#include <SDL_image.h>
#include "leveleditor.h"
-#include "world.h"
#include "screen.h"
#include "defines.h"
#include "globals.h"
#include "resources.h"
/* definitions to aid development */
-#define DONE_LEVELEDITOR 1
-#define DONE_QUIT 2
-#define DONE_CHANGELEVEL 3
+
/* definitions that affect gameplay */
#define KEY_CURSOR_SPEED 32
void update_subset_settings_menu();
void save_subset_settings_menu();
+static Level* le_current_level;
+
+struct LevelEditorWorld
+{
+ std::vector<BadGuy> bad_guys;
+ void arrays_free(void)
+ {
+ bad_guys.clear();
+ }
+
+ 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);
+ }
+
+ 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 Level* le_current_level;
-static World le_world;
+static LevelEditorWorld le_world;
static st_subset le_level_subset;
static int le_show_grid;
static int le_frame;
-static texture_type le_selection;
+static Surface* le_selection;
static int done;
static unsigned int le_current_tile;
static bool le_mouse_pressed[2];
update_subset_settings_menu();
break;
case 7:
- done = DONE_LEVELEDITOR;
+ done = 1;
break;
}
}
{
switch (level_settings_menu->check())
{
- case 13:
+ case 17:
apply_level_settings_menu();
Menu::set_current(leveleditor_menu);
break;
le_set_defaults();
le_current_level->load_gfx();
le_world.activate_bad_guys();
- menu_item_change_input(&subset_new_menu->item[2],"");
+ subset_new_menu->item[2].change_input("");
show_menu = true;
break;
}
mouse_cursor->draw();
+printf("done: %i\n", done);
+
if(done)
{
+printf("done\n");
le_quit();
return 0;
}
- if(done == DONE_QUIT)
- {
- le_quit();
- return 1;
- }
-
++global_frame_counter;
SDL_Delay(25);
le_mouse_pressed[LEFT] = false;
le_mouse_pressed[RIGHT] = false;
- texture_load(&le_selection, datadir + "/images/leveleditor/select.png", USE_ALPHA);
+ le_selection = new Surface(datadir + "/images/leveleditor/select.png", USE_ALPHA);
select_tilegroup_menu_effect.init(false);
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,"Red ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Green ",0,0);
- level_settings_menu->additem(MN_NUMFIELD,"Blue ",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);
char str[80];
int i;
- menu_item_change_input(&level_settings_menu->item[2], le_current_level->name.c_str());
+ 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[3].list, dsubdirs("images/themes", "solid0.png"));
- string_list_copy(level_settings_menu->item[4].list, dfiles("music/",NULL, "-fast"));
- string_list_copy(level_settings_menu->item[5].list, dfiles("images/background",NULL, NULL));
- string_list_add_item(level_settings_menu->item[5].list,"");
- if((i = string_list_find(level_settings_menu->item[3].list,le_current_level->theme.c_str())) != -1)
+ 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[4].list,le_current_level->song_title.c_str())) != -1)
+ 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[5].list,le_current_level->bkgd_image.c_str())) != -1)
+ 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;
- menu_item_change_input(&level_settings_menu->item[6], str);
+ level_settings_menu->item[7].change_input(str);
sprintf(str,"%d",le_current_level->time_left);
- menu_item_change_input(&level_settings_menu->item[7], str);
+ level_settings_menu->item[8].change_input(str);
sprintf(str,"%2.0f",le_current_level->gravity);
- menu_item_change_input(&level_settings_menu->item[8], str);
- sprintf(str,"%d",le_current_level->bkgd_red);
- menu_item_change_input(&level_settings_menu->item[9], str);
- sprintf(str,"%d",le_current_level->bkgd_green);
- menu_item_change_input(&level_settings_menu->item[10], str);
- sprintf(str,"%d",le_current_level->bkgd_blue);
- menu_item_change_input(&level_settings_menu->item[11], str);
+ 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);
}
void update_subset_settings_menu()
{
- menu_item_change_input(&subset_settings_menu->item[2], le_level_subset.title.c_str());
- menu_item_change_input(&subset_settings_menu->item[3], le_level_subset.description.c_str());
+ 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());
}
void apply_level_settings_menu()
i = false;
le_current_level->name = level_settings_menu->item[2].input;
+ le_current_level->author = level_settings_menu->item[3].input;
- if(le_current_level->bkgd_image.compare(string_list_active(level_settings_menu->item[5].list)) != 0)
+ if(le_current_level->bkgd_image.compare(string_list_active(level_settings_menu->item[6].list)) != 0)
{
- le_current_level->bkgd_image = string_list_active(level_settings_menu->item[5].list);
+ le_current_level->bkgd_image = string_list_active(level_settings_menu->item[6].list);
i = true;
}
- if(le_current_level->theme.compare(string_list_active(level_settings_menu->item[3].list)) != 0)
+ 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[3].list);
+ le_current_level->theme = string_list_active(level_settings_menu->item[4].list);
i = true;
}
le_current_level->load_gfx();
}
- le_current_level->song_title = string_list_active(level_settings_menu->item[4].list);
-
- le_current_level->change_size(atoi(level_settings_menu->item[6].input));
- le_current_level->time_left = atoi(level_settings_menu->item[7].input);
- le_current_level->gravity = atof(level_settings_menu->item[8].input);
- le_current_level->bkgd_red = atoi(level_settings_menu->item[9].input);
- le_current_level->bkgd_green = atoi(level_settings_menu->item[10].input);
- le_current_level->bkgd_blue = atoi(level_settings_menu->item[11].input);
+ 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);
}
void save_subset_settings_menu()
SDL_EnableKeyRepeat(0, 0); // disables key repeating
- texture_free(&le_selection);
+ delete le_selection;
delete leveleditor_menu;
delete subset_load_menu;
delete subset_new_menu;
}
if(le_selection_mode == CURSOR)
- texture_draw(&le_selection, cursor_x - pos_x, cursor_y);
+ le_selection->draw( cursor_x - pos_x, cursor_y);
else if(le_selection_mode == SQUARE)
{
int w, h;
Tile::draw(19 * 32, 14 * 32, le_current_tile);
if(TileManager::instance()->get(le_current_tile)->editor_images.size() > 0)
- texture_draw(&TileManager::instance()->get(le_current_tile)->editor_images[0], 19 * 32, 14 * 32);
+ TileManager::instance()->get(le_current_tile)->editor_images[0]->draw( 19 * 32, 14 * 32);
if(le_current_level != NULL)
{
le_tilemap_panel->draw();
sprintf(str, "%d/%d", le_level,le_level_subset.levels);
- text_drawf(&white_text, str, -10, 16, A_RIGHT, A_TOP, 0);
+ white_text->drawf(str, -10, 16, A_RIGHT, A_TOP, 0);
- text_draw(&white_small_text, "F1 for Help", 10, 430, 1);
+ white_small_text->draw("F1 for Help", 10, 430, 1);
}
else
{
if(show_menu == false)
- text_draw(&white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1);
+ white_small_text->draw("No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1);
else
- text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1);
+ white_small_text->draw("No Level Subset loaded", 10, 430, 1);
}
}
if(le_current_level->bkgd_image[0] != '\0')
{
s = pos_x / 30;
- texture_draw_part(&le_current_level->img_bkgd,s,0,0,0,
- le_current_level->img_bkgd.w - s - 32, le_current_level->img_bkgd.h);
- texture_draw_part(&le_current_level->img_bkgd,0,0,screen->w - s - 32 ,0,s,
- le_current_level->img_bkgd.h);
+ 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
{
- clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue);
+ drawgradient(le_current_level->bkgd_top, le_current_level->bkgd_bottom);
}
/* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
/* 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)
- texture_draw(&TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images[0], x * 32 - ((int)pos_x % 32), y*32);
+ 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);
}
/* Draw the player: */
/* for now, the position is fixed at (100, 240) */
- texture_draw(&tux_right[(global_frame_counter / 5) % 3], 100 - pos_x, 240);
+ tux_right[(global_frame_counter / 5) % 3]->draw( 100 - pos_x, 240);
}
void le_checkevents()
while(SDL_PollEvent(&event))
{
- if(show_menu)
- menu_event(event);
- else
+ current_menu->event(event);
+ if(!show_menu)
mouse_cursor->set_state(MC_NORMAL);
/* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
{
switch(event.type)
{
+ case SDL_QUIT: // window closed
+printf("window closed\n");
+ done = -1;
+ break;
case SDL_KEYDOWN: // key pressed
key = event.key.keysym.sym;
- if(show_menu)
- {
- if(key == SDLK_ESCAPE)
- {
- show_menu = false;
- Menu::set_current(leveleditor_menu);
- }
- break;
- }
switch(key)
{
- case SDLK_ESCAPE:
- if(!show_menu)
- show_menu = true;
- else
- show_menu = false;
- break;
case SDLK_LEFT:
if(fire == DOWN)
cursor_x -= KEY_CURSOR_SPEED;
}
}
break;
- case SDL_QUIT: // window closed
- done = DONE_QUIT;
- break;
default:
break;
}
char str[1024];
int d = 0;
sprintf(str,"Level %d doesn't exist.",le_level+1);
- text_drawf(&white_text,str,0,-18,A_HMIDDLE,A_VMIDDLE,2);
- text_drawf(&white_text,"Do you want to create it?",0,0,A_HMIDDLE,A_VMIDDLE,2);
- text_drawf(&red_text,"(Y)es/(N)o",0,20,A_HMIDDLE,A_VMIDDLE,2);
+ 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)
{
/* 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(static_cast<std::vector<BadGuy>::iterator>(&le_world.bad_guys[i]));
+ le_world.bad_guys.erase(le_world.bad_guys.begin() + i);
if(c == '0') /* if it's a bad guy */
le_world.add_bad_guy(xx*32, yy*32, BAD_BSOD);
void le_showhelp()
{
SDL_Event event;
- unsigned int i, done;
+ 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.",
};
- text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
+ blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
for(i = 0; i < sizeof(text)/sizeof(char *); i++)
- text_draw(&white_text, text[i], 5, 80+(i*18), 1);
+ white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1);
- text_drawf(&gold_text, "Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
+ gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
flipscreen();
- done = 0;
+ done_ = 0;
- while(done == 0)
+ while(done_ == 0)
{
- done = wait_for_event(event);
+ done_ = wait_for_event(event);
SDL_Delay(50);
}
}