From d3d003d58f0f951a171e2a4238786d65174dec41 Mon Sep 17 00:00:00 2001 From: Ricardo Cruz Date: Sun, 22 Feb 2004 18:28:37 +0000 Subject: [PATCH] Improved scrolling. SVN-Revision: 146 --- src/leveleditor.c | 117 ++++++++++++++++++++++++++++++++---------------------- 1 file changed, 70 insertions(+), 47 deletions(-) diff --git a/src/leveleditor.c b/src/leveleditor.c index 15c3fe288..602a35f07 100644 --- a/src/leveleditor.c +++ b/src/leveleditor.c @@ -42,14 +42,11 @@ /* when pagedown/up pressed speed:*/ #define PAGE_CURSOR_SPEED 13*32 -#define CURSOR_LEFT_MARGIN 96 -#define CURSOR_RIGHT_MARGIN 600 +#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_LEFT_MARGIN 32 -#define MOUSE_RIGHT_MARGIN 608 -#define MOUSE_POS_SPEED 32 +#define MOUSE_POS_SPEED 20 /* gameloop funcs declerations */ @@ -63,6 +60,7 @@ void le_quit(); void le_drawlevel(); void le_checkevents(); void le_change(float x, float y, unsigned char c); +void le_testlevel(); void le_showhelp(); void le_set_defaults(void); void le_activate_bad_guys(void); @@ -84,6 +82,8 @@ static button_type le_next_level_bt; static button_type le_previous_level_bt; static button_type le_rubber_bt; +static SDL_Event event; + void le_activate_bad_guys(void) { int x,y; @@ -130,22 +130,11 @@ int leveleditor(int levelnb) le_checkevents(); - if(cursor_x < pos_x + CURSOR_LEFT_MARGIN) - pos_x = cursor_x - CURSOR_LEFT_MARGIN; - - if(cursor_x > pos_x + CURSOR_RIGHT_MARGIN) - pos_x = cursor_x - CURSOR_RIGHT_MARGIN; - - /* make sure we respect the borders */ - if(cursor_x < 0) - cursor_x = 0; - if(cursor_x > (le_current_level.width*32) - 32) - cursor_x = (le_current_level.width*32) - 32; - + /* making events results to be in order */ if(pos_x < 0) pos_x = 0; - if(pos_x > (le_current_level.width * 32) - screen->w + 32) - pos_x = (le_current_level.width * 32) - screen->w + 32; + if(pos_x > (le_current_level.width * 32) - screen->w) + pos_x = (le_current_level.width * 32) - screen->w; /* draw the level */ le_drawlevel(); @@ -195,6 +184,8 @@ int le_init() subset_load(&le_level_subset,"default"); le_show_grid = YES; +// level_changed = NO; + fire = DOWN; done = 0; menu_reset(); menu_set_current(&leveleditor_menu); @@ -266,29 +257,29 @@ void le_drawlevel() /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */ for (y = 0; y < 15; ++y) - for (x = 0; x < 19; ++x) + for (x = 0; x < 20; ++x) { - drawshape(x * 32, y * 32, le_current_level.tiles[y][x + (pos_x / 32)]); - } + drawshape(x * 32 - ((int)pos_x % 32), y * 32, le_current_level.tiles[y][x + (int)(pos_x / 32)]); /* draw whats inside stuff when cursor is selecting those */ - cursor_tile = le_current_level.tiles[cursor_y/32][cursor_x/32]; - switch(cursor_tile) - { + /* (draw them all the time - is this the right behaviour?) */ + switch(le_current_level.tiles[y][x + (int)(pos_x/32)]) + { case 'B': - texture_draw(&img_mints, cursor_x - pos_x, cursor_y, NO_UPDATE); + texture_draw(&img_mints, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE); break; case '!': - texture_draw(&img_golden_herring, cursor_x - pos_x, cursor_y, NO_UPDATE); + texture_draw(&img_golden_herring, x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE); break; case 'x': case 'y': case 'A': - texture_draw(&img_distro[(le_frame / 5) % 4], cursor_x - pos_x, cursor_y, NO_UPDATE); + texture_draw(&img_distro[(frame / 5) % 4], x * 32 - ((int)pos_x % 32), y*32, NO_UPDATE); break; default: break; - } + } + } /* Draw the Bad guys: */ for (i = 0; i < num_bad_guys; ++i) @@ -297,22 +288,29 @@ void le_drawlevel() continue; /* 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], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE); + texture_draw(&img_bsod_left[(le_frame / 5) % 4], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE); else if(bad_guys[i].kind == BAD_LAPTOP) - texture_draw(&img_laptop_left[(le_frame / 5) % 3], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE); + texture_draw(&img_laptop_left[(le_frame / 5) % 3], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE); else if (bad_guys[i].kind == BAD_MONEY) - texture_draw(&img_money_left[(le_frame / 5) % 2], ((int)(bad_guys[i].base.x - pos_x)/32)*32, bad_guys[i].base.y, NO_UPDATE); + texture_draw(&img_money_left[(le_frame / 5) % 2], bad_guys[i].base.x - pos_x, bad_guys[i].base.y, NO_UPDATE); } +/* Draw the player: */ +// for now, the position is fixed at (0, 240) +texture_draw(&tux_right[(frame / 5) % 3], 0 - pos_x, 240, NO_UPDATE); + /* draw a grid (if selected) */ if(le_show_grid) { - for(x = 0; x < 19; x++) - fillrect(x*32, 0, 1, screen->h, 225, 225, 225,255); + for(x = 0; x < 20; 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); } + texture_draw(&le_selection, cursor_x - pos_x, cursor_y, NO_UPDATE); + + /* draw button bar */ fillrect(screen->w - 32, 0, 32, screen->h, 50, 50, 50,255); drawshape(19 * 32, 14 * 32, le_current_tile); @@ -320,8 +318,6 @@ void le_drawlevel() button_draw(&le_next_level_bt); button_draw(&le_previous_level_bt); button_draw(&le_rubber_bt); - - texture_draw(&le_selection, ((int)(cursor_x - pos_x)/32)*32, cursor_y, NO_UPDATE); sprintf(str, "%d", le_current_level.time_left); text_draw(&white_text, "TIME", 324, 0, 1, NO_UPDATE); @@ -340,7 +336,6 @@ void le_drawlevel() void le_checkevents() { - SDL_Event event; SDLKey key; SDLMod keymod; int x,y; @@ -372,12 +367,20 @@ void le_checkevents() 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) @@ -414,15 +417,25 @@ void le_checkevents() 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_PAGEUP: cursor_x -= PAGE_CURSOR_SPEED; + + if(cursor_x < pos_x + MOUSE_LEFT_MARGIN) + pos_x = cursor_x - MOUSE_LEFT_MARGIN; + break; case SDLK_PAGEDOWN: cursor_x += PAGE_CURSOR_SPEED; + + if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32) + pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; + break; case SDLK_F9: le_show_grid = !le_show_grid; @@ -604,17 +617,16 @@ void le_checkevents() { le_change(cursor_x, cursor_y, le_current_tile); if(button_pressed(&le_test_level_bt,x,y)) - { - 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(); - le_activate_bad_guys(); - } + le_testlevel(); } +if(!show_menu) /* scroll screen when mouse is in a margin */ + { + if(event.motion.x > MOUSE_RIGHT_MARGIN && event.motion.x < screen->w-32) + pos_x += MOUSE_POS_SPEED; + else if(event.motion.x > 0 && event.motion.x < MOUSE_LEFT_MARGIN) + pos_x -= MOUSE_POS_SPEED; + } } void le_change(float x, float y, unsigned char c) @@ -634,6 +646,17 @@ void le_change(float x, float y, unsigned char c) bad_guys[i].base.alive = NO; } +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(); +le_activate_bad_guys(); +} + void le_showhelp() { SDL_Event event; -- 2.11.0