(le_move_left_bt->get_state() == BUTTON_PRESSED)
- {
- pos_x -= 192;
- }
- else if(le_move_left_bt->get_state() == BUTTON_HOVER)
- {
- pos_x -= 64;
- }
+GameSession session(level_filename, ST_GL_TEST);
+session.run();
+// player_status.reset();
+sound_manager->halt_music();
+}
- if(le_move_right_bt->get_state() == BUTTON_PRESSED)
- {
- pos_x += 192;
- }
- else if(le_move_right_bt->get_state() == BUTTON_HOVER)
- {
- pos_x += 64;
- }
- }
+void LevelEditor::change(int x, int y, int newtile, int layer)
+{ // find the tilemap of the current layer, and then change the tile
+if(x < 0 || (unsigned int)x > sector->solids->get_width()*32 ||
+ y < 0 || (unsigned int)y > sector->solids->get_height()*32)
+ return;
-}
+level_changed = true;
-void le_highlight_selection()
-{
- int x1, x2, y1, y2;
+if(zoom != 1)
+ { // no need to do this for normal view (no zoom)
+ x = (int)(x * (zoom*32) / 32);
+ y = (int)(y * (zoom*32) / 32);
+ }
- if(selection.x1 < selection.x2)
- {
- x1 = selection.x1;
- x2 = selection.x2;
- }
+if(newtile < 0) // add object
+ {
+ // remove an active tile or object that might be there
+ change(x, y, 0, LAYER_TILES);
+
+ if(newtile == OBJ_TRAMPOLINE)
+ sector->add_object(new Trampoline(x, y));
+ else if(newtile == OBJ_FLYING_PLATFORM)
+ sector->add_object(new FlyingPlatform(x, y));
+ else if(newtile == OBJ_DOOR)
+ sector->add_object(new Door(x, y));
else
+ sector->add_object(new BadGuy(BadGuyKind((-newtile)-1), x, y));
+
+ sector->update_game_objects();
+ }
+else if(cur_layer == LAYER_FOREGROUNDTILES)
+ foregrounds->change(x/32, y/32, newtile);
+else if(cur_layer == LAYER_TILES)
+ {
+ // remove a bad guy if it's there
+ // we /32 in order to round numbers
+ for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i < sector->gameobjects.end(); i++)
{
- x1 = selection.x2;
- x2 = selection.x1;
- }
- if(selection.y1 < selection.y2)
- {
- y1 = selection.y1;
- y2 = selection.y2;
- }
- else
+ BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+ if(badguy)
+ if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32)
+ sector->gameobjects.erase(i);
+ Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+ if(trampoline)
{
- y1 = selection.y2;
- y2 = selection.y1;
+ if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32)
+ sector->gameobjects.erase(i);
+ }
+ FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*i);
+ if(flying_platform)
+ if((int)flying_platform->base.x/32 == x/32 && (int)flying_platform->base.y/32 == y/32)
+ sector->gameobjects.erase(i);
+ Door* door = dynamic_cast<Door*> (*i);
+ if(door)
+ if((int)door->get_area().x/32 == x/32 && (int)door->get_area().y/32 == y/32)
+ sector->gameobjects.erase(i);
}
-
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
-
- fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
+ sector->update_game_objects();
+ solids->change(x/32, y/32, newtile);
+ }
+else if(cur_layer == LAYER_BACKGROUNDTILES)
+ backgrounds->change(x/32, y/32, newtile);
}
-void le_change(float x, float y, int tm, unsigned int c)
+void LevelEditor::show_help()
{
- if(le_current_level != NULL)
- {
- int xx,yy;
- int x1, x2, y1, y2;
- unsigned int i;
-
- /* level_changed = true; */
-
- switch(le_selection_mode)
- {
- case CURSOR:
- le_current_level->change(x,y,tm,c);
-
- yy = ((int)y / 32);
- xx = ((int)x / 32);
+DrawingContext context;
+
+bool show_grid_t = show_grid;
+show_grid = false;
+mouse_cursor->set_state(MC_HIDE);
+
+
+char str[1024];
+char *text1[] = {
+ _("This is the built-in level editor. It's aim is to be intuitive\n"
+ "and simple to use, so it should be pretty straight forward.\n"
+ "\n"
+ "To open a level, first you'll have to select a level subset from\n"
+ "the menu (or create your own).\n"
+ "A level subset is basically a collection of levels.\n"
+ "They can then be played from the Contrib menu.\n"
+ "\n"
+ "To access the menu from the level editor, just press Esc.\n"
+ "\n"
+ "You are currently looking to the level, to scroll it, just\n"
+ "press the right mouse button and drag the mouse. It will move like\n"
+ "a strategy game.\n"
+ "You can also use the arrow keys and Page Up/Down.\n"
+ "\n"
+ "'+' and '-' keys can be used to zoom in/out the level.\n"
+ "\n"
+ "You probably already noticed those floating group of buttons.\n"
+ "Each one serves a different purpose. To select a certain button\n"
+ "just press the Left mouse button on it. A few buttons have key\n"
+ "shortcuts, you can know it by pressing the Right mouse button on\n"
+ "it. That will also show what that button does.\n"
+ "Group of buttons can also be move around by just dragging them,\n"
+ "while pressing the Left mouse button.\n"
+ "\n"
+ "Let's learn a bit of what each group of buttons do, shall we?\n"
+ "\n"
+ "To starting putting tiles and objects around use the bigger gropup\n"
+ "of buttons. Each button is a different tile. To put it on the level,\n"
+ "just press it and then left click in the level.\n"
+ "You can also copy tiles from the level by using the middle mouse button.\n"
+ "Use the mouse wheel to scroll that group of buttons. You will find\n"
+ "enemies and game objects in the bottom.\n")
+ };
+
+char *text2[] = {
+ _("The Foreground/Interactive/Background buttons may be used to\n"
+ "see and edit the respective layer. Level's have three tiles layers:\n"
+ "Foreground - tiles are drawn in top of everything and have no contact\n"
+ "with the player.\n"
+ "Interactive - these are the tiles that have contact with the player.\n"
+ "Background - tiles are drawn in bottom of everything and have no contact\n"
+ "with the player.\n"
+ "The unselected layers will be drawn semi-transparently.\n"
+ "\n"
+ "At last, but not least, the group of buttons that's left serves\n"
+ "to do related actions with the level.\n"
+ "From left to right:\n"
+ "Mini arrows - can be used to choose other sectors.\n"
+ "Sectors are mini-levels, so to speak, that can be accessed using a door.\n"
+ "Big arrows - choose other level in the same level subset.\n"
+ "Diskette - save the level\n"
+ "Tux - test the level\n"
+ "Tools - set a few settings for the level, incluiding resizing it.\n"
+ "\n"
+ "We have reached the end of this Howto.\n"
+ "\n"
+ "Don't forget to send us a few cool levels. :)\n"
+ "\n"
+ "Enjoy,\n"
+ " SuperTux development team\n"
+ "\n"
+ "ps: If you are looking for something more powerfull, you can give it a\n"
+ "try to FlexLay. FlexLay is a level editor that supports several games,\n"
+ "including SuperTux. It is an independent project.\n"
+ "Webpage: http://pingus.seul.org/~grumbel/flexlay/")
+ };
+
+char **text[] = { text1, text2 };
+
+
+bool done;
+for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++)
+ {
+ draw(context);
- /* if there is a bad guy over there, remove it */
- for(i = 0; i < le_world.bad_guys.size(); ++i)
- if(xx == le_world.bad_guys[i].base.x/32 && yy == le_world.bad_guys[i].base.y/32)
- le_world.bad_guys.erase(le_world.bad_guys.begin() + i);
+ context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(screen->w/2, 60), CENTER_ALLIGN, LAYER_GUI);
- if(c == '0') /* if it's a bad guy */
- le_world.add_bad_guy(xx*32, yy*32, BAD_BSOD);
- else if(c == '1')
- le_world.add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
- else if(c == '2')
- le_world.add_bad_guy(xx*32, yy*32, BAD_MONEY);
+ context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI);
- 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;
- }
+ sprintf(str,_("Press any key to continue - Page %d/%d"), i+1, sizeof(text) / sizeof(text[0]));
+ context.draw_text(gold_text, str, Vector(screen->w/2, screen->h-60), CENTER_ALLIGN, LAYER_GUI);
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
+ context.do_drawing();
- /* if there is a bad guy over there, remove it */
- for(i = 0; i < le_world.bad_guys.size(); ++i)
- if(le_world.bad_guys[i].base.x/32 >= x1 && le_world.bad_guys[i].base.x/32 <= x2
- && le_world.bad_guys[i].base.y/32 >= y1 && le_world.bad_guys[i].base.y/32 <= y2)
- le_world.bad_guys.erase(static_cast<std::vector<BadGuy>::iterator>(&le_world.bad_guys[i]));
+ done = false;
- for(xx = x1; xx <= x2; xx++)
- for(yy = y1; yy <= y2; yy++)
- {
- le_current_level->change(xx*32, yy*32, tm, c);
-
- if(c == '0') // if it's a bad guy
- le_world.add_bad_guy(xx*32, yy*32, BAD_BSOD);
- else if(c == '1')
- le_world.add_bad_guy(xx*32, yy*32, BAD_LAPTOP);
- else if(c == '2')
- le_world.add_bad_guy(xx*32, yy*32, BAD_MONEY);
- }
- break;
- default:
- break;
- }
- }
-}
-
-void le_testlevel()
-{
- le_current_level->save("test", le_level);
-
- GameSession session("test",le_level, ST_GL_TEST);
- session.run();
-
- Menu::set_current(leveleditor_menu);
- le_world.arrays_free();
- le_current_level->load_gfx();
- le_world.activate_bad_guys();
-}
-
-void le_showhelp()
-{
- SDL_Event event;
- unsigned int i, done_;
- char *text[] = {
- " - This is SuperTux's built-in level editor -",
- "It has been designed to be light and easy to use from the start.",
- "",
- "When you first load the level editor you are given a menu where you",
- "can load level subsets, create a new level subset, edit the current",
- "subset's settings, or simply quit the editor. You can access this menu",
- "from the level editor at any time by pressing the escape key.",
- "",
- "To your right is your button bar. The center of this contains many",
- "tiles you can use to make your level. To select a tile, click on it",
- "with your left mouse button; your selection will be shown in the",
- "bottom right corner of the button box. Click anywhere on your level",
- "with the left mouse button to place that tile down. If you right click",
- "a tile in the button bar, you can find out what its keyboard shortcut",
- "is. The three buttons FGD, BGD and EMY let you pick from foreground,",
- "background, and enemy tiles. The eraser lets you remove tiles.",
- "The left and right arrow keys scroll back and forth through your level.",
- "The button with the wrench and screwdriver, lets you change the",
- "settings of your level, including how long it is or what music it will",
- "play. When you are ready to give your level a test, click on the little",
- "running Tux. If you like the changes you have made to your level,",
- "press the red save key to keep them.",
- "To change which level in your subset you are editing, press the white",
- "up and down arrow keys at the top of the button box.",
- "",
- "Have fun making levels! If you make some good ones, send them to us on",
- "the SuperTux mailing list!",
- "- SuperTux team"
- };
-
-
- blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
-
- for(i = 0; i < sizeof(text)/sizeof(char *); i++)
- white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1);
-
- gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
-
- flipscreen();
-
- done_ = 0;
-
- while(done_ == 0)
+ while(!done)
{
- done_ = wait_for_event(event);
- SDL_Delay(50);
+ done = wait_for_event(event);
+ SDL_Delay(50);
}
+ }
+
+show_grid = show_grid_t;
+mouse_cursor->set_state(MC_NORMAL);
}