}
else if(menu == create_subset_menu)
{
+ // 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 if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
+ 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:
LevelSubset::create(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
(*i)->draw(context);
context.pop_transform();
+ continue;
}
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();
GameSession session(level_filename, ST_GL_TEST);
session.run();
// player_status.reset();
-sound_manager->halt_music();
+if(sound_manager)
+ sound_manager->halt_music();
}
void LevelEditor::change(int x, int y, int newtile, int layer)