X-Git-Url: https://git.verplant.org/?a=blobdiff_plain;f=src%2Fleveleditor.cpp;h=9ae0dc173d48963c4cb064be57f8bb3e5d122c53;hb=073795dd0afc7d7e4c093db5f83fc26c10501d61;hp=7cb6be66b91d56b409595f2ee000186948a0c070;hpb=73b6a694040f81c2343f4f95e867f5850cea3368;p=supertux.git diff --git a/src/leveleditor.cpp b/src/leveleditor.cpp index 7cb6be66b..9ae0dc173 100644 --- a/src/leveleditor.cpp +++ b/src/leveleditor.cpp @@ -1,4 +1,12 @@ /*************************************************************************** + 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 * @@ -7,1426 +15,1020 @@ * * ***************************************************************************/ -/* December 28, 2003 - March 15, 2004 */ +#include -/* leveleditor.c - A built-in level editor for SuperTux - Ricardo Cruz - Tobias Glaesser */ - -#include #include -#include -#include -#include -#include -#include +#include + +#include "gui/mousecursor.h" +#include "gui/menu.h" +#include "gui/button.h" +#include "audio/sound_manager.h" +#include "app/gettext.h" +#include "app/setup.h" +#include "app/globals.h" +#include "special/sprite.h" #include "leveleditor.h" - -#include "screen.h" -#include "defines.h" -#include "globals.h" -#include "setup.h" -#include "menu.h" -#include "level.h" -#include "badguy.h" -#include "scene.h" -#include "button.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 -#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) -/* right_margin should noticed that the cursor is 32 pixels, - so it should subtract that value */ -#define MOUSE_POS_SPEED 20 - -/* look */ -#define SELECT_W 2 // size of the selections lines -#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A) - -/* gameloop funcs declerations */ - -void loadshared(void); -void unloadshared(void); - -/* own declerations */ -/* crutial ones (main loop) */ -int le_init(); -void le_quit(); -void le_drawlevel(); -void le_drawinterface(); -void le_checkevents(); -void le_change(float x, float y, int tm, unsigned int c); -void le_testlevel(); -void le_showhelp(); -void le_set_defaults(void); -void le_activate_bad_guys(void); - -void le_highlight_selection(); - -void apply_level_settings_menu(); -void update_subset_settings_menu(); -void save_subset_settings_menu(); -void le_update_buttons(const char*); - -/* 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 st_level* le_current_level; -static st_subset le_level_subset; -static int le_show_grid; -static int le_frame; -static texture_type le_selection; -static int done; -static unsigned int le_current_tile; -static bool le_mouse_pressed[2]; -static button_type le_save_level_bt; -static button_type le_test_level_bt; -static button_type le_next_level_bt; -static button_type le_previous_level_bt; -static button_type le_move_right_bt; -static button_type le_move_left_bt; -static button_type le_rubber_bt; -static button_type le_select_mode_one_bt; -static button_type le_select_mode_two_bt; -static button_type le_settings_bt; -static button_type le_bad_bt; -static button_type le_bkgd_bt; -static button_type le_fgd_bt; -static button_panel_type le_bkgd_panel; -static button_panel_type le_fgd_panel; -static button_panel_type le_bad_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 square selection; -static int le_selection_mode; -static SDL_Event event; - -void le_set_defaults() +#include "resources.h" +#include "tile.h" +#include "tile_manager.h" +#include "sector.h" +#include "gameloop.h" +#include "object_factory.h" +#include "object/gameobjs.h" +#include "object/camera.h" +#include "object/tilemap.h" +#include "object/background.h" + +LevelEditor::LevelEditor() { - if(le_current_level != NULL) + 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->additem(MN_LABEL,_("Load Subset"),0,0); + subset_menu->additem(MN_HL,"",0,0); + int i = 0; + for(std::set::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->w - 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++) { - /* Set defaults: */ + const Tile* tile = tile_manager->get(id); + if(!tile) + continue; + + Surface* surface = tile->get_editor_image(); + if(!surface) + continue; - if(le_current_level->time_left == 0) - le_current_level->time_left = 255; + 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->h-64), Vector(80,20), Vector(1,3)); + tiles_layer->add_button(Button(img_foreground_bt, _("Edtit foreground tiles"), + SDLK_F10), LAYER_FOREGROUNDTILES); + tiles_layer->add_button(Button(img_interactive_bt, _("Edit interactive tiles"), + SDLK_F11), LAYER_TILES, true); + tiles_layer->add_button(Button(img_background_bt, _("Edit background tiles"), + SDLK_F12), LAYER_BACKGROUNDTILES); + + level_options = new ButtonGroup(Vector(screen->w-164, screen->h-36), Vector(32,32), Vector(5,1)); + level_options->add_pair_of_buttons(Button(img_next_sector_bt, _("Next sector"), SDLKey(0)), BT_NEXT_SECTOR, + Button(img_previous_sector_bt, _("Prevous sector"), SDLKey(0)), BT_PREVIOUS_SECTOR); + level_options->add_pair_of_buttons(Button(img_next_level_bt, _("Next level"), SDLKey(0)), BT_NEXT_LEVEL, + Button(img_previous_level_bt, _("Prevous level"), SDLKey(0)), BT_PREVIOUS_LEVEL); + level_options->add_button(Button(img_save_level_bt, _("Save level"), SDLK_F5), BT_LEVEL_SAVE); + level_options->add_button(Button(img_test_level_bt, _("Test level"), SDLK_F6), BT_LEVEL_TEST); + level_options->add_button(Button(img_setup_level_bt, _("Setup level"), SDLK_F7), BT_LEVEL_SETUP); } -int leveleditor(int levelnb) +LevelEditor::~LevelEditor() { - int last_time, now_time, i; - - le_level = levelnb; - if(le_init() != 0) - return 1; - - /* Clear screen: */ - - clearscreen(0, 0, 0); - updatescreen(); - - while (SDL_PollEvent(&event)) - {} - - while(true) - { - last_time = SDL_GetTicks(); - le_frame++; - - le_checkevents(); - - if(le_current_level != NULL) - { - /* making events results to be in order */ - if(pos_x < 0) - pos_x = 0; - if(pos_x > (le_current_level->width * 32) - screen->w) - pos_x = (le_current_level->width * 32) - screen->w; - - /* draw the level */ - le_drawlevel(); - } - else - clearscreen(0, 0, 0); - - /* draw editor interface */ - le_drawinterface(); - - if(show_menu) - { - menu_process_current(); - if(current_menu == leveleditor_menu) - { - switch (leveleditor_menu->check()) - { - case 2: - show_menu = false; - break; - case 3: - update_subset_settings_menu(); - break; - case 7: - done = DONE_LEVELEDITOR; - break; - } - } - else if(current_menu == level_settings_menu) - { - switch (level_settings_menu->check()) - { - case 13: - apply_level_settings_menu(); - Menu::set_current(leveleditor_menu); - break; - default: - show_menu = true; - break; - } - } - else if(current_menu == subset_load_menu) - { - switch (i = subset_load_menu->check()) - { - case 0: - break; - default: - if(i != -1) - { - le_level_subset.load(level_subsets.item[i-2]); - leveleditor_menu->item[3].kind = MN_GOTO; - le_level = 1; - arrays_init(); - loadshared(); - le_current_level = new st_level; - if(level_load(le_current_level, le_level_subset.name.c_str(), le_level) != 0) - { - le_quit(); - return 1; - } - le_update_buttons(le_current_level->theme.c_str()); - le_set_defaults(); - level_load_gfx(le_current_level); - show_menu = true; - } - break; - } - } - else if(current_menu == subset_new_menu) - { - if(subset_new_menu->item[2].input[0] == '\0') - subset_new_menu->item[3].kind = MN_DEACTIVE; - else - { - subset_new_menu->item[3].kind = MN_ACTION; - - switch (i = subset_new_menu->check()) - { - case 3: - st_subset::create(subset_new_menu->item[2].input); - le_level_subset.load(subset_new_menu->item[2].input); - leveleditor_menu->item[3].kind = MN_GOTO; - le_level = 1; - arrays_init(); - loadshared(); - le_current_level = new st_level; - if(level_load(le_current_level, le_level_subset.name.c_str(), le_level) != 0) - { - le_quit(); - return 1; - } - le_update_buttons(le_current_level->theme.c_str()); - le_set_defaults(); - level_load_gfx(le_current_level); - menu_item_change_input(&subset_new_menu->item[2],""); - show_menu = true; - break; - } - } - } - else if(current_menu == subset_settings_menu) - { - if(le_level_subset.title.compare(subset_settings_menu->item[2].input) == 0 && le_level_subset.description.compare(subset_settings_menu->item[3].input) == 0 ) - subset_settings_menu->item[5].kind = MN_DEACTIVE; - else - subset_settings_menu->item[5].kind = MN_ACTION; +free_buttons_gfx(); - switch (i = subset_settings_menu->check()) - { - case 5: - save_subset_settings_menu(); - show_menu = true; - break; - } - } - } +delete tiles_board; +delete tiles_layer; +delete level_options; - mouse_cursor->draw(); +delete subset_menu; +delete create_subset_menu; +delete main_menu; +delete settings_menu; - if(done) - { - le_quit(); - return 0; - } +delete level; +delete level_subset; +} - if(done == DONE_QUIT) - { - le_quit(); - return 1; - } +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); - SDL_Delay(25); - now_time = SDL_GetTicks(); - if (now_time < last_time + FPS) - SDL_Delay(last_time + FPS - now_time); /* delay some time */ +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); - flipscreen(); - } +img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true); - return done; +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); } - -void le_update_buttons(const char *theme) +void LevelEditor::free_buttons_gfx() { - int i; - char filename[1024]; - char pathname[1024]; - SDLKey key; - string_list_type bkgd_files; - string_list_type fgd_files; - - sprintf(pathname,"images/themes/%s",theme); - bkgd_files = dfiles(pathname,"bkgd-", NULL); - string_list_sort(&bkgd_files); - - le_bkgd_panel.hidden = true; - key = SDLK_a; - for(i = 0; i < bkgd_files.num_items; ++i) - { - sprintf(filename,"%s/%s",pathname,bkgd_files.item[i]); - button_change_icon(&le_bkgd_panel.item[i],filename); - } +delete img_foreground_bt; +delete img_interactive_bt; +delete img_background_bt; - sprintf(pathname,"images/themes/%s",theme); - fgd_files = dfiles(pathname,"solid", NULL); - string_list_sort(&fgd_files); - key = SDLK_a; - for(i = 0; i < fgd_files.num_items; ++i) - { - sprintf(filename,"%s/%s",pathname,fgd_files.item[i]); - button_change_icon(&le_fgd_panel.item[i],filename); - } +delete img_save_level_bt; +delete img_test_level_bt; +delete img_setup_level_bt; - string_list_free(&fgd_files); - fgd_files = dfiles(pathname,"brick", NULL); - string_list_sort(&fgd_files); +delete img_rubber_bt; - for(i = 0; i < fgd_files.num_items; ++i) - { - sprintf(filename,"%s/%s",pathname,fgd_files.item[i]); - button_change_icon(&le_fgd_panel.item[i+14],filename); - } +delete img_previous_level_bt; +delete img_next_level_bt; +delete img_previous_sector_bt; +delete img_next_sector_bt; } -int le_init() +void LevelEditor::run(const std::string filename) { - int i; - char filename[1024]; - SDLKey key; - string_list_type fgd_files; - string_list_type bkgd_files; - string_list_type bad_files; - level_subsets = dsubdirs("/levels", "info"); - - le_show_grid = true; - - /* level_changed = NO;*/ - fire = DOWN; - done = 0; - le_frame = 0; /* support for frames in some tiles, like waves and bad guys */ - le_level_changed = false; - le_current_level = NULL; - - le_current_tile = 0; - le_mouse_pressed[LEFT] = false; - le_mouse_pressed[RIGHT] = false; - - texture_load(&le_selection, datadir + "/images/leveleditor/select.png", USE_ALPHA); - - /* Load buttons */ - button_load(&le_save_level_bt,"/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32); - button_load(&le_next_level_bt,"/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0); - button_load(&le_previous_level_bt,"/images/icons/down.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0); - button_load(&le_rubber_bt,"/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-32,48); - button_load(&le_select_mode_one_bt,"/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,48); - button_load(&le_select_mode_two_bt,"/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-64,64); - button_load(&le_test_level_bt,"/images/icons/test-level.png","Test level",SDLK_F4,screen->w-64,screen->h - 64); - button_load(&le_settings_bt,"/images/icons/settings.png","Level settings",SDLK_F5,screen->w-32,screen->h - 64); - button_load(&le_move_left_bt,"/images/icons/left.png","Move left",SDLK_LEFT,0,0); - button_load(&le_move_right_bt,"/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0); - button_load(&le_fgd_bt,"/images/icons/fgd.png","Foreground tiles", SDLK_F7,screen->w-64,82); - button_load(&le_bkgd_bt,"/images/icons/bgd.png","Background tiles", SDLK_F8,screen->w-43,82); - button_load(&le_bad_bt,"/images/icons/emy.png","Enemies", SDLK_F9,screen->w-22,82); - - bkgd_files = dfiles("images/themes/antarctica","bkgd-", NULL); - string_list_sort(&bkgd_files); - - button_panel_init(&le_bkgd_panel, screen->w - 64,98, 64, 318); - le_bkgd_panel.hidden = true; - key = SDLK_a; - for(i = 0; i < bkgd_files.num_items; ++i) - { - sprintf(filename,"images/themes/antarctica/%s",bkgd_files.item[i]); - button_panel_additem(&le_bkgd_panel,button_create(filename, "Background Tile",(SDLKey)((int)key+i),0,0),i); - } + SoundManager::get()->halt_music(); + Menu::set_current(0); - string_list_free(&bkgd_files); - bkgd_files = dfiles("images/shared","cloud-", NULL); - string_list_sort(&bkgd_files); + DrawingContext context; - for(i = 0; i < bkgd_files.num_items; ++i) + if(!filename.empty()) { - sprintf(filename,"images/shared/%s",bkgd_files.item[i]); - button_panel_additem(&le_bkgd_panel,button_create(filename, "Background Tile",(SDLKey)((int)key+i+8),0,0),i+8); + level_nb = -1; + load_level(filename); } + else + Menu::set_current(main_menu); - fgd_files = dfiles("images/themes/antarctica","solid", NULL); - string_list_sort(&fgd_files); - key = SDLK_a; - button_panel_init(&le_fgd_panel, screen->w - 64,98, 64, 318); - for(i = 0; i < fgd_files.num_items; ++i) - { - sprintf(filename,"images/themes/antarctica/%s",fgd_files.item[i]); - button_panel_additem(&le_fgd_panel,button_create(filename, "Foreground Tile",(SDLKey)((int)key+i),0,0),i); - } + mouse_cursor->set_state(MC_NORMAL); - string_list_free(&fgd_files); - string_list_add_item(&fgd_files,"waves-0.png"); - string_list_add_item(&fgd_files,"water.png"); - string_list_add_item(&fgd_files,"pole.png"); - string_list_add_item(&fgd_files,"poletop.png"); - string_list_add_item(&fgd_files,"flag-0.png"); - string_list_add_item(&fgd_files,"box-empty.png"); - string_list_add_item(&fgd_files,"mints.png"); - string_list_add_item(&fgd_files,"distro-0.png"); - string_list_add_item(&fgd_files,"golden-herring.png"); - string_list_add_item(&fgd_files,"distro-0.png"); - - for(i = 0; i < fgd_files.num_items; ++i) + done = false; + while(!done) { - sprintf(filename,"images/shared/%s",fgd_files.item[i]); - button_panel_additem(&le_fgd_panel,button_create(filename, "Foreground Tile",(SDLKey)((int)key+i+4),0,0),i+4); + events(); + action(); + draw(context); } - string_list_free(&fgd_files); - fgd_files = dfiles("images/themes/antarctica","brick", NULL); - string_list_sort(&fgd_files); + if(level_changed) + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); +} - for(i = 0; i < fgd_files.num_items; ++i) - { - sprintf(filename,"images/themes/antarctica/%s",fgd_files.item[i]); - button_panel_additem(&le_fgd_panel,button_create(filename, "Foreground Tile",(SDLKey)((int)key+i+14),0,0),i+14); - } +void LevelEditor::events() +{ + mouse_moved = false; - string_list_free(&fgd_files); - string_list_add_item(&fgd_files,"distro-0.png"); - string_list_add_item(&fgd_files,"distro-0.png"); - for(i = 0; i < fgd_files.num_items; ++i) + SDL_Event event; + while(SDL_PollEvent(&event)) { - sprintf(filename,"images/shared/%s",fgd_files.item[i]); - button_panel_additem(&le_fgd_panel,button_create(filename, "Foreground Tile",(SDLKey)((int)key+i+16),0,0),i+16); - } + Menu* menu = Menu::current(); + if(menu) + { + menu->event(event); + menu->action(); + if(menu == main_menu) + { + switch (main_menu->check()) + { + case MN_ID_RETURN: + Menu::set_current(0); + break; + case MN_ID_QUIT: + done = true; + break; + } + } + 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 + 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 == subset_menu) + { + int i = subset_menu->check(); + if(i >= 0) + { + std::set::iterator it = level_subsets.begin(); + for(int t = 0; t < i; t++) + it++; + load_level_subset(*it); + Menu::set_current(0); + } + } + else if(menu == settings_menu) + { + if(settings_menu->check() == MN_ID_APPLY_SETTINGS) + { // applying settings: + level_changed = true; - le_fgd_panel.item[10].bkgd = &le_fgd_panel.item[9].icon; - le_fgd_panel.item[11].bkgd = &le_fgd_panel.item[9].icon; - le_fgd_panel.item[12].bkgd = &le_fgd_panel.item[9].icon; - le_fgd_panel.item[16].bkgd = &le_fgd_panel.item[14].icon; - le_fgd_panel.item[17].bkgd = &le_fgd_panel.item[15].icon; - - string_list_init(&bad_files); - string_list_add_item(&bad_files,"bsod-left-0.png"); - string_list_add_item(&bad_files,"laptop-left-0.png"); - string_list_add_item(&bad_files,"bag-left-0.png"); - button_panel_init(&le_bad_panel, screen->w - 64,98, 64, 318); - le_bad_panel.hidden = true; - key = SDLK_a; - for(i = 0; i < bad_files.num_items; ++i) - { - sprintf(filename,"images/shared/%s",bad_files.item[i]); - button_panel_additem(&le_bad_panel,button_create(filename, "Bad Guy",(SDLKey)((int)key+i),0,0),i); - } + level->name = settings_menu->get_item_by_id(MN_ID_NAME).input; + level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input; - leveleditor_menu = new Menu(); - subset_load_menu = new Menu(); - subset_new_menu = new Menu(); - subset_settings_menu = new Menu(); - level_settings_menu = new Menu(); - - leveleditor_menu->additem(MN_LABEL,"Level Editor Menu",0,0); - leveleditor_menu->additem(MN_HL,"",0,0); - leveleditor_menu->additem(MN_ACTION,"Return To Level Editor",0,0); - leveleditor_menu->additem(MN_DEACTIVE,"Level Subset Settings",0,subset_settings_menu); - leveleditor_menu->additem(MN_GOTO,"Load Level Subset",0,subset_load_menu); - leveleditor_menu->additem(MN_GOTO,"New Level Subset",0,subset_new_menu); - leveleditor_menu->additem(MN_HL,"",0,0); - leveleditor_menu->additem(MN_ACTION,"Quit Level Editor",0,0); - - menu_reset(); - Menu::set_current(leveleditor_menu); - show_menu = true; - - subset_load_menu->additem(MN_LABEL, "Load Level Subset", 0, 0); - subset_load_menu->additem(MN_HL, "", 0, 0); - - for(i = 0; i < level_subsets.num_items; ++i) - { - subset_load_menu->additem(MN_ACTION,level_subsets.item[i],0,0); - } - subset_load_menu->additem(MN_HL,"",0,0); - subset_load_menu->additem(MN_BACK,"Back",0,0); - - subset_new_menu->additem(MN_LABEL,"New Level Subset",0,0); - subset_new_menu->additem(MN_HL,"",0,0); - subset_new_menu->additem(MN_TEXTFIELD,"Enter Name",0,0); - subset_new_menu->additem(MN_ACTION,"Create",0,0); - subset_new_menu->additem(MN_HL,"",0,0); - subset_new_menu->additem(MN_BACK,"Back",0,0); - - subset_settings_menu->additem(MN_LABEL,"Level Subset Settings",0,0); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_TEXTFIELD,"Title",0,0); - subset_settings_menu->additem(MN_TEXTFIELD,"Description",0,0); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_ACTION,"Save Changes",0,0); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_BACK,"Back",0,0); - - level_settings_menu->arrange_left = true; - level_settings_menu->additem(MN_LABEL,"Level Settings",0,0); - level_settings_menu->additem(MN_HL,"",0,0); - level_settings_menu->additem(MN_TEXTFIELD,"Name ",0,0); - level_settings_menu->additem(MN_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_HL,"",0,0); - level_settings_menu->additem(MN_ACTION,"Apply Changes",0,0); - - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); - - return 0; -} + 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())); -void update_level_settings_menu() -{ - char str[80]; - int i; - - menu_item_change_input(&level_settings_menu->item[2], le_current_level->name.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) - 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) - 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) - level_settings_menu->item[5].list->active_item = i; - - menu_item_change_input(&level_settings_menu->item[6], str); - sprintf(str,"%d",le_current_level->time_left); - menu_item_change_input(&level_settings_menu->item[7], 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); -} + Menu::set_current(0); + } + } + } + // check for events in buttons + else if(tiles_board->event(event)) + { + std::vector vector; + vector.push_back(tiles_board->selected_id()); -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()); -} + selection.clear(); + selection.push_back(vector); + continue; + } + else if(tiles_layer->event(event)) + { + cur_layer = tiles_layer->selected_id(); + continue; + } + else if(level_options->event(event)) + { + switch(level_options->selected_id()) + { + case BT_LEVEL_SAVE: + save_level(); + break; + case BT_LEVEL_TEST: + test_level(); + break; + case BT_LEVEL_SETUP: + Menu::set_current(settings_menu); + break; + case BT_NEXT_LEVEL: + if(level_nb + 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 + { + switch(event.type) + { + 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; -void apply_level_settings_menu() -{ - int i; - i = false; + 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; - le_current_level->name = level_settings_menu->item[2].input; + 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(le_current_level->bkgd_image.compare(string_list_active(level_settings_menu->item[5].list)) != 0) - { - le_current_level->bkgd_image = string_list_active(level_settings_menu->item[5].list); - i = true; - } + 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; + } - if(le_current_level->theme.compare(string_list_active(level_settings_menu->item[3].list)) != 0) - { - le_current_level->theme = string_list_active(level_settings_menu->item[3].list); - le_update_buttons(le_current_level->theme.c_str()); - i = true; - } + selection.clear(); + std::vector vector; - if(i) - { - level_free_gfx(); - level_load_gfx(le_current_level); - } + 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; - le_current_level->song_title = string_list_active(level_settings_menu->item[4].list); + 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; - level_change_size(le_current_level, 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); -} + case SDL_KEYDOWN: // key pressed + switch(event.key.keysym.sym) + { + case SDLK_ESCAPE: + Menu::set_current(main_menu); + break; + /* scrolling related events: */ + case SDLK_HOME: + scroll.x = 0; + break; + case SDLK_END: + scroll.x = sector->solids->get_height()*32 - screen->w; + break; + case SDLK_LEFT: + scroll.x -= 80; + break; + case SDLK_RIGHT: + scroll.x += 80; + break; + case SDLK_UP: + scroll.y -= 80; + break; + case SDLK_DOWN: + scroll.y += 80; + break; + case SDLK_PAGEUP: + scroll.x -= 450; + break; + case SDLK_PAGEDOWN: + scroll.x += 450; + break; + case SDLK_PLUS: + case SDLK_KP_PLUS: + zoom += 0.10; + break; + case SDLK_MINUS: + case SDLK_KP_MINUS: + zoom -= 0.10; + break; -void save_subset_settings_menu() -{ - le_level_subset.title = subset_settings_menu->item[2].input; - le_level_subset.description = subset_settings_menu->item[3].input; - le_level_subset.save(); -} + case SDLK_F1: + show_help(); + break; + case SDLK_F2: + show_grid = !show_grid; + break; + default: + break; + } + break; -void le_goto_level(int levelnb) -{ - arrays_free(); - arrays_init(); + case SDL_QUIT: // window closed + done = true; + break; - level_free(le_current_level); - if(level_load(le_current_level, le_level_subset.name.c_str(), levelnb) != 0) - { - level_load(le_current_level, le_level_subset.name.c_str(), le_level); - } - else - { - le_level = levelnb; + default: + break; + } + } } - - le_set_defaults(); - - le_update_buttons(le_current_level->theme.c_str()); - - level_free_gfx(); - level_load_gfx(le_current_level); } -void le_quit(void) +void LevelEditor::action() { - /*if(level_changed == true) - if(askforsaving() == CANCEL) - return;*/ //FIXME - - SDL_EnableKeyRepeat(0, 0); // disables key repeating - - texture_free(&le_selection); - delete leveleditor_menu; - delete subset_load_menu; - delete subset_new_menu; - delete subset_settings_menu; - delete level_settings_menu; - button_panel_free(&le_bkgd_panel); - button_panel_free(&le_fgd_panel); - button_panel_free(&le_bad_panel); - button_free(&le_save_level_bt); - button_free(&le_test_level_bt); - button_free(&le_next_level_bt); - button_free(&le_previous_level_bt); - button_free(&le_move_right_bt); - button_free(&le_move_left_bt); - button_free(&le_rubber_bt); - button_free(&le_select_mode_one_bt); - button_free(&le_select_mode_two_bt); - button_free(&le_settings_bt); - button_free(&le_bad_bt); - button_free(&le_bkgd_bt); - button_free(&le_fgd_bt); - - if(le_current_level != NULL) + 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(sector) { - level_free_gfx(); - level_free(le_current_level); - unloadshared(); - arrays_free(); + // don't scroll before the start or after the level's end + float width = sector->solids->get_width() * 32; + float height = sector->solids->get_height() * 32; + + if(scroll.x < -screen->w/2) + scroll.x = -screen->w/2; + if(scroll.x > width - screen->w/2) + scroll.x = width - screen->w/2; + if(scroll.y < -screen->h/2) + scroll.y = -screen->h/2; + if(scroll.y > height - screen->h/2) + scroll.y = height - screen->h/2; + + // set camera translation, since BadGuys like it + sector->camera->set_scrolling((int)scroll.x, (int)scroll.y); + + if(left_button && mouse_moved) + for(unsigned int x = 0; x < selection.size(); x++) + for(unsigned int y = 0; y < selection[x].size(); y++) + change((int)(scroll.x + mouse_x) + (x*32), + (int)(scroll.y + mouse_y) + (y*32), selection[x][y], + cur_layer); } } -void le_drawinterface() +#define FADING_TIME .6 + +void LevelEditor::draw(DrawingContext& context) { - int x,y; - char str[80]; + context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI); + mouse_cursor->draw(context); - if(le_current_level != NULL) - { - /* draw a grid (if selected) */ - if(le_show_grid) - { - for(x = 0; x < 19; x++) - fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255); - for(y = 0; y < 15; y++) - fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255); - } - } + // draw a filled background + context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h), Color(60,60,60), LAYER_BACKGROUND0-1); - if(le_selection_mode == CURSOR) - texture_draw(&le_selection, cursor_x - pos_x, cursor_y); - else if(le_selection_mode == SQUARE) + if(level_name_timer.check()) { - int w, h; - le_highlight_selection(); - /* draw current selection */ - w = selection.x2 - selection.x1; - h = selection.y2 - selection.y1; - fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR); - fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR); - fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR); - fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR); - } + context.push_transform(); + if(level_name_timer.get_timeleft() < FADING_TIME) + context.set_alpha(int(level_name_timer.get_timeleft() * 255 / FADING_TIME)); + context.draw_text(gold_text, level->name, Vector(screen->w/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->w/2, 50), CENTER_ALLIGN, LAYER_GUI); + } - /* draw button bar */ - fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255); - drawshape(19 * 32, 14 * 32, le_current_tile); - switch(le_current_tile) - { - case 'B': - texture_draw(&img_mints, 19 * 32, 14 * 32); - break; - case '!': - texture_draw(&img_golden_herring,19 * 32, 14 * 32); - break; - case 'x': - case 'y': - case 'A': - texture_draw(&img_distro[(le_frame / 5) % 4], 19 * 32, 14 * 32); - break; - case '0': - texture_draw(&img_bsod_left[(le_frame / 5) % 4],19 * 32, 14 * 32); - break; - case '1': - texture_draw(&img_laptop_left[(le_frame / 5) % 3],19 * 32, 14 * 32); - break; - case '2': - texture_draw(&img_money_left[0],19 * 32, 14 * 32); - break; - default: - break; + 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); - if(le_current_level != NULL) - { - button_draw(&le_save_level_bt); - button_draw(&le_test_level_bt); - button_draw(&le_next_level_bt); - button_draw(&le_previous_level_bt); - button_draw(&le_rubber_bt); - button_draw(&le_select_mode_one_bt); - button_draw(&le_select_mode_two_bt); - button_draw(&le_settings_bt); - button_draw(&le_move_right_bt); - button_draw(&le_move_left_bt); - button_draw(&le_bad_bt); - button_draw(&le_bkgd_bt); - button_draw(&le_fgd_bt); - button_panel_draw(&le_bkgd_panel); - button_panel_draw(&le_fgd_panel); - button_panel_draw(&le_bad_panel); - - sprintf(str, "%d/%d", le_level,le_level_subset.levels); - text_drawf(&white_text, str, -8, 16, A_RIGHT, A_TOP, 1); - - text_draw(&white_small_text, "F1 for Help", 10, 430, 1); - } + Menu* menu = Menu::current(); + if(menu) + menu->draw(context); 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); - else - text_draw(&white_small_text, "No Level Subset loaded", 10, 430, 1); + tiles_board->draw(context); + tiles_layer->draw(context); + level_options->draw(context); } -} + // draw selection + if(sector) + { + if(!middle_button) + { + context.set_drawing_effect(SEMI_TRANSPARENT); -void le_drawlevel() -{ - unsigned int y,x,i,s; + if(selection.size()) + { + 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(); - /* Draw the real background */ - if(le_current_level->bkgd_image[0] != '\0') - { - s = pos_x / 30; - texture_draw_part(&img_bkgd,s,0,0,0,img_bkgd.w - s - 32, img_bkgd.h); - texture_draw_part(&img_bkgd,0,0,screen->w - s - 32 ,0,s,img_bkgd.h); - } - else - { - clearscreen(le_current_level->bkgd_red, le_current_level->bkgd_green, le_current_level->bkgd_blue); - } + 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); + } + } + } + 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->w / (32*zoom); x++) + { + int pos = (int)(x*32*zoom) - ((int)scroll.x % 32); + context.draw_filled_rect(Vector (pos, 0), Vector(1, screen->h), + Color(225, 225, 225), LAYER_GUI-50); + } + for(int y = 0; y < screen->h / (32*zoom); y++) + { + int pos = (int)(y*32*zoom) - ((int)scroll.y % 32); + context.draw_filled_rect(Vector (0, pos), Vector(screen->w, 1), + Color(225, 225, 225), LAYER_GUI-50); + } + } - /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */ + context.push_transform(); + context.set_translation(scroll); + context.set_zooming(zoom); - for (y = 0; y < 15; ++y) - for (x = 0; x < 20; ++x) + for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) { - drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level->ia_tiles[y][x + (int)(pos_x / 32)]); + TileMap* tilemap = dynamic_cast (*i); + if(tilemap) + { // draw the non-selected tiles semi-transparently + context.push_transform(); - /* draw whats inside stuff when cursor is selecting those */ - /* (draw them all the time - is this the right behaviour?) */ - switch(le_current_level->ia_tiles[y][x + (int)(pos_x/32)]) - { - case 'B': - texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32); - break; - case '!': - texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32); - break; - case 'x': - case 'y': - case 'A': - texture_draw(&img_distro[(global_frame_counter / 5) % 4], x * 32 - ((int)pos_x % 32), y*32); - break; - default: - break; - } + if(tilemap->get_layer() != cur_layer) + context.set_drawing_effect(SEMI_TRANSPARENT); + (*i)->draw(context); + + context.pop_transform(); + continue; + } + Background* background = dynamic_cast (*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); } - /* Draw the Bad guys: */ - for (i = 0; i < bad_guys.size(); ++i) - { - /* to support frames: img_bsod_left[(frame / 5) % 4] */ - if(bad_guys[i].kind == BAD_BSOD) - texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y); - else if(bad_guys[i].kind == BAD_LAPTOP) - texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y); - else if (bad_guys[i].kind == BAD_MONEY) - texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y); + context.pop_transform(); } + else + context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h),Color(0,0,0), LAYER_BACKGROUND0); - - /* Draw the player: */ - /* for now, the position is fixed at (0, 240) */ - texture_draw(&tux_right[(global_frame_counter / 5) % 3], 0 - pos_x, 240); + context.do_drawing(); } -void le_checkevents() +void LevelEditor::load_level_subset(std::string filename) { - SDLKey key; - SDLMod keymod; - button_type* pbutton; - int x,y; - - keymod = SDL_GetModState(); + delete level_subset; + level_subset = new LevelSubset(); + level_subset->load(filename.c_str()); + load_level(0); +} - while(SDL_PollEvent(&event)) +void LevelEditor::load_level(std::string filename) +{ + if(level_changed) { - if(show_menu) - menu_event(event); - else - mouse_cursor->set_state(MC_NORMAL); - - /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/ - if(event.type == SDL_KEYDOWN || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > 0 && event.motion.x < screen->w - 64 && - event.motion.y > 0 && event.motion.y < screen->h))) - { - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - key = event.key.keysym.sym; - 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; - else - cursor_x -= KEY_CURSOR_FASTSPEED; - - if(cursor_x < pos_x + MOUSE_LEFT_MARGIN) - pos_x = cursor_x - MOUSE_LEFT_MARGIN; - - break; - case SDLK_RIGHT: - if(fire == DOWN) - cursor_x += KEY_CURSOR_SPEED; - else - cursor_x += KEY_CURSOR_FASTSPEED; - - if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32) - pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; - - break; - case SDLK_UP: - if(fire == DOWN) - cursor_y -= KEY_CURSOR_SPEED; - else - cursor_y -= KEY_CURSOR_FASTSPEED; - - if(cursor_y < 0) - cursor_y = 0; - break; - case SDLK_DOWN: - if(fire == DOWN) - cursor_y += KEY_CURSOR_SPEED; - else - cursor_y += KEY_CURSOR_FASTSPEED; - - if(cursor_y > screen->h-32) - cursor_y = screen->h-32; - break; - case SDLK_LCTRL: - fire =UP; - break; - case SDLK_F1: - le_showhelp(); - break; - case SDLK_HOME: - cursor_x = 0; - pos_x = cursor_x; - break; - case SDLK_END: - cursor_x = (le_current_level->width * 32) - 32; - pos_x = cursor_x; - break; - case SDLK_F9: - le_show_grid = !le_show_grid; - break; - default: - break; - } - break; - case SDL_KEYUP: /* key released */ - switch(event.key.keysym.sym) - { - case SDLK_LCTRL: - fire = DOWN; - break; - default: - break; - } - break; - case SDL_MOUSEBUTTONDOWN: - if(event.button.button == SDL_BUTTON_LEFT) - { - le_mouse_pressed[LEFT] = true; + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; + } - selection.x1 = event.motion.x + pos_x; - selection.y1 = event.motion.y; - selection.x2 = event.motion.x + pos_x; - selection.y2 = event.motion.y; - } - else if(event.button.button == SDL_BUTTON_RIGHT) - le_mouse_pressed[RIGHT] = true; - break; - case SDL_MOUSEBUTTONUP: - if(event.button.button == SDL_BUTTON_LEFT) - le_mouse_pressed[LEFT] = false; - else if(event.button.button == SDL_BUTTON_RIGHT) - le_mouse_pressed[RIGHT] = false; - break; - case SDL_MOUSEMOTION: - if(!show_menu) - { - x = event.motion.x; - y = event.motion.y; - - cursor_x = ((int)(pos_x + x) / 32) * 32; - cursor_y = ((int) y / 32) * 32; - - if(le_mouse_pressed[LEFT]) - { - selection.x2 = x + pos_x; - selection.y2 = y; - } - - if(le_mouse_pressed[RIGHT]) - { - pos_x += -1 * event.motion.xrel; - } - } - break; - case SDL_QUIT: // window closed - done = DONE_QUIT; - break; - default: - break; - } - } + level_filename = filename; - if(le_current_level != NULL) - { - if(event.type == SDL_KEYDOWN || event.type == SDL_KEYUP || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w && - event.motion.y > 0 && event.motion.y < screen->h))) - { - le_mouse_pressed[LEFT] = false; - le_mouse_pressed[RIGHT] = false; + 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; - if(show_menu == false) - { - /* Check for button events */ - button_event(&le_test_level_bt,&event); - if(button_get_state(&le_test_level_bt) == BUTTON_CLICKED) - le_testlevel(); - button_event(&le_save_level_bt,&event); - if(button_get_state(&le_save_level_bt) == BUTTON_CLICKED) - level_save(le_current_level,le_level_subset.name.c_str(),le_level); - button_event(&le_next_level_bt,&event); - if(button_get_state(&le_next_level_bt) == BUTTON_CLICKED) - { - if(le_level < le_level_subset.levels) - { - le_goto_level(++le_level); - } - else - { - st_level new_lev; - 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); - flipscreen(); - while(d == 0) - { - while(SDL_PollEvent(&event)) - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - switch(event.key.keysym.sym) - { - case SDLK_y: - level_default(&new_lev); - level_save(&new_lev,le_level_subset.name.c_str(),++le_level); - le_level_subset.levels = le_level; - le_goto_level(le_level); - d = 1; - break; - case SDLK_n: - d = 1; - break; - default: - break; - } - break; - default: - break; - } - SDL_Delay(50); - } - } - } - button_event(&le_previous_level_bt,&event); - if(button_get_state(&le_previous_level_bt) == BUTTON_CLICKED) - { - if(le_level > 1) - le_goto_level(--le_level); - } - button_event(&le_rubber_bt,&event); - if(button_get_state(&le_rubber_bt) == BUTTON_CLICKED) - le_current_tile = 0; - button_event(&le_select_mode_one_bt,&event); - if(button_get_state(&le_select_mode_one_bt) == BUTTON_CLICKED) - le_selection_mode = CURSOR; - button_event(&le_select_mode_two_bt,&event); - if(button_get_state(&le_select_mode_two_bt) == BUTTON_CLICKED) - le_selection_mode = SQUARE; - - button_event(&le_bad_bt,&event); - if(button_get_state(&le_bad_bt) == BUTTON_CLICKED) - { - le_bad_panel.hidden = false; - le_fgd_panel.hidden = true; - le_bkgd_panel.hidden = true; - } - - button_event(&le_fgd_bt,&event); - if(button_get_state(&le_fgd_bt) == BUTTON_CLICKED) - { - le_bad_panel.hidden = true; - le_fgd_panel.hidden = false; - le_bkgd_panel.hidden = true; - } - button_event(&le_bkgd_bt,&event); - if(button_get_state(&le_bkgd_bt) == BUTTON_CLICKED) - { - le_bad_panel.hidden = true; - le_fgd_panel.hidden = true; - le_bkgd_panel.hidden = false; - } - button_event(&le_settings_bt,&event); - if(button_get_state(&le_settings_bt) == BUTTON_CLICKED) - { - if(show_menu == false) - { - update_level_settings_menu(); - Menu::set_current(level_settings_menu); - show_menu = true; - } - else - { - Menu::set_current(leveleditor_menu); - show_menu = false; - } - } - if((pbutton = button_panel_event(&le_bkgd_panel,&event)) != NULL) - { - if(button_get_state(pbutton) == BUTTON_CLICKED) - { - char c = '\0'; - if(pbutton->tag >= 0 && pbutton->tag <= 3) - c = 'G' + pbutton->tag; - else if(pbutton->tag >= 4 && pbutton->tag <= 7) - c = 'g' + pbutton->tag - 4; - else if(pbutton->tag >= 8 && pbutton->tag <= 11) - c = 'C' + pbutton->tag - 8; - else if(pbutton->tag >= 12 && pbutton->tag <= 15) - c = 'c' + pbutton->tag - 12; - if(c != '\0') - le_current_tile = c; - } - } - if((pbutton = button_panel_event(&le_fgd_panel,&event)) != NULL) - { - if(button_get_state(pbutton) == BUTTON_CLICKED) - { - char c = '\0'; - if(pbutton->tag == 0) - c = '#' ; - else if(pbutton->tag == 1) - c = '['; - else if(pbutton->tag == 2) - c = '='; - else if(pbutton->tag == 3) - c = ']'; - else if(pbutton->tag == 4) - c = '^'; - else if(pbutton->tag == 5) - c = '&'; - else if(pbutton->tag == 6) - c = '|'; - else if(pbutton->tag == 7) - c = '*'; - else if(pbutton->tag == 8) - c = '\\'; - else if(pbutton->tag == 9) - c = 'a'; - else if(pbutton->tag == 10) - c = 'B'; - else if(pbutton->tag == 11) - c = 'A'; - else if(pbutton->tag == 12) - c = '!'; - else if(pbutton->tag == 13) - c = '$'; - else if(pbutton->tag == 14) - c = 'X'; - else if(pbutton->tag == 15) - c = 'Y'; - else if(pbutton->tag == 16) - c = 'x'; - else if(pbutton->tag == 17) - c = 'y'; - if(c != '\0') - le_current_tile = c; - } - } - if((pbutton = button_panel_event(&le_bad_panel,&event)) != NULL) - { - if(button_get_state(pbutton) == BUTTON_CLICKED) - { - char c = '\0'; - if(pbutton->tag >= 0 && pbutton->tag <= 2) - c = '0' + pbutton->tag; - if(c != '\0') - le_current_tile = c; - } - } - } - else - { - button_event(&le_settings_bt,&event); - if(button_get_state(&le_settings_bt) == BUTTON_CLICKED) - { - if(show_menu == false) - { - update_level_settings_menu(); - Menu::set_current(level_settings_menu); - show_menu = true; - } - else - { - Menu::set_current(leveleditor_menu); - show_menu = false; - } - } - } - } - if(show_menu == false) - { - button_event(&le_move_left_bt,&event); - button_event(&le_move_right_bt,&event); + 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()); +} - if(le_mouse_pressed[LEFT]) - { - le_change(cursor_x, cursor_y, TM_IA, le_current_tile); - } - } - } - } - if(show_menu == false) +void LevelEditor::load_level(int nb) +{ + if(level_changed) { - if(button_get_state(&le_move_left_bt) == BUTTON_PRESSED) - { - pos_x -= 192; - } - else if(button_get_state(&le_move_left_bt) == BUTTON_HOVER) - { - pos_x -= 96; - } - - if(button_get_state(&le_move_right_bt) == BUTTON_PRESSED) - { - pos_x += 192; - } - else if(button_get_state(&le_move_right_bt) == BUTTON_HOVER) - { - pos_x += 96; - } + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; } + level_nb = nb; + level_filename = level_subset->get_level_filename(level_nb); + + load_level(level_filename); } -void le_highlight_selection() +void LevelEditor::load_sector(size_t num) { - int x1, x2, y1, y2; - - if(selection.x1 < selection.x2) + 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; + } + + sector = level->get_sector(num); + + /* Load sector stuff */ + + sector->update_game_objects(); + + foregrounds = solids = backgrounds = 0; + /* Point foregrounds, backgrounds, solids to its layer */ + for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++) { - x1 = selection.x1; - x2 = selection.x2; - } - else - { - x1 = selection.x2; - x2 = selection.x1; + TileMap* tilemap = dynamic_cast (*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(selection.y1 < selection.y2) + + if(!foregrounds) { - y1 = selection.y1; - y2 = selection.y2; + TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height()); + sector->add_object(tilemap); + sector->update_game_objects(); } - else + if(!backgrounds) { - y1 = selection.y2; - y2 = selection.y1; + TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height()); + sector->add_object(tilemap); + sector->update_game_objects(); } - x1 /= 32; - x2 /= 32; - y1 /= 32; - y2 /= 32; + 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); - fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103); + sectornum = num; } -void le_change(float x, float y, int tm, unsigned int c) +void LevelEditor::save_level() { - if(le_current_level != NULL) - { - int xx,yy; - int x1, x2, y1, y2; - unsigned int i; + level->save(level_filename); + level_changed = false; +} - /* level_changed = true; */ +void LevelEditor::test_level() +{ + if(level_changed) { + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; + } + + GameSession session(level_filename, ST_GL_TEST); + session.run(); + // player_status.reset(); + SoundManager::get()->halt_music(); +} - switch(le_selection_mode) - { - case CURSOR: - level_change(le_current_level,x,y,tm,c); +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; + + 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(newtile >= gameobjs_first_id) // add object + { + // 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 (*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 (*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 (*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 (*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); +} - yy = ((int)y / 32); - xx = ((int)x / 32); +void LevelEditor::show_help() +{ + 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") + }; + + 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/") + }; + + const char **text[] = { text1, text2 }; + + + bool done; + for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++) + { + draw(context); - /* if there is a bad guy over there, remove it */ - for(i = 0; i < bad_guys.size(); ++i) - if(xx == bad_guys[i].base.x/32 && yy == bad_guys[i].base.y/32) - bad_guys.erase(static_cast::iterator>(&bad_guys[i])); + context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(screen->w/2, 60), CENTER_ALLIGN, LAYER_GUI); - if(c == '0') /* if it's a bad guy */ - add_bad_guy(xx*32, yy*32, BAD_BSOD); - else if(c == '1') - add_bad_guy(xx*32, yy*32, BAD_LAPTOP); - else if(c == '2') - add_bad_guy(xx*32, yy*32, BAD_MONEY); + context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI); - break; - case SQUARE: - if(selection.x1 < selection.x2) - { - x1 = selection.x1; - x2 = selection.x2; - } - else - { - x1 = selection.x2; - x2 = selection.x1; - } - if(selection.y1 < selection.y2) - { - y1 = selection.y1; - y2 = selection.y2; - } - else - { - y1 = selection.y2; - y2 = selection.y1; - } + sprintf(str,_("Press any key to continue - Page %d/%d"), i+1, sizeof(text) / sizeof(text[0])); + context.draw_text(gold_text, str, Vector(screen->w/2, screen->h-60), CENTER_ALLIGN, LAYER_GUI); - x1 /= 32; - x2 /= 32; - y1 /= 32; - y2 /= 32; + context.do_drawing(); - /* if there is a bad guy over there, remove it */ - for(i = 0; i < bad_guys.size(); ++i) - if(bad_guys[i].base.x/32 >= x1 && bad_guys[i].base.x/32 <= x2 - && bad_guys[i].base.y/32 >= y1 && bad_guys[i].base.y/32 <= y2) - bad_guys.erase(static_cast::iterator>(&bad_guys[i])); + done = false; - for(xx = x1; xx <= x2; xx++) - for(yy = y1; yy <= y2; yy++) - { - level_change(le_current_level, xx*32, yy*32, tm, c); - - if(c == '0') // if it's a bad guy - add_bad_guy(xx*32, yy*32, BAD_BSOD); - else if(c == '1') - add_bad_guy(xx*32, yy*32, BAD_LAPTOP); - else if(c == '2') - add_bad_guy(xx*32, yy*32, BAD_MONEY); - } - break; - default: - break; - } + while(!done) { + SDL_Event event; + done = wait_for_event(event); + SDL_Delay(50); } -} + } -void le_testlevel() -{ - level_save(le_current_level,"test",le_level); - gameloop("test",le_level, ST_GL_TEST); - Menu::set_current(leveleditor_menu); - arrays_init(); - level_load_gfx(le_current_level); - loadshared(); + show_grid = show_grid_t; + mouse_cursor->set_state(MC_NORMAL); } -void le_showhelp() +Sector* +LevelEditor::create_sector(const std::string& name, size_t width, size_t height) { - SDL_Event event; - unsigned int i, done; - char *text[] = { - " - This is SuperTux's built-in level editor -", - "It has been designed to be light and easy to use from the start.", - "", - "When you first load the level editor you are given a menu where you", - "can load level subsets, create a new level subset, edit the current", - "subset's settings, or simply quit the editor. You can access this menu", - "from the level editor at any time by pressing the escape key.", - "", - "To your right is your button bar. The center of this contains many", - "tiles you can use to make your level. To select a tile, click on it", - "with your left mouse button; your selection will be shown in the", - "bottom right corner of the button box. Click anywhere on your level", - "with the left mouse button to place that tile down. If you right click", - "a tile in the button bar, you can find out what its keyboard shortcut", - "is. The three buttons FGD, BGD and EMY let you pick from foreground,", - "background, and enemy tiles. The eraser lets you remove tiles.", - "The left and right arrow keys scroll back and forth through your level.", - "The button with the wrench and screwdriver, lets you change the", - "settings of your level, including how long it is or what music it will", - "play. When you are ready to give your level a test, click on the little", - "running Tux. If you like the changes you have made to your level,", - "press the red save key to keep them.", - "To change which level in your subset you are editing, press the white", - "up and down arrow keys at the top of the button box.", - "", - "Have fun making levels! If you make some good ones, send them to us on", - "the SuperTux mailing list!", - "- SuperTux team" - }; - - - text_drawf(&blue_text, "- Help -", 0, 30, A_HMIDDLE, A_TOP, 2); - - for(i = 0; i < sizeof(text)/sizeof(char *); i++) - text_draw(&white_small_text, text[i], 5, 80+(i*12), 1); - - text_drawf(&gold_text, "Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1); - - flipscreen(); - - done = 0; - - while(done == 0) - { - while(SDL_PollEvent(&event)) - switch(event.type) - { - case SDL_MOUSEBUTTONDOWN: // mouse pressed - case SDL_KEYDOWN: // key pressed - done = 1; - break; - default: - break; - } - SDL_Delay(50); - } + 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; } +