Tried to make leveleditor quit when SDL_QUIT signal is received without success. Why doesn't this work? :(
SVN-Revision: 573
#include "resources.h"
/* definitions to aid development */
#include "resources.h"
/* definitions to aid development */
-#define DONE_LEVELEDITOR 1
-#define DONE_QUIT 2
/* definitions that affect gameplay */
#define KEY_CURSOR_SPEED 32
/* definitions that affect gameplay */
#define KEY_CURSOR_SPEED 32
update_subset_settings_menu();
break;
case 7:
update_subset_settings_menu();
break;
case 7:
- done = DONE_LEVELEDITOR;
+printf("done: %i\n", done);
+
+ case SDL_QUIT: // window closed
+printf("window closed\n");
+ done = -1;
+ break;
case SDL_KEYDOWN: // key pressed
key = event.key.keysym.sym;
switch(key)
case SDL_KEYDOWN: // key pressed
key = event.key.keysym.sym;
switch(key)
- case SDL_QUIT: // window closed
- done = DONE_QUIT;
- break;
void le_showhelp()
{
SDL_Event event;
void le_showhelp()
{
SDL_Event event;
char *text[] = {
" - This is SuperTux's built-in level editor -",
"It has been designed to be light and easy to use from the start.",
char *text[] = {
" - This is SuperTux's built-in level editor -",
"It has been designed to be light and easy to use from the start.",
blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
for(i = 0; i < sizeof(text)/sizeof(char *); i++)
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*18), 1);
+ white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1);
gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
flipscreen();
gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
flipscreen();
- done = wait_for_event(event);
+ done_ = wait_for_event(event);