// $Id$
-//
+//
// SuperTux
-// Copyright (C) 2003 Ricardo Cruz <rick2@aeiou.pt>
-// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2005 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
-//
+//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
+// 02111-1307, USA.
+
+/***************************************************************************
+ 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 *
+ * the Free Software Foundation; either version 2 of the License, or *
+ * (at your option) any later version. *
+ * *
+ ***************************************************************************/
+#if 0
+#include <config.h>
-#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 "sprite/sprite.h"
#include "leveleditor.h"
-
-#include "screen.h"
-#include "defines.h"
-#include "globals.h"
-#include "setup.h"
-#include "menu.h"
-#include "level.h"
-#include "gameloop.h"
-#include "badguy.h"
-#include "scene.h"
-#include "button.h"
-#include "tile.h"
#include "resources.h"
-#include "music_manager.h"
-#include "display_manager.h"
-
-/* definitions to aid development */
-
-/* definitions that affect gameplay */
-#define KEY_CURSOR_SPEED 32
-#define KEY_CURSOR_FASTSPEED 64
-
-/* when pagedown/up pressed speed:*/
-#define PAGE_CURSOR_SPEED 13*32
-
-#define MOUSE_LEFT_MARGIN 80
-#define MOUSE_RIGHT_MARGIN (560-32)
-
-/* scolling speed */
-#define KEYBOARD_SPEED 140
-#define MOUSE_SPEED 40
-
-/* look */
-#define SELECT_W 2 // size of the selections lines
-#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A)
-
-/* own declerations */
-/* crutial ones (main loop) */
-int le_init();
-void le_quit();
-int le_load_level_subset(char *filename);
-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 le_goto_level(int levelnb);
-void le_highlight_selection();
-
-void apply_level_settings_menu();
-void update_subset_settings_menu();
-void save_subset_settings_menu();
-
-struct TileOrObject
+#include "tile.h"
+#include "tile_manager.h"
+#include "sector.h"
+#include "game_session.h"
+#include "object_factory.h"
+#include "object/gameobjs.h"
+#include "object/camera.h"
+#include "object/tilemap.h"
+#include "object/background.h"
+
+LevelEditor::LevelEditor()
{
- TileOrObject() : tile(0), obj(NULL) { is_tile = true; };
-
- void Tile(unsigned int set_to) { tile = set_to; is_tile = true; }
- void Object(GameObject* pobj) { obj = pobj; is_tile = false; }
- //Returns true for a tile
- bool IsTile() { return is_tile; };
- //Returns true for a GameObject
- bool IsObject() { return !is_tile; };
-
-
- void Init() { tile = 0; obj = NULL; is_tile = true; };
-
- bool is_tile; //true for tile (false for object)
- unsigned int tile;
- GameObject* obj;
-};
-
-/* leveleditor internals */
-static string_list_type level_subsets;
-static bool le_level_changed; /* if changes, ask for saving, when quiting*/
-static bool show_minimap;
-static bool show_selections;
-static bool le_help_shown;
-static int pos_x, pos_y, cursor_x, cursor_y;
-static int le_level;
-static World* le_world;
-static LevelSubset* le_level_subset;
-static int le_show_grid;
-static int le_frame;
-static Surface* le_selection;
-static int done;
-static TileOrObject le_current;
-static bool le_mouse_pressed[2];
-static bool le_mouse_clicked[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_move_up_bt;
-static Button* le_move_down_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 Button* le_objects_bt;
-static Button* le_object_select_bt;
-static Button* le_object_properties_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 Menu* select_objects_menu;
-static Timer select_tilegroup_menu_effect;
-static Timer select_objects_menu_effect;
-static Timer display_level_info;
-typedef std::map<std::string, ButtonPanel*> ButtonPanelMap;
-static ButtonPanelMap tilegroups_map;
-static ButtonPanelMap objects_map;
-static std::string cur_tilegroup;
-static std::string cur_objects;
-static MouseCursor* mouse_select_object;
-static MovingObject* selected_game_object;
-
-static square selection;
-static SelectionMode le_selection_mode;
-static SDL_Event event;
-TileMapType active_tm;
-
-int leveleditor(char* filename)
+ show_grid = true;
+
+ selection.clear();
+ selection_end = selection_ini = Vector(0,0);
+ left_button = middle_button = mouse_moved = false;
+ level = 0;
+ level_subset = 0;
+
+ 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->add_label(_("Load Subset"));
+ 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)
+ 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_WIDTH - 140, 100),
+ Vector(32,32), Vector(4,8));
+
+ tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0);
+ unsigned int id;
+ for(id = 1; id < tile_manager->get_max_tileid(); id++)
+ {
+ const Tile* tile = tile_manager->get(id);
+ if(!tile)
+ continue;
+
+ Surface* surface = tile->get_editor_image();
+ if(!surface)
+ continue;
+
+ Button button = Button(surface, "", SDLKey(0));
+ tiles_board->add_button(button, id);
+ }
+ gameobjs_first_id = id;
+
+ for(Factories::iterator i = object_factories->begin();
+ i != object_factories->end(); ++i) {
+
+// Surface *img = badguy.get_image();
+// FIXME: get image from object. Using the rubber in the meanwhile.
+ tiles_board->add_button(Button(img_rubber_bt, i->first,
+ SDLKey(SDLK_1+id)), id++);
+ }
+
+ tiles_layer = new ButtonGroup(Vector(12, SCREEN_HEIGHT-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_WIDTH-164, SCREEN_HEIGHT-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);
+}
+
+LevelEditor::~LevelEditor()
{
- int last_time, now_time, i;
+free_buttons_gfx();
- le_level = 1;
+delete tiles_board;
+delete tiles_layer;
+delete level_options;
- if(le_init() != 0)
- return 1;
+delete subset_menu;
+delete create_subset_menu;
+delete main_menu;
+delete settings_menu;
- /* Clear screen: */
+delete level;
+delete level_subset;
+}
- clearscreen(0, 0, 0);
- updatescreen();
+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);
- music_manager->halt_music();
+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);
- while (SDL_PollEvent(&event))
- {}
+img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true);
- if(filename != NULL)
- if(le_load_level_subset(filename))
- return 1;
+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);
+}
- while(true)
- {
- last_time = SDL_GetTicks();
- le_frame++;
+void LevelEditor::free_buttons_gfx()
+{
+delete img_foreground_bt;
+delete img_interactive_bt;
+delete img_background_bt;
- le_checkevents();
+delete img_save_level_bt;
+delete img_test_level_bt;
+delete img_setup_level_bt;
- if(Menu::current() == select_tilegroup_menu)
- {
- if(select_tilegroup_menu_effect.check())
- {
- select_tilegroup_menu->set_pos(screen->w - 64 + select_tilegroup_menu_effect.get_left(),
- 66,-0.5,0.5);
- }
- else
- select_tilegroup_menu->set_pos(screen->w - 64,66,-0.5,0.5);
- }
- else if(Menu::current() == select_objects_menu)
+delete img_rubber_bt;
+
+delete img_previous_level_bt;
+delete img_next_level_bt;
+delete img_previous_sector_bt;
+delete img_next_sector_bt;
+}
+
+void LevelEditor::run(const std::string filename)
+{
+ sound_manager->halt_music();
+ Menu::set_current(0);
+
+ DrawingContext context;
+
+ if(!filename.empty())
{
- if(select_objects_menu_effect.check())
- {
- select_objects_menu->set_pos(screen->w - 64 + select_objects_menu_effect.get_left(),82,-0.5,0.5);
- }
- else
- select_objects_menu->set_pos(screen->w - 64,82,-0.5,0.5);
+ level_nb = -1;
+ load_level(filename);
}
+ else
+ Menu::set_current(main_menu);
- if(le_world != NULL)
- {
- /* making events results to be in order */
+ mouse_cursor->set_state(MC_NORMAL);
- /* draw the level */
- le_drawlevel();
+ done = false;
+ while(!done)
+ {
+ events();
+ action();
+ draw(context);
}
- else
- clearscreen(0, 0, 0);
- /* draw editor interface */
- le_drawinterface();
+ if(level_changed)
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+}
+
+void LevelEditor::events()
+{
+ mouse_moved = false;
+ SDL_Event event;
+ while(SDL_PollEvent(&event))
+ {
Menu* menu = Menu::current();
if(menu)
- {
- menu->draw();
- menu->action();
-
- if(menu == leveleditor_menu)
{
- switch (leveleditor_menu->check())
+ menu->event(event);
+ menu->action();
+ if(menu == main_menu)
{
- case MNID_RETURNLEVELEDITOR:
- if(le_world != NULL)
+ switch (main_menu->check())
+ {
+ case MN_ID_RETURN:
Menu::set_current(0);
- else
- Menu::set_current(leveleditor_menu);
- break;
- case MNID_SUBSETSETTINGS:
- update_subset_settings_menu();
- break;
- case MNID_QUITLEVELEDITOR:
- done = 1;
- break;
+ break;
+ case MN_ID_QUIT:
+ done = true;
+ break;
+ }
}
- }
- else if(menu == level_settings_menu)
- {
- switch (level_settings_menu->check())
+ else if(menu == create_subset_menu)
{
- case MNID_APPLY:
- apply_level_settings_menu();
- Menu::set_current(NULL);
- break;
-
- default:
- break;
+ // activate or deactivate Create button if any filename as been specified
+ 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
+ create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_ACTION;
+
+ if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
+ { // applying settings:
+ std::string subset_name = create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input;
+ LevelSubset::create(subset_name);
+
+ delete level_subset;
+ level_subset = new LevelSubset();
+ level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
+
+ level_subset->title = create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).input;
+ level_subset->description = create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).input;
+ //FIXME: generate better level filenames
+ level_subset->add_level(subset_name+'/'+"new_level.stl");
+ Level* newlevel = new Level();
+ newlevel->add_sector(create_sector("main", 25, 19));
+ newlevel->save(level_subset->get_level_filename(0));
+ level_subset->save();
+
+ load_level(0);
+
+ 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 == select_tilegroup_menu)
- {
- int it = -1;
- switch (it = select_tilegroup_menu->check())
+ else if(menu == subset_menu)
{
- default:
- if(it >= 0)
+ int i = subset_menu->check();
+ if(i >= 0)
{
- cur_tilegroup = select_tilegroup_menu->get_item_by_id(it).text;
- Menu::set_current(0);
- cur_objects = "";
-
+ std::set<std::string>::iterator it = level_subsets.begin();
+ for(int t = 0; t < i; t++)
+ it++;
+ load_level_subset(*it);
+ Menu::set_current(0);
}
- break;
}
- }
- else if(menu == select_objects_menu)
- {
- int it = -1;
- switch (it = select_objects_menu->check())
+ else if(menu == settings_menu)
{
- default:
- if(it >= 0)
- {
- cur_objects = select_objects_menu->get_item_by_id(it).text;
- cur_tilegroup = "";
+ if(settings_menu->check() == MN_ID_APPLY_SETTINGS)
+ { // applying settings:
+ level_changed = true;
- Menu::set_current(0);
+ level->name = settings_menu->get_item_by_id(MN_ID_NAME).input;
+ level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
+
+ 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()));
+
+ Menu::set_current(0);
}
- break;
}
}
- else if(menu == subset_load_menu)
+ // 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 (i = subset_load_menu->check())
+ switch(level_options->selected_id())
{
- case 0:
+ case BT_LEVEL_SAVE:
+ save_level();
break;
- default:
- if(i >= 1)
- {
- if(le_load_level_subset(level_subsets.item[i-1]))
- return 1;
- }
+ case BT_LEVEL_TEST:
+ test_level();
+ break;
+ case BT_LEVEL_SETUP:
+ Menu::set_current(settings_menu);
+ break;
+ case BT_NEXT_LEVEL:
+ if(level_nb + 1 < level_subset->get_num_levels())
+ load_level(level_nb + 1);
+ else
+ {
+ char str[1024];
+ sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 2);
+ if(confirm_dialog(NULL, str))
+ {
+ level_subset->add_level("new_level.stl");
+ Level* newlevel = new Level();
+ newlevel->add_sector(create_sector("main", 25, 19));
+ newlevel->save(level_subset->get_level_filename(level_nb + 1));
+ level_subset->save();
+ load_level(level_nb + 1);
+ }
+ }
+ break;
+ case BT_PREVIOUS_LEVEL:
+ if(level_nb - 1 >= 0)
+ load_level(level_nb - 1);
+ break;
+ case BT_NEXT_SECTOR:
+ std::cerr << "next sector.\n";
+ load_sector(sectornum+1);
+ break;
+ case BT_PREVIOUS_SECTOR:
+ std::cerr << "previous sector.\n";
+ if(sectornum > 0)
+ load_sector(sectornum-1);
break;
}
+ level_options->set_unselected();
+ continue;
}
- else if(menu == subset_new_menu)
+ else
{
- if(subset_new_menu->item[2].input[0] == '\0')
- subset_new_menu->item[3].kind = MN_DEACTIVE;
- else
+ switch(event.type)
{
- subset_new_menu->item[3].kind = MN_ACTION;
+ case SDL_MOUSEMOTION:
+ mouse_moved = true;
+ mouse_x = event.motion.x;
+ mouse_y = event.motion.y;
+ 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;
- switch (i = subset_new_menu->check())
- {
- case MNID_CREATESUBSET:
- LevelSubset::create(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input);
- le_level_subset->load(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input);
- leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
- le_goto_level(1);
- subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input("");
-
- Menu::set_current(subset_settings_menu);
- break;
- }
- }
- }
- else if(menu == subset_settings_menu)
- {
- if(le_level_subset->title.compare(subset_settings_menu->get_item_by_id(MNID_SUBSETTITLE).input) == 0 && le_level_subset->description.compare(subset_settings_menu->get_item_by_id(MNID_SUBSETDESCRIPTION).input) == 0 )
- subset_settings_menu->get_item_by_id(MNID_SUBSETSAVECHANGES).kind = MN_DEACTIVE;
- else
- subset_settings_menu->get_item_by_id(MNID_SUBSETSAVECHANGES).kind = MN_ACTION;
+ case SDL_MOUSEBUTTONDOWN:
+ mouse_moved = true;
+ mouse_x = event.motion.x;
+ mouse_y = event.motion.y;
+ 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;
- switch (i = subset_settings_menu->check())
- {
- case MNID_SUBSETSAVECHANGES:
- save_subset_settings_menu();
- Menu::set_current(leveleditor_menu);
+ case SDL_MOUSEBUTTONUP:
+ mouse_moved = true;
+ mouse_x = event.motion.x;
+ mouse_y = event.motion.y;
+ 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)
+ {
+ float t = selection_ini.x;
+ selection_ini.x = selection_end.x;
+ selection_end.x = t;
+ }
+ if(selection_end.y < selection_ini.y)
+ {
+ float t = selection_ini.y;
+ selection_ini.y = selection_end.y;
+ selection_end.y = t;
+ }
+
+ selection.clear();
+ std::vector <int> vector;
+
+ 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;
+
+ 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))->getID());
+ }
+ 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_WIDTH;
+ 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;
+
+ default:
+ break;
}
}
}
+}
- MouseCursor::current()->draw();
+void LevelEditor::action()
+{
+ 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);
- if(done)
+ if(sector)
{
- le_quit();
- return 0;
+ // 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_WIDTH/2)
+ scroll.x = -SCREEN_WIDTH/2;
+ if(scroll.x > width - SCREEN_WIDTH/2)
+ scroll.x = width - SCREEN_WIDTH/2;
+ if(scroll.y < -SCREEN_HEIGHT/2)
+ scroll.y = -SCREEN_HEIGHT/2;
+ if(scroll.y > height - SCREEN_HEIGHT/2)
+ scroll.y = height - SCREEN_HEIGHT/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 + mouse_x) + (x*32),
+ (int)(scroll.y + mouse_y) + (y*32), selection[x][y],
+ cur_layer);
}
-
- ++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 */
-
- flipscreen();
- }
-
- return done;
}
-int le_load_level_subset(char *filename)
+#define FADING_TIME .6
+
+void LevelEditor::draw(DrawingContext& context)
{
- le_level_subset->load(filename);
- leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
- le_level = 1;
- le_goto_level(1);
+ context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
+ mouse_cursor->draw(context);
- //GameSession* session = new GameSession(datadir + "/levels/" + le_level_subset->name + "/level1.stl", 0, ST_GL_DEMO_GAME);
+ // draw a filled background
+ context.draw_filled_rect(Vector(0,0), Vector(SCREEN_WIDTH,SCREEN_HEIGHT), Color(60,60,60), LAYER_BACKGROUND0-1);
- Menu::set_current(NULL);
+ if(level_name_timer.check())
+ {
+ context.push_transform();
+ if(level_name_timer.get_timeleft() < FADING_TIME)
+ context.set_alpha(int(level_name_timer.get_timeleft() * 255 / FADING_TIME));
- return 0;
-}
+ context.draw_text(gold_text, level->name, Vector(SCREEN_WIDTH/2, 30), CENTER_ALLIGN, LAYER_GUI);
+ if(level_nb != -1)
+ {
+ char str[128];
+ sprintf(str, "%i/%i", level_nb+1, level_subset->get_num_levels());
+ context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 50), CENTER_ALLIGN, LAYER_GUI);
+ }
-void le_init_menus()
-{
- int i;
-
- 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();
- select_objects_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,MNID_RETURNLEVELEDITOR);
- leveleditor_menu->additem(MN_DEACTIVE,"Level Subset Settings",0,subset_settings_menu,MNID_SUBSETSETTINGS);
- 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,MNID_QUITLEVELEDITOR);
-
- 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, i+1);
- }
- 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,MNID_SUBSETNAME);
- subset_new_menu->additem(MN_ACTION,"Create",0,0, MNID_CREATESUBSET);
- 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,MNID_SUBSETTITLE);
- subset_settings_menu->additem(MN_TEXTFIELD,"Description",0,0,MNID_SUBSETDESCRIPTION);
- subset_settings_menu->additem(MN_HL,"",0,0);
- subset_settings_menu->additem(MN_ACTION,"Save Changes",0,0,MNID_SUBSETSAVECHANGES);
- 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,MNID_NAME);
- level_settings_menu->additem(MN_TEXTFIELD, "Author ",0,0,MNID_AUTHOR);
- level_settings_menu->additem(MN_STRINGSELECT,"Song ",0,0,MNID_SONG);
- level_settings_menu->additem(MN_STRINGSELECT,"Bg-Image",0,0,MNID_BGIMG);
- level_settings_menu->additem(MN_STRINGSELECT,"Particle",0,0,MNID_PARTICLE);
- level_settings_menu->additem(MN_NUMFIELD, "Length ",0,0,MNID_LENGTH);
- level_settings_menu->additem(MN_NUMFIELD, "Height ",0,0,MNID_HEIGHT);
- level_settings_menu->additem(MN_NUMFIELD, "Time ",0,0,MNID_TIME);
- level_settings_menu->additem(MN_NUMFIELD, "Gravity ",0,0,MNID_GRAVITY);
- level_settings_menu->additem(MN_NUMFIELD, "Bg-Img-Speed",0,0,MNID_BGSPEED);
- level_settings_menu->additem(MN_NUMFIELD, "Top Red ",0,0,MNID_TopRed);
- level_settings_menu->additem(MN_NUMFIELD, "Top Green ",0,0,MNID_TopGreen);
- level_settings_menu->additem(MN_NUMFIELD, "Top Blue ",0,0,MNID_TopBlue);
- level_settings_menu->additem(MN_NUMFIELD, "Bottom Red ",0,0,MNID_BottomRed);
- level_settings_menu->additem(MN_NUMFIELD, "Bottom Green",0,0,MNID_BottomGreen);
- level_settings_menu->additem(MN_NUMFIELD, "Bottom Blue ",0,0,MNID_BottomBlue);
- level_settings_menu->additem(MN_HL,"",0,0);
- level_settings_menu->additem(MN_ACTION,"Apply Changes",0,0,MNID_APPLY);
-
- select_tilegroup_menu->arrange_left = true;
- select_tilegroup_menu->additem(MN_LABEL,"Tilegroup",0,0);
- select_tilegroup_menu->additem(MN_HL,"",0,0);
- std::set<TileGroup>* tilegroups = TileManager::tilegroups();
- int tileid = 1;
- for(std::set<TileGroup>::iterator it = tilegroups->begin();
- it != tilegroups->end(); ++it )
+ context.pop_transform();
+ }
+ 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
{
- select_tilegroup_menu->additem(MN_ACTION, it->name, 0, 0, tileid);
- tileid++;
- tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318);
- i = 0;
+ tiles_board->draw(context);
+ tiles_layer->draw(context);
+ level_options->draw(context);
+ }
- for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
- sit != (*it).tiles.end(); ++sit, ++i)
+ // draw selection
+ if(sector)
+ {
+ if(!middle_button)
{
- std::string imagefile = "/images/tilesets/" ;
- bool only_editor_image = false;
- if(!TileManager::instance()->get(*sit)->filenames.empty())
+ context.set_drawing_effect(SEMI_TRANSPARENT);
+
+ if(selection.size())
{
- imagefile += TileManager::instance()->get(*sit)->filenames[0];
+ if(selection[0][0] == 0 && selection.size() == 1)
+ context.draw_surface(img_rubber_bt, Vector(mouse_x - 8,
+ mouse_y - 8), LAYER_GUI-2);
+ else if(selection[0][0] >= gameobjs_first_id || selection[0][0] < 0)
+ {
+ // FIXME: this should draw an object image near cursor
+ #if 0
+ int id = selection[0][0];
+
+ if(id == OBJ_TRAMPOLINE)
+ context.draw_surface(img_trampoline[0].get_frame(0), Vector(mouse_x - 8,
+ mouse_y - 8), LAYER_GUI-2);
+ else if(id == OBJ_FLYING_PLATFORM)
+ context.draw_surface(img_flying_platform->get_frame(0), Vector(mouse_x - 8,
+ mouse_y - 8), LAYER_GUI-2);
+ else
+ if(id == OBJ_DOOR)
+ /*context.draw_surface(door->get_frame(0), Vector(mouse_x - 8,
+ mouse_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(mouse_x - 8,
+ mouse_y - 8), LAYER_GUI-2);
+ }
+ #endif
+ }
+ else
+ {
+ for(unsigned int x = 0; x < selection.size(); x++)
+ for(unsigned int y = 0; y < selection[x].size(); y++) {
+ const Tile* tile = tile_manager->get(selection[x][y]);
+ tile->draw(context,
+ Vector(mouse_x + x*32 - 8, mouse_y + y*32 - 8),
+ LAYER_GUI-2);
+ }
+ }
}
- else if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
+ context.set_drawing_effect(NONE_EFFECT);
+ }
+ else
+ context.draw_filled_rect(Vector(std::min((int)selection_ini.x, mouse_x)*zoom,
+ std::min((int)selection_ini.y, mouse_y))*zoom,
+ Vector(abs(mouse_x - (int)selection_ini.x)*zoom,
+ abs(mouse_y - (int)selection_ini.y)*zoom),
+ Color(170,255,170,128), LAYER_GUI-2);
+
+ if(show_grid)
+ {
+ for(int x = 0; x < SCREEN_WIDTH / (32*zoom); x++)
{
- imagefile += TileManager::instance()->get(*sit)->editor_filenames[0];
- only_editor_image = true;
+ int pos = (int)(x*32*zoom) - ((int)scroll.x % 32);
+ context.draw_filled_rect(Vector (pos, 0), Vector(1, SCREEN_HEIGHT),
+ Color(225, 225, 225), LAYER_GUI-50);
}
- else
+ for(int y = 0; y < SCREEN_HEIGHT / (32*zoom); y++)
{
- imagefile += "notile.png";
+ int pos = (int)(y*32*zoom) - ((int)scroll.y % 32);
+ context.draw_filled_rect(Vector (0, pos), Vector(SCREEN_WIDTH, 1),
+ Color(225, 225, 225), LAYER_GUI-50);
}
- Button* button = new Button(imagefile, it->name, SDLKey(SDLK_a + i),
- 0, 0, 32, 32);
- if(!only_editor_image)
- if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
- {
- imagefile = "/images/tilesets/" + TileManager::instance()->get(*sit)->editor_filenames[0];
- button->add_icon(imagefile,32,32);
- }
- tilegroups_map[it->name]->additem(button, *sit);
}
- }
- select_tilegroup_menu->additem(MN_HL,"",0,0);
- select_objects_menu->arrange_left = true;
- select_objects_menu->additem(MN_LABEL,"Objects",0,0);
- select_objects_menu->additem(MN_HL,"",0,0);
- // TODO fix this
-#if 0
- select_objects_menu->additem(MN_ACTION,"BadGuys",0,0,1);
- objects_map["BadGuys"] = new ButtonPanel(screen->w - 64,96, 64, 318);
-
- DisplayManager dummy;
- for(int i = 0; i < NUM_BadGuyKinds; ++i)
- {
- BadGuy bad_tmp(dummy, 0,0,BadGuyKind(i),false);
- objects_map["BadGuys"]->additem(new Button("", "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i);
- objects_map["BadGuys"]->manipulate_button(i)->set_drawable(new
- BadGuy(dummy,
- objects_map["BadGuys"]->manipulate_button(i)->get_pos().x,
- objects_map["BadGuys"]->manipulate_button(i)->get_pos().y,
- BadGuyKind(i), false));
- }
-#endif
+ context.push_transform();
+ context.set_translation(scroll);
+ context.set_zooming(zoom);
- select_objects_menu->additem(MN_HL,"",0,0);
+ 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();
-}
+ if(tilemap->get_layer() != cur_layer)
+ context.set_drawing_effect(SEMI_TRANSPARENT);
+ (*i)->draw(context);
-int le_init()
-{
+ context.pop_transform();
+ continue;
+ }
+ Background* background = dynamic_cast<Background*> (*i);
+ if(background)
+ { // don't resize background
+ context.push_transform();
+ context.set_zooming(1.0);
+ (*i)->draw(context);
+ context.pop_transform();
+ }
+ else
+ (*i)->draw(context);
+ }
+ context.pop_transform();
+ }
+ else
+ context.draw_filled_rect(Vector(0,0), Vector(SCREEN_WIDTH,SCREEN_HEIGHT),Color(0,0,0), LAYER_BACKGROUND0);
- level_subsets = dsubdirs("/levels", "level1.stl");
- le_level_subset = new LevelSubset;
+ context.do_drawing();
+}
- le_world = NULL;
- selected_game_object = NULL;
+void LevelEditor::load_level_subset(std::string filename)
+{
+ delete level_subset;
+ level_subset = new LevelSubset();
+ level_subset->load(filename.c_str());
+ load_level(0);
+}
- active_tm = TM_IA;
- le_show_grid = true;
- show_selections = true;
- scroll_x = 0;
+void LevelEditor::load_level(std::string filename)
+{
+ if(level_changed)
+ {
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+ else
+ return;
+ }
- done = 0;
- le_frame = 0; /* support for frames in some tiles, like waves and bad guys */
- le_level_changed = false;
- le_help_shown = false;
+ level_filename = filename;
- le_mouse_pressed[LEFT] = false;
- le_mouse_pressed[RIGHT] = false;
+ delete level;
+ level = new Level();
+ level->load(filename);
+
+ sectornum = 0;
+ load_sector(0);
+ level_name_timer.start(3000);
+ scroll.x = scroll.y = 0;
+ level_changed = false;
- le_mouse_clicked[LEFT] = false;
- le_mouse_clicked[RIGHT] = 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());
+}
- le_selection = new Surface(datadir + "/images/leveleditor/select.png", USE_ALPHA);
+void LevelEditor::load_level(int nb)
+{
+ if(level_changed)
+ {
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+ else
+ return;
+ }
- select_tilegroup_menu_effect.init(false);
- select_objects_menu_effect.init(false);
- display_level_info.init(false);
+ level_nb = nb;
+ level_filename = level_subset->get_level_filename(level_nb);
- /* 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_F10,screen->w-32,32);
- le_next_level_bt = new Button("/images/icons/next.png","Next level", SDLK_PAGEUP,screen->w-64,0);
- le_previous_level_bt = new Button("/images/icons/previous.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-64,48);
- 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,screen->w-80-16,0);
- le_move_right_bt = new Button("/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
- le_move_up_bt = new Button("/images/icons/up.png","Move up",SDLK_UP,screen->w-80,16);
- le_move_down_bt = new Button("/images/icons/down.png","Move down",SDLK_DOWN,screen->w-80,32);
- le_tilegroup_bt = new Button("/images/icons/tilegroup.png","Select Tilegroup", SDLK_F7,screen->w-64,64);
- le_objects_bt = new Button("/images/icons/objects.png","Select Objects", SDLK_F8,screen->w-64,80);
- le_object_select_bt = new Button("/images/icons/select-one.png","Select an Object", SDLK_s, screen->w - 64, screen->h-98);
- le_object_properties_bt = new Button("/images/icons/properties.png","Edit object properties", SDLK_p, screen->w - 32, screen->h-98);
- le_object_properties_bt->set_active(false);
+ load_level(level_filename);
+}
- mouse_select_object = new MouseCursor(datadir + "/images/status/select-cursor.png",1);
- mouse_select_object->set_mid(16,16);
+void LevelEditor::load_sector(size_t num)
+{
+ assert(num <= level->get_sector_count());
+
+ if(num >= level->get_sector_count())
+ {
+ if(!confirm_dialog(NULL, _("No more sectors exist. Create another?")))
+ return;
+ Sector* sector_ = create_sector("new_sector",25,19);
+ level->add_sector(sector_);
+ num = level->get_sector_count()-1;
+ }
- 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_b,0,0),TM_BG);
- le_tilemap_panel->additem(new Button("/images/icons/intact.png","Interactive",SDLK_i,0,0),TM_IA);
- le_tilemap_panel->additem(new Button("/images/icons/frgrd.png","Foreground",SDLK_f,0,0),TM_FG);
- le_tilemap_panel->highlight_last(true);
- le_tilemap_panel->set_last_clicked(TM_IA);
+ sector = level->get_sector(num);
- le_current.Init();
+ /* Load sector stuff */
- le_init_menus();
+ sector->update_game_objects();
- SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+ foregrounds = solids = backgrounds = 0;
+ /* Point foregrounds, backgrounds, solids to its layer */
+ for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++)
+ {
+ TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+ if(tilemap)
+ {
+ 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();
+ }
- return 0;
-}
+ 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 update_level_settings_menu()
-{
- char str[80];
- int i;
-
- level_settings_menu->get_item_by_id(MNID_NAME).change_input(le_world->get_level()->name.c_str());
- level_settings_menu->get_item_by_id(MNID_AUTHOR).change_input(le_world->get_level()->author.c_str());
-
- string_list_copy(level_settings_menu->get_item_by_id(MNID_SONG).list, dfiles("music/",NULL, "-fast"));
- string_list_copy(level_settings_menu->get_item_by_id(MNID_BGIMG).list, dfiles("images/background",NULL, NULL));
- string_list_add_item(level_settings_menu->get_item_by_id(MNID_BGIMG).list,"");
- string_list_add_item(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,"");
- string_list_add_item(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,"snow");
- string_list_add_item(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,"clouds");
-
- if((i = string_list_find(level_settings_menu->get_item_by_id(MNID_SONG).list,le_world->get_level()->song_title.c_str())) != -1)
- level_settings_menu->get_item_by_id(MNID_SONG).list->active_item = i;
- if((i = string_list_find(level_settings_menu->get_item_by_id(MNID_BGIMG).list,le_world->get_level()->bkgd_image.c_str())) != -1)
- level_settings_menu->get_item_by_id(MNID_BGIMG).list->active_item = i;
- if((i = string_list_find(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,le_world->get_level()->particle_system.c_str())) != -1)
- level_settings_menu->get_item_by_id(MNID_PARTICLE).list->active_item = i;
-
- sprintf(str,"%d",le_world->get_level()->width);
- level_settings_menu->get_item_by_id(MNID_LENGTH).change_input(str);
- sprintf(str,"%d",le_world->get_level()->height);
- level_settings_menu->get_item_by_id(MNID_HEIGHT).change_input(str);
- sprintf(str,"%d",le_world->get_level()->time_left);
- level_settings_menu->get_item_by_id(MNID_TIME).change_input(str);
- sprintf(str,"%2.0f",le_world->get_level()->gravity);
- level_settings_menu->get_item_by_id(MNID_GRAVITY).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_speed);
- level_settings_menu->get_item_by_id(MNID_BGSPEED).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_top.red);
- level_settings_menu->get_item_by_id(MNID_TopRed).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_top.green);
- level_settings_menu->get_item_by_id(MNID_TopGreen).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_top.blue);
- level_settings_menu->get_item_by_id(MNID_TopBlue).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_bottom.red);
- level_settings_menu->get_item_by_id(MNID_BottomRed).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_bottom.green);
- level_settings_menu->get_item_by_id(MNID_BottomGreen).change_input(str);
- sprintf(str,"%d",le_world->get_level()->bkgd_bottom.blue);
- level_settings_menu->get_item_by_id(MNID_BottomBlue).change_input(str);
+ sectornum = num;
}
-void update_subset_settings_menu()
+void LevelEditor::save_level()
{
- 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());
+ level->save(level_filename);
+ level_changed = false;
}
-void apply_level_settings_menu()
+void LevelEditor::test_level()
{
- int i;
- i = false;
- le_level_changed = true;
+ if(level_changed) {
+ if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+ save_level();
+ else
+ return;
+ }
- le_world->get_level()->name = level_settings_menu->get_item_by_id(MNID_NAME).input;
- le_world->get_level()->author = level_settings_menu->get_item_by_id(MNID_AUTHOR).input;
+ GameSession session(level_filename, ST_GL_TEST);
+ session.run();
+ // player_status.reset();
+ sound_manager->halt_music();
+}
- if(le_world->get_level()->bkgd_image.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list)) != 0)
- {
- le_world->get_level()->bkgd_image = string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list);
- i = true;
- }
+void LevelEditor::change(int x, int y, int newtile, int layer)
+{
+ (void) 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;
- if(le_world->get_level()->particle_system.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list)) != 0)
- {
- le_world->get_level()->particle_system = string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list);
+ level_changed = true;
+
+ 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(i)
+ if(newtile >= gameobjs_first_id) // add object
{
- le_world->get_level()->load_gfx();
- }
-
- le_world->get_level()->song_title = string_list_active(level_settings_menu->get_item_by_id(MNID_SONG).list);
-
- le_world->get_level()->resize(
- atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input),
- atoi(level_settings_menu->get_item_by_id(MNID_HEIGHT).input));
- le_world->get_level()->time_left = atoi(level_settings_menu->get_item_by_id(MNID_TIME).input);
- le_world->get_level()->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input);
- le_world->get_level()->bkgd_speed = atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input);
- le_world->get_level()->bkgd_top.red = atoi(level_settings_menu->get_item_by_id(MNID_TopRed).input);
- le_world->get_level()->bkgd_top.green = atoi(level_settings_menu->get_item_by_id(MNID_TopGreen).input);
- le_world->get_level()->bkgd_top.blue = atoi(level_settings_menu->get_item_by_id(MNID_TopBlue).input);
- le_world->get_level()->bkgd_bottom.red = atoi(level_settings_menu->get_item_by_id(MNID_BottomRed).input);
- le_world->get_level()->bkgd_bottom.green = atoi(level_settings_menu->get_item_by_id(MNID_BottomGreen).input);
- le_world->get_level()->bkgd_bottom.blue = atoi(level_settings_menu->get_item_by_id(MNID_BottomBlue).input);
+ // remove an active tile or object that might be there
+ change(x, y, 0, LAYER_TILES);
+
+ int id = 0;
+ GameObject* object = 0;
+ for(Factories::iterator i = object_factories->begin(); i !=
+ object_factories->end(); ++i) {
+ if(id == newtile - gameobjs_first_id) {
+ object = create_object(i->first, Vector(x, y));
+ break;
+ }
+ id++;
+ }
+ if(object) {
+ sector->add_object(object);
+ 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++) {
+// FIXME: if there is a game objs in here, remove it!
+#if 0
+ 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)
+ {
+ 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);
+#endif
+ }
+ 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 save_subset_settings_menu()
+void LevelEditor::show_help()
{
- le_level_subset->title = subset_settings_menu->item[2].input;
- le_level_subset->description = subset_settings_menu->item[3].input;
- le_level_subset->save();
- le_level_changed = false;
-}
+ DrawingContext context;
+
+ bool show_grid_t = show_grid;
+ show_grid = false;
+ mouse_cursor->set_state(MC_HIDE);
+
+
+ char str[1024];
+ const char *text1[] = {
+ _("This is the built-in level editor. Its aim is to be intuitive\n"
+ "and simple to use, so it should be pretty straightforward.\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 at 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 the level in/out.\n"
+ "\n"
+ "You probably already noticed those floating groups 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 find them by pressing the Right mouse button on\n"
+ "a button. That will also show what that button does.\n"
+ "Groups of buttons can also be moved 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 does, shall we?\n"
+ "\n"
+ "To starting putting tiles and objects around use the bigger group\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")
+ };
-void le_unload_level()
-{
- if(le_level_changed)
- {
- le_drawlevel();
- le_drawinterface();
- char str[1024];
- sprintf(str,"Save changes to level %d of %s?",le_level,le_level_subset->name.c_str());
- if(confirm_dialog(str))
- {
- le_world->get_level()->save(le_level_subset->name.c_str(), le_level,
- le_world);
- }
- }
-
- delete le_world;
- le_level_changed = false;
-}
-
-void le_goto_level(int levelnb)
-{
- le_unload_level();
- le_world = new World(le_level_subset->name, levelnb);
- display_level_info.start(2500);
- le_level = levelnb;
-}
-
-void le_quit(void)
-{
- SDL_EnableKeyRepeat(0, 0); // disables key repeating
-
- le_unload_level();
- 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 select_objects_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_move_up_bt;
- delete le_move_down_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_objects_bt;
- delete le_tilemap_panel;
- delete le_object_select_bt;
- delete le_object_properties_bt;
- delete mouse_select_object;
-
- delete le_level_subset;
- le_level_subset = 0;
-
- for(ButtonPanelMap::iterator i = tilegroups_map.begin();
- i != tilegroups_map.end(); ++i)
- {
- delete i->second;
- }
- for(ButtonPanelMap::iterator i = objects_map.begin();
- i != objects_map.end(); ++i)
- {
- delete i->second;
- }
-}
-
-void le_drawminimap()
-{
- if(le_world == NULL)
- return;
-
- int mini_tile_width;
- if(screen->w - 64 > le_world->get_level()->width * 4)
- mini_tile_width = 4;
- else if(screen->w - 64 > le_world->get_level()->width * 2)
- mini_tile_width = 2;
- else
- mini_tile_width = 1;
- int left_offset = (screen->w - 64 - le_world->get_level()->width*mini_tile_width) / 2;
-
- int mini_tile_height;
- if(screen->h - 64 > le_world->get_level()->height * 4)
- mini_tile_height = 4;
- else if(screen->h - 64 > le_world->get_level()->height * 2)
- mini_tile_height = 2;
- else
- mini_tile_height = 1;
-
- Level* level = le_world->get_level();
- for (int y = 0; y < le_world->get_level()->height; ++y)
- for (int x = 0; x < le_world->get_level()->width; ++x)
- {
-
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
- mini_tile_width , 4, level->bg_tiles[y * level->width + x]);
-
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
- mini_tile_width , 4, level->ia_tiles[y * level->width + x]);
-
- Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4,
- mini_tile_width , 4, level->fg_tiles[y + level->width + x]);
-
- }
-
- fillrect(left_offset, 0, le_world->get_level()->width*mini_tile_width, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 128);
-
- fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 19*mini_tile_width, 2, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 2, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width + 19*mini_tile_width - 2, 0, 2, le_world->get_level()->height*mini_tile_height, 200, 200, 200, 200);
- fillrect(left_offset + (pos_x/32)*mini_tile_width, le_world->get_level()->height*mini_tile_height-2, 19*mini_tile_width, 2, 200, 200, 200, 200);
-
-}
-
-void le_drawinterface()
-{
- int x,y;
- char str[80];
-
- if(le_world != NULL)
- {
- /* draw a grid (if selected) */
- if(le_show_grid)
- {
- for(x = 0; x < VISIBLE_TILES_X; x++)
- fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
- for(y = 0; y < VISIBLE_TILES_Y; y++)
- fillrect(0, y*32 - ((int)pos_y % 32), screen->w, 1, 225, 225, 225,255);
- }
- }
-
- if(show_minimap) // use_gl because the minimap isn't shown correctly in software mode. Any idea? FIXME Possible reasons: SDL_SoftStretch is a hack itsself || an alpha blitting issue SDL can't handle in software mode
- le_drawminimap();
-
- if(show_selections && MouseCursor::current() != mouse_select_object)
- {
- if(le_selection_mode == CURSOR)
- {
- if(le_current.IsTile())
- le_selection->draw(cursor_x - pos_x, cursor_y - pos_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 - pos_y, w, SELECT_W, SELECT_CLR);
- fillrect(selection.x1 - pos_x + w, selection.y1 - pos_y, SELECT_W, h, SELECT_CLR);
- fillrect(selection.x1 - pos_x, selection.y1 - pos_y + h, w, SELECT_W, SELECT_CLR);
- fillrect(selection.x1 - pos_x, selection.y1 - pos_y, SELECT_W, h, SELECT_CLR);
- }
- }
-
-
- /* draw button bar */
- fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
-
- if(le_current.IsTile())
- {
- Tile::draw(screen->w - 32, screen->h - 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( screen->w - 32, screen->h - 32);
- }
- if(le_current.IsObject() && MouseCursor::current() != mouse_select_object)
- {
- le_current.obj->draw_on_screen(screen->w - 32, screen->h - 32);
- le_current.obj->draw_on_screen(cursor_x,cursor_y);
- }
-
- if(mouse_select_object && selected_game_object != NULL)
- {
- fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,selected_game_object->base.width,3,255,0,0,255);
- fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255);
- fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y+selected_game_object->base.height,selected_game_object->base.width,3,255,0,0,255);
- fillrect(selected_game_object->base.x-pos_x+selected_game_object->base.width,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255);
- }
-
- if(le_world != 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();
- if(le_selection_mode == SQUARE)
- le_select_mode_one_bt->draw();
- else if(le_selection_mode == CURSOR)
- le_select_mode_two_bt->draw();
- le_settings_bt->draw();
- le_move_right_bt->draw();
- le_move_left_bt->draw();
- le_move_up_bt->draw();
- le_move_down_bt->draw();
- le_tilegroup_bt->draw();
- le_objects_bt->draw();
- if(!cur_tilegroup.empty())
- tilegroups_map[cur_tilegroup]->draw();
- else if(!cur_objects.empty())
- {
- objects_map[cur_objects]->draw();
- }
-
- le_tilemap_panel->draw();
-
- if(!cur_objects.empty())
- {
- le_object_select_bt->draw();
- le_object_properties_bt->draw();
- }
-
- sprintf(str, "%d/%d", le_level,le_level_subset->levels);
- white_text->drawf(str, (le_level_subset->levels < 10) ? -10 : 0, 16, A_RIGHT, A_TOP, 0);
-
- if(!le_help_shown)
- white_small_text->draw("F1 for Help", 10, 430, 1);
-
- if(display_level_info.check())
- white_text->drawf(le_world->get_level()->name.c_str(), 0, 0, A_HMIDDLE, A_TOP, 0);
- }
- 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);
- }
-
-}
-
-void le_drawlevel()
-{
- unsigned int y,x;
- Uint8 a;
-
- /* Draw the real background */
- le_world->get_level()->draw_bg();
-
- if(le_current.IsTile())
- {
- Tile::draw(cursor_x-pos_x, cursor_y-pos_y,le_current.tile,128);
- if(!TileManager::instance()->get(le_current.tile)->images.empty())
- fillrect(cursor_x-pos_x,cursor_y-pos_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);
- }
- if(le_current.IsObject())
- {
- le_current.obj->move_to(cursor_x, cursor_y);
- }
-
- /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
-
- Level* level = le_world->get_level();
- for (y = 0; y < VISIBLE_TILES_Y && y < (unsigned)le_world->get_level()->height; ++y)
- for (x = 0; x < (unsigned)VISIBLE_TILES_X - 2; ++x)
- {
-
- if(active_tm == TM_BG)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
- level->bg_tiles[ (y + (int)(pos_y / 32)) * level->width +
- (x + (int)(pos_x / 32))],a);
-
- if(active_tm == TM_IA)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
- level->ia_tiles[ (y + (int)(pos_y / 32)) * level->width +
- (x + (int)(pos_x / 32))],a);
-
-
- if(active_tm == TM_FG)
- a = 255;
- else
- a = 128;
-
- Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
- level->fg_tiles[ (y + (int)(pos_y / 32)) * level->width +
- (x + (int)(pos_x / 32))],a);
-
- /* draw whats inside stuff when cursor is selecting those */
- /* (draw them all the time - is this the right behaviour?) */
- Tile* edit_image = TileManager::instance()->get(
- level->ia_tiles
- [ (y + (int)(pos_y / 32)) * level->width + (x + (int)(pos_x / 32))]);
- if(edit_image && !edit_image->editor_images.empty())
- edit_image->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32 - ((int)pos_y % 32));
-
- }
-
- /* Draw the Bad guys: */
- for (std::vector<_GameObject*>::iterator it = le_world->gameobjects.begin();
- it != le_world->gameobjects.end(); ++it)
- {
- BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
- if(badguy == 0)
- continue;
-
- /* to support frames: img_bsod_left[(frame / 5) % 4] */
- ViewPort viewport;
- viewport.set_translation(Vector(pos_x, pos_y));
- badguy->draw(viewport, 0);
- }
-
- /* Draw the player: */
- /* for now, the position is fixed at (100, 240) */
- largetux.walk_right->draw( 100 - pos_x, 240 - pos_y);
-}
-
-void le_change_object_properties(_GameObject *pobj)
-{
- Surface* cap_screen = Surface::CaptureScreen();
- Menu* object_properties_menu = new Menu();
- bool loop = true;
-
- object_properties_menu->additem(MN_LABEL,pobj->type() + " Properties",0,0);
- object_properties_menu->additem(MN_HL,"",0,0);
-
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
- if(pobj != 0)
- {
- object_properties_menu->additem(MN_STRINGSELECT,"Kind",0,0,1);
- for(int i = 0; i < NUM_BadGuyKinds; ++i)
- {
- string_list_add_item(object_properties_menu->get_item_by_id(1).list,
- badguykind_to_string(static_cast<BadGuyKind>(i)).c_str());
- if(pbad->kind == i)
- object_properties_menu->get_item_by_id(1).list->active_item = i;
- }
- object_properties_menu->additem(MN_TOGGLE,"StayOnPlatform",pbad->stay_on_platform,0,2);
- }
-
- object_properties_menu->additem(MN_HL,"",0,0);
- object_properties_menu->additem(MN_ACTION,"Ok",0,0,3);
-
- Menu::set_current(object_properties_menu);
-
- while(loop)
- {
- SDL_Event event;
-
- while (SDL_PollEvent(&event))
- {
- object_properties_menu->event(event);
- }
-
- cap_screen->draw(0,0);
-
- object_properties_menu->draw();
- object_properties_menu->action();
-
- switch (object_properties_menu->check())
- {
- case 3:
- {
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
- if(pbad != 0) {
- BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
- pbad->kind = badguykind_from_string(string_list_active(object_properties_menu->get_item_by_id(1).list));
- pbad->stay_on_platform = object_properties_menu->get_item_by_id(2).toggled;
- }
- loop = false;
- break;
- }
- default:
- break;
- }
-
- if(Menu::current() == NULL)
- loop = false;
-
- mouse_cursor->draw();
- flipscreen();
- SDL_Delay(25);
- }
-
- delete cap_screen;
- Menu::set_current(0);
- delete object_properties_menu;
-}
-
-
-void le_checkevents()
-{
- SDLKey key;
- SDLMod keymod;
- Button* pbutton;
- int x,y;
-
- keymod = SDL_GetModState();
-
- while(SDL_PollEvent(&event))
- {
- if (Menu::current())
- {
- Menu::current()->event(event);
- if(!le_world && !Menu::current())
- Menu::set_current(leveleditor_menu);
- }
- else
- {
- mouse_cursor->set_state(MC_NORMAL);
-
- /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
- if(event.type == SDL_KEYDOWN
- || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION)
- && (event.motion.x > 0
- && event.motion.x < screen->w - 64 &&
- event.motion.y > 0 && event.motion.y < screen->h)))
- {
- switch(event.type)
- {
- case SDL_KEYDOWN: // key pressed
- key = event.key.keysym.sym;
- switch(key)
- {
- case SDLK_ESCAPE:
- Menu::set_current(leveleditor_menu);
- break;
- case SDLK_F1:
- if(le_world != NULL)
- le_showhelp();
- break;
- case SDLK_HOME:
- cursor_x = 0;
- pos_x = cursor_x;
- break;
- case SDLK_END:
- cursor_x = (le_world->get_level()->width * 32) - 32;
- pos_x = cursor_x;
- break;
- case SDLK_F9:
- le_show_grid = !le_show_grid;
- break;
- default:
- break;
- }
- break;
- case SDL_MOUSEBUTTONDOWN:
- if(event.button.button == SDL_BUTTON_LEFT)
- {
- le_mouse_pressed[LEFT] = true;
-
- selection.x1 = event.motion.x + pos_x;
- selection.y1 = event.motion.y + pos_y;
- selection.x2 = event.motion.x + pos_x;
- selection.y2 = event.motion.y + pos_y;
- }
- else if(event.button.button == SDL_BUTTON_RIGHT)
- {
- le_mouse_pressed[RIGHT] = true;
- }
- break;
- case SDL_MOUSEBUTTONUP:
- if(event.button.button == SDL_BUTTON_LEFT)
- {
- le_mouse_pressed[LEFT] = false;
- le_mouse_clicked[LEFT] = true;
- }
- else if(event.button.button == SDL_BUTTON_RIGHT)
- {
- le_mouse_pressed[RIGHT] = false;
- le_mouse_clicked[RIGHT] = true;
- }
- break;
- case SDL_MOUSEMOTION:
-
- if(!Menu::current())
- {
- x = event.motion.x;
- y = event.motion.y;
-
- if(le_current.IsTile())
- {
- cursor_x = ((int)(pos_x + x) / 32) * 32;
- cursor_y = ((int)(pos_y + y) / 32) * 32;
- }
- else
- {
- cursor_x = x;
- cursor_y = y;
- }
+ const char *text2[] = {
+ _("The Foreground/Interactive/Background buttons may be used to\n"
+ "see and edit the respective layer. Levels have three tiles layers:\n"
+ "Foreground - tiles are drawn on 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 underneath everything and have no contact\n"
+ "with the player.\n"
+ "The unselected layers will be drawn semi-transparently.\n"
+ "\n"
+ "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, including 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 powerful, you might like to\n"
+ "try 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/")
+ };
- if(le_mouse_pressed[LEFT])
- {
- selection.x2 = x + pos_x;
- selection.y2 = y + pos_y;
- }
+ const char **text[] = { text1, text2 };
- if(le_mouse_pressed[RIGHT])
- {
- pos_x += -1 * event.motion.xrel;
- pos_y += -1 * event.motion.yrel;
- }
- }
- break;
- default:
- break;
- }
- }
- else if(event.type == SDL_QUIT) /* window closing */
- {
- done = 1;
- }
- }
- if(le_world != NULL)
+ bool done;
+ for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++)
{
- 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_world->get_level()->save(le_level_subset->name.c_str(),le_level,
- le_world);
- 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+1);
- }
- else
- {
- Level new_lev;
- char str[1024];
- sprintf(str,"Level %d doesn't exist. Create it?",le_level+1);
- if(confirm_dialog(str))
- {
- new_lev.init_defaults();
- new_lev.save(le_level_subset->name.c_str(),le_level+1, le_world);
- le_level_subset->levels = le_level;
- le_goto_level(le_level);
- }
- }
- }
- le_previous_level_bt->event(event);
- if(le_previous_level_bt->get_state() == BUTTON_CLICKED)
- {
- if(le_level > 1)
- le_goto_level(le_level -1);
- }
- le_rubber_bt->event(event);
- if(le_rubber_bt->get_state() == BUTTON_CLICKED)
- le_current.Tile(0);
-
- if(!cur_objects.empty())
- {
- le_object_select_bt->event(event);
- if(le_object_select_bt->get_state() == BUTTON_CLICKED)
- {
- MouseCursor::set_current(mouse_select_object);
- }
-
- le_object_properties_bt->event(event);
- if(le_object_properties_bt->get_state() == BUTTON_CLICKED)
- {
- le_change_object_properties(selected_game_object);
- }
- }
-
+ draw(context);
- if(le_selection_mode == SQUARE)
- {
- le_select_mode_one_bt->event(event);
- if(le_select_mode_one_bt->get_state() == BUTTON_CLICKED)
- le_selection_mode = CURSOR;
- }
- else
- {
- le_select_mode_two_bt->event(event);
- if(le_select_mode_two_bt->get_state() == BUTTON_CLICKED)
- le_selection_mode = SQUARE;
- }
- ButtonPanelMap::iterator it;
- le_tilegroup_bt->event(event);
- switch (le_tilegroup_bt->get_state())
- {
- case BUTTON_CLICKED:
- Menu::set_current(select_tilegroup_menu);
- select_tilegroup_menu_effect.start(200);
- select_tilegroup_menu->set_pos(screen->w - 64,100,-0.5,0.5);
- break;
- case BUTTON_WHEELUP:
- if(cur_tilegroup.empty())
- {
- cur_tilegroup = tilegroups_map.begin()->first;
- }
- else
- {
- it = tilegroups_map.find(cur_tilegroup);
- if((++it) == tilegroups_map.end())
- {
- cur_tilegroup = tilegroups_map.begin()->first;
- }
- else
- {
- cur_tilegroup = (*it).first;
- }
- }
-
- cur_objects = "";
- break;
- case BUTTON_WHEELDOWN:
- it = tilegroups_map.find(cur_tilegroup);
- if(it == tilegroups_map.begin())
- {
- cur_tilegroup = tilegroups_map.rbegin()->first;
- cur_objects = "";
- break;
- }
- if(--it != --tilegroups_map.begin())
- cur_tilegroup = (*it).first;
- else
- cur_tilegroup = tilegroups_map.rbegin()->first;
-
- cur_objects = "";
- break;
- default:
- break;
- }
-
- le_objects_bt->event(event);
- switch (le_objects_bt->get_state())
- {
- case BUTTON_CLICKED:
- Menu::set_current(select_objects_menu);
- select_objects_menu_effect.start(200);
- select_objects_menu->set_pos(screen->w - 64,100,-0.5,0.5);
- break;
- case BUTTON_WHEELUP:
- it = objects_map.find(cur_objects);
- if(it == objects_map.end())
- {
- cur_objects = objects_map.begin()->first;
- cur_tilegroup = "";
- break;
- }
- if(++it != objects_map.end())
- cur_objects = (*it).first;
- else
- cur_objects = objects_map.begin()->first;
-
- cur_tilegroup = "";
- break;
- case BUTTON_WHEELDOWN:
- it = objects_map.find(cur_objects);
- if(it == objects_map.begin())
- {
- cur_objects = objects_map.rbegin()->first;
- cur_tilegroup = "";
- break;
- }
- if(--it != --objects_map.begin())
- cur_objects = (*it).first;
- else
- cur_objects = objects_map.rbegin()->first;
-
- cur_tilegroup = "";
- break;
- break;
- default:
- break;
- }
-
- le_settings_bt->event(event);
- if(le_settings_bt->get_state() == BUTTON_CLICKED)
- {
- update_level_settings_menu();
- Menu::set_current(level_settings_menu);
- }
- if(!cur_tilegroup.empty())
- {
- if((pbutton = tilegroups_map[cur_tilegroup]->event(event)) != NULL)
- {
- if(pbutton->get_state() == BUTTON_CLICKED)
- {
- le_current.Tile(pbutton->get_tag());
- }
- }
- }
- else if(!cur_objects.empty())
- {
- if((pbutton = objects_map[cur_objects]->event(event)) != NULL)
- {
- if(pbutton->get_state() == BUTTON_CLICKED)
- {
-#if 0 // TODO fixme!!
- le_current.Object(pbutton->get_drawable());
-#endif
- }
- }
- }
+ context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(SCREEN_WIDTH/2, 60), CENTER_ALLIGN, LAYER_GUI);
- 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);
- }
- le_objects_bt->event(event);
- if(le_objects_bt->get_state() == BUTTON_CLICKED)
- {
- Menu::set_current(0);
- }
- }
- }
+ context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI);
- if(!Menu::current() && !show_minimap)
- {
- if(le_mouse_pressed[LEFT])
- {
- if(MouseCursor::current() != mouse_select_object)
- {
- if(le_current.IsTile())
- le_change(cursor_x, cursor_y, active_tm, le_current.tile);
- }
- }
- else if(le_mouse_clicked[LEFT])
- {
- if(MouseCursor::current() == mouse_select_object)
- {
- bool object_got_hit = false;
- base_type cursor_base;
- if(le_current.IsTile())
- {
- cursor_base.x = cursor_x;
- cursor_base.y = cursor_y;
- }
- else if(le_current.IsObject())
- {
- cursor_base.x = cursor_x + pos_x;
- cursor_base.y = cursor_y + pos_y;
- }
- cursor_base.width = 32;
- cursor_base.height = 32;
-
- for(std::vector<_GameObject*>::iterator it =
- le_world->gameobjects.begin();
- it != le_world->gameobjects.end(); ++it) {
- MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
- if(!mobj)
- continue;
-
- if(rectcollision(cursor_base, mobj->base))
- {
- selected_game_object = mobj;
- object_got_hit = true;
- break;
- }
- }
+ 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_WIDTH/2, SCREEN_HEIGHT-60), CENTER_ALLIGN, LAYER_GUI);
- if(!object_got_hit)
- {
- selected_game_object = NULL;
- le_object_properties_bt->set_active(false);
- }
- else
- le_object_properties_bt->set_active(true);
-
- MouseCursor::set_current(mouse_cursor);
+ context.do_drawing();
- }
- else
- {
-#if 0 // FIXME TODO
- if(le_current.IsObject())
- {
- le_level_changed = true;
- std::string type = le_current.obj->type();
- if(type == "BadGuy")
- {
- BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
+ done = false;
- le_world->bad_guys.push_back(new BadGuy(cursor_x+scroll_x, cursor_y,pbadguy->kind,false));
- le_world->get_level()->badguy_data.push_back(le_world->bad_guys.back());
- }
- }
-#endif
- }
-
- le_mouse_clicked[LEFT] = false;
-
- }
- }
+ while(!done) {
+ SDL_Event event;
+ done = wait_for_event(event);
+ SDL_Delay(50);
}
}
- if(!Menu::current())
- {
- show_minimap = false;
-
- le_move_left_bt->event(event);
- le_move_right_bt->event(event);
- le_move_up_bt->event(event);
- le_move_down_bt->event(event);
- switch(le_move_left_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_x -= KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_x -= MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- switch(le_move_right_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_x += KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_x += MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- switch(le_move_up_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_y -= KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_y -= MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- switch(le_move_down_bt->get_state())
- {
- case BUTTON_PRESSED:
- pos_y += KEYBOARD_SPEED;
- show_minimap = true;
- break;
- case BUTTON_HOVER:
- pos_y += MOUSE_SPEED;
- show_minimap = true;
- break;
- case BUTTON_CLICKED:
- show_minimap = true;
- break;
- default:
- break;
- }
-
- /* checking if pos_x and pos_y is within the limits... */
- if(pos_x > (le_world->get_level()->width * 32 + 32*2) - screen->w)
- pos_x = (le_world->get_level()->width * 32 + 32*2) - screen->w;
- if(pos_x < 0)
- pos_x = 0;
-
- if(pos_y > (le_world->get_level()->height * 32) - screen->h)
- pos_y = (le_world->get_level()->height * 32) - screen->h;
- if(pos_y < 0)
- pos_y = 0;
-
- }
+ show_grid = show_grid_t;
+ mouse_cursor->set_state(MC_NORMAL);
}
-void le_highlight_selection()
+Sector*
+LevelEditor::create_sector(const std::string& name, size_t width, size_t height)
{
- int x1, x2, y1, y2;
-
- if(selection.x1 < selection.x2)
- {
- x1 = selection.x1;
- x2 = selection.x2;
- }
- else
- {
- x1 = selection.x2;
- x2 = selection.x1;
- }
- if(selection.y1 < selection.y2)
- {
- y1 = selection.y1;
- y2 = selection.y2;
- }
- else
- {
- y1 = selection.y2;
- y2 = selection.y1;
- }
-
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
-
- fillrect(x1*32-pos_x, y1*32-pos_y,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
+ Sector* sector = new Sector;
+ sector->set_name(name);
+
+ sector->add_object(new TileMap(LAYER_BACKGROUNDTILES, false, width, height));
+ sector->add_object(new TileMap(LAYER_TILES, true, width, height));
+ sector->add_object(new TileMap(LAYER_FOREGROUNDTILES, false, width, height));
+ sector->add_object(new Camera(sector));
+ sector->update_game_objects();
+
+ return sector;
}
-void le_change(float x, float y, int tm, unsigned int c)
-{
- if(le_world != NULL)
- {
- int xx,yy;
- int x1, x2, y1, y2;
-
- le_level_changed = true;
-
- switch(le_selection_mode)
- {
- case CURSOR:
- le_world->get_level()->change(x,y,tm,c);
-
- base_type cursor_base;
- cursor_base.x = x;
- cursor_base.y = y;
- cursor_base.width = 32;
- cursor_base.height = 32;
-
- /* if there is a bad guy over there, remove it */
- // XXX TODO
-#if 0
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it, ++i)
- if(rectcollision(cursor_base,(*it)->base))
- {
- delete (*it);
- le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- break;
- }
#endif
-
- break;
- case SQUARE:
- if(selection.x1 < selection.x2)
- {
- x1 = selection.x1;
- x2 = selection.x2;
- }
- else
- {
- x1 = selection.x2;
- x2 = selection.x1;
- }
- if(selection.y1 < selection.y2)
- {
- y1 = selection.y1;
- y2 = selection.y2;
- }
- else
- {
- y1 = selection.y2;
- y2 = selection.y1;
- }
-
- x1 /= 32;
- x2 /= 32;
- y1 /= 32;
- y2 /= 32;
-
- /* if there is a bad guy over there, remove it */
- // TODO FIXME
-#if 0
- for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin();
- it != le_world->bad_guys.end(); /* will be at end of loop */)
- {
- if((*it)->base.x/32 >= x1 && (*it)->base.x/32 <= x2
- && (*it)->base.y/32 >= y1 && (*it)->base.y/32 <= y2)
- {
- delete (*it);
- it = le_world->bad_guys.erase(it);
- le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
- continue;
- }
- else
- {
- ++i;
- ++it;
- }
- }
-#endif
-
- for(xx = x1; xx <= x2; xx++)
- for(yy = y1; yy <= y2; yy++)
- {
- le_world->get_level()->change(xx*32, yy*32, tm, c);
-
- }
- break;
- default:
- break;
- }
- }
-}
-
-void le_testlevel()
-{
- //Make sure a time value is set when testing the level
- if(le_world->get_level()->time_left == 0)
- le_world->get_level()->time_left = 250;
-
- le_world->get_level()->save("test", le_level, le_world);
-
- GameSession session("test",le_level, ST_GL_TEST);
- session.run();
- player_status.reset();
-
- music_manager->halt_music();
-
- Menu::set_current(NULL);
- World::set_current(le_world);
-}
-
-void le_showhelp()
-{
- bool tmp_show_grid = le_show_grid;
- SelectionMode temp_le_selection_mode = le_selection_mode;
- le_selection_mode = NONE;
- show_selections = true;
- le_show_grid = false;
- le_help_shown = true;
-
- drawgradient(Color(0,0,0), Color(255,255,255));
- le_drawinterface();
-
- SDL_Event event;
- unsigned int i, done_;
- char *text[] = {
-
- " - Supertux level editor tutorial - ",
- "",
- "To make your map, click the ",
- "tilegroup button and choose a ",
- "tilegroup.",
- "Pick a tile and simply hold down ",
- "the left mouse button over the map",
- "to \"paint\" your selection over",
- "the screen.",
- "",
- "There are three layers for painting",
- "tiles upon, Background layer,",
- "the Interactive layer, and the",
- "Foreground layer, which can be",
- "toggled by the BkGrd, IntAct and",
- "FrGrd buttons. The Foreground and",
- "Background layers do not effect",
- "Tux in the gameplay, but lie in",
- "front of him or lie behind him in",
- "his adventures.",
- };
-
- char *text2[] = {
-
- " - Supertux level editor tutorial - ",
- "",
- "The tiles placed on",
- "the Interactive layer are those",
- "which actually effect Tux in the",
- "game.",
- "",
- "Click the objects menu to put ",
- "bad guys and other objects in the",
- "game. Unlike placing tiles, you",
- "cannot \"paint\" enemies. Click",
- "them onto the screen one at a time.",
- "",
- "To change the settings of your",
- "level, click the button with the",
- "screwdriver and wrench. From here",
- "you can change the background,",
- "music, length of the level,",
- "and more."
- };
-
- char *text3[] = {
-
- " - Supertux level editor tutorial - ",
- "",
- "You may have more than one level.",
- "Pressing the up and down buttons",
- "above the button bar lets you",
- "choose which one you are working on.",
- "",
- "If you would like to speed up your",
- "level editing, a useful trick is",
- "to learn the keyboard shortcuts.",
- "They are easy to learn, just right-",
- "click on the buttons.",
- "",
- "Have fun making levels! If you make",
- "some good ones, send them to us on",
- "the SuperTux mailing list!",
- "- SuperTux team"
- };
-
-
-
- blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
-
- for(i = 0; i < sizeof(text)/sizeof(char *); i++)
- white_text->draw(text[i], 5, 80+(i*white_text->h), 1);
-
- gold_text->drawf("Press Anything to Continue - Page 1/3", 0, 0, A_LEFT, A_BOTTOM, 1);
-
- flipscreen();
-
- done_ = 0;
-
- while(done_ == 0)
- {
- done_ = wait_for_event(event);
- SDL_Delay(50);
- }
-
- drawgradient(Color(0,0,0), Color(255,255,255));
- le_drawinterface();
-
-
- blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
-
- for(i = 0; i < sizeof(text2)/sizeof(char *); i++)
- white_text->draw(text2[i], 5, 80+(i*white_text->h), 1);
-
- gold_text->drawf("Press Anything to Continue - Page 2/3", 0, 0, A_LEFT, A_BOTTOM, 1);
-
- flipscreen();
-
- done_ = 0;
-
- while(done_ == 0)
- {
- done_ = wait_for_event(event);
- SDL_Delay(50);
- }
-
- drawgradient(Color(0,0,0), Color(255,255,255));
- le_drawinterface();
-
-
- blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
-
- for(i = 0; i < sizeof(text3)/sizeof(char *); i++)
- white_text->draw(text3[i], 5, 80+(i*white_text->h), 1);
-
- gold_text->drawf("Press Anything to Continue - Page 3/3", 0, 0, A_LEFT, A_BOTTOM, 1);
-
- flipscreen();
-
- done_ = 0;
-
- while(done_ == 0)
- {
- done_ = wait_for_event(event);
- SDL_Delay(50);
- }
-
- show_selections = true;
- le_show_grid = tmp_show_grid;
- le_selection_mode = temp_le_selection_mode;
- le_help_shown = false;
-}