fix some more timings and the long standing gradient software bug (which was function...
[supertux.git] / src / leveleditor.cpp
index b489355..0578d37 100644 (file)
-//  $Id$
-//
-//  SuperTux
-//  Copyright (C) 2003 Ricardo Cruz <rick2@aeiou.pt>
-//  Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
-//
-//  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 the Free Software Foundation; either version 2
-//  of the License, or (at your option) any later version.
-//
-//  This program is distributed in the hope that it will be useful,
-//  but WITHOUT ANY WARRANTY; without even the implied warranty of
-//  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-//  GNU General Public License for more details.
-//
-//  You should have received a copy of the GNU General Public License
-//  along with this program; if not, write to the Free Software
-//  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
-
-#include <map>
-#include <typeinfo>
-#include <stdio.h>
+/***************************************************************************
+                  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  *
+ *   the Free Software Foundation; either version 2 of the License, or     *
+ *   (at your option) any later version.                                   *
+ *                                                                         *
+ ***************************************************************************/
+
+#include <config.h>
+
 #include <stdlib.h>
-#include <string.h>
-#include <math.h>
-#include <errno.h>
-#include <unistd.h>
-#include <SDL.h>
-#include <SDL_image.h>
 #include <algorithm>
-#include "leveleditor.h"
 
-#include "screen/screen.h"
-#include "defines.h"
-#include "globals.h"
-#include "setup.h"
-#include "menu.h"
-#include "level.h"
-#include "sector.h"
-#include "tilemap.h"
-#include "gameloop.h"
-#include "badguy.h"
-#include "player.h"
-#include "scene.h"
-#include "button.h"
-#include "tile.h"
+#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 "resources.h"
+#include "tile.h"
+#include "tilemap.h"
+#include "tile_manager.h"
+#include "sector.h"
 #include "background.h"
+#include "gameloop.h"
+#include "gameobjs.h"
+#include "camera.h"
 
-/* definitions to aid development */
-
-/* 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)
-
-/* scolling speed */
-#define KEYBOARD_SPEED 140
-#define MOUSE_SPEED    40
-
-/* look */
-#define SELECT_W 2 // size of the selections lines
-#define SELECT_CLR 0, 255, 0, 255  // lines color (R, G, B, A)
-
-enum { TM_IA, TM_BG, TM_FG };
-
-/* own declerations */
-/* crutial ones (main loop) */
-int le_init();
-void le_quit();
-int le_load_level_subset(char *filename);
-void le_drawlevel(DrawingContext& context);
-void le_drawinterface(DrawingContext& context);
-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_goto_level(int levelnb);
-void le_highlight_selection();
-
-void apply_level_settings_menu();
-void update_subset_settings_menu();
-void save_subset_settings_menu();
-
-struct TileOrObject
+LevelEditor::LevelEditor()
 {
-  TileOrObject() : tile(0), obj(NULL) { is_tile = true; };
-
-  void Tile(unsigned int set_to) { tile = set_to; is_tile = true; }
-  void Object(GameObject* pobj) { obj = pobj; is_tile = false; }
-  //Returns true for a tile
-  bool IsTile() { return is_tile; };
-  //Returns true for a GameObject
-  bool IsObject() { return !is_tile; };
-
-
-  void Init() { tile = 0; obj = NULL; is_tile = true; };
-
-  bool is_tile; //true for tile (false for object)
-  unsigned int tile;
-  GameObject* obj;
-};
-
-/* leveleditor internals */
-static string_list_type level_subsets;
-static bool le_level_changed;  /* if changes, ask for saving, when quiting*/
-static bool show_minimap;
-static bool show_selections;
-static bool le_help_shown;
-static int pos_x, pos_y, cursor_x, cursor_y;
-static int le_levelnb;
-static Level* le_level;
-static LevelSubset* le_level_subset;
-static int le_show_grid;
-static int le_frame;
-static Surface* le_selection;
-static int done;
-static TileOrObject le_current;
-static bool le_mouse_pressed[2];
-static bool le_mouse_clicked[2];
-static Button* le_save_level_bt;
-static Button* le_exit_bt;
-static Button* le_test_level_bt;
-static Button* le_next_level_bt;
-static Button* le_previous_level_bt;
-static Button* le_move_right_bt;
-static Button* le_move_left_bt;
-static Button* le_move_up_bt;
-static Button* le_move_down_bt;
-static Button* le_rubber_bt;
-static Button* le_select_mode_one_bt;
-static Button* le_select_mode_two_bt;
-static Button* le_settings_bt;
-static Button* le_tilegroup_bt;
-static Button* le_objects_bt;
-static Button* le_object_select_bt;
-static Button* le_object_properties_bt;
-static ButtonPanel* le_tilemap_panel;
-static int active_tm;
-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 Menu* select_tilegroup_menu;
-static Menu* select_objects_menu;
-static Timer select_tilegroup_menu_effect;
-static Timer select_objects_menu_effect;
-static Timer display_level_info;
-typedef std::map<std::string, ButtonPanel*> ButtonPanelMap;
-static ButtonPanelMap tilegroups_map;
-static ButtonPanelMap objects_map;
-static std::string cur_tilegroup;
-static std::string cur_objects;
-static MouseCursor* mouse_select_object;
-static MovingObject* selected_game_object;
-
-static square selection;
-static SelectionMode le_selection_mode;
-static SDL_Event event;
-
-int leveleditor(char* filename)
+  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<std::string>::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));
+
+  TileManager* tilemanager = TileManager::instance();
+
+  tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0);
+  for(unsigned int id = 1; id < tilemanager->get_max_tileid(); id++)
+    {
+    const Tile* tile = tilemanager->get(id);
+    if(!tile)
+      continue;
+
+    Surface* surface;
+    if(tile->editor_images.size())
+      surface = tile->editor_images[0];
+    else if(tile->images.size())
+      surface = tile->images[0];
+    else
+      continue;
+
+    Button button = Button(surface, "", SDLKey(0));
+    tiles_board->add_button(button, id);
+    }
+
+  #if 0
+  for(int i = 0; i < NUM_BadGuyKinds; i++)
+    {
+    // filter bomb, since it is only for internal use, not for levels
+    if(i == BAD_BOMB)
+      continue;
+
+    BadGuyKind kind = BadGuyKind(i);
+    BadGuy badguy(kind, 0,0);
+    badguy.activate(LEFT);
+
+    Surface *img = badguy.get_image();
+    tiles_board->add_button(Button(img, "", SDLKey(SDLK_1+i)), -(i+1));
+    }
+  #endif
+
+  #if 0
+  tiles_board->add_button(Button(img_trampoline[0].get_frame(0), _("Trampoline"), SDLKey(0)), OBJ_TRAMPOLINE);
+  tiles_board->add_button(Button(img_flying_platform->get_frame(0), _("Flying Platform"), SDLKey(0)), OBJ_FLYING_PLATFORM);
+  #endif
+
+  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);
+}
+
+LevelEditor::~LevelEditor()
 {
-  int last_time, now_time, i;
-  DrawingContext context;
+free_buttons_gfx();
 
-  le_level = NULL;
-  le_levelnb = 1;
+delete tiles_board;
+delete tiles_layer;
+delete level_options;
 
-  if(le_init() != 0)
-    return 1;
+delete subset_menu;
+delete create_subset_menu;
+delete main_menu;
+delete settings_menu;
 
-  sound_manager->halt_music();
+delete level;
+delete level_subset;
+}
 
-  while (SDL_PollEvent(&event))
-  {}
+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);
 
-  if(filename != NULL)
-    if(le_load_level_subset(filename))
-      return 1;
+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);
 
-  while(true)
-  {
-    last_time = SDL_GetTicks();
-    le_frame++;
+img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true);
 
-    le_checkevents();
+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);
+}
 
-    if(Menu::current() == select_tilegroup_menu)
-    {
-      if(select_tilegroup_menu_effect.check())
-      {
-        select_tilegroup_menu->set_pos(screen->w - 64 + select_tilegroup_menu_effect.get_left(),
-                                       66,-0.5,0.5);
-      }
-      else
-        select_tilegroup_menu->set_pos(screen->w - 64,66,-0.5,0.5);
-    }
-    else if(Menu::current() == select_objects_menu)
-    {
-      if(select_objects_menu_effect.check())
-      {
-        select_objects_menu->set_pos(screen->w - 64 + select_objects_menu_effect.get_left(),82,-0.5,0.5);
-      }
-      else
-        select_objects_menu->set_pos(screen->w - 64,82,-0.5,0.5);
-    }
+void LevelEditor::free_buttons_gfx()
+{
+delete img_foreground_bt;
+delete img_interactive_bt;
+delete img_background_bt;
 
-    if(le_level != NULL)
-    {
-      /* making events results to be in order */
+delete img_save_level_bt;
+delete img_test_level_bt;
+delete img_setup_level_bt;
 
-      /* draw the level */
-      le_drawlevel(context);
-    }
-    else
-      fillrect(0, 0, screen->w, screen->h, 0, 0, 0);
+delete img_rubber_bt;
 
-    /* draw editor interface */
-    le_drawinterface(context);
+delete img_previous_level_bt;
+delete img_next_level_bt;
+delete img_previous_sector_bt;
+delete img_next_sector_bt;
+}
 
-    Menu* menu = Menu::current();
-    if(menu)
-    {
-      menu->draw(context);
-      menu->action();
+void LevelEditor::run(const std::string filename)
+{
+SoundManager::get()->halt_music();
+Menu::set_current(0);
+
+DrawingContext context;
 
-      if(menu == leveleditor_menu)
+if(!filename.empty())
+  {
+  level_nb = -1;
+  load_level(filename);
+  }
+else
+  Menu::set_current(main_menu);
+
+mouse_cursor->set_state(MC_NORMAL);
+
+done = false;
+while(!done)
+  {
+  events();
+  action();
+  draw(context);
+  }
+
+if(level_changed)
+  if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+    save_level();
+}
+
+void LevelEditor::events()
+{
+mouse_moved = false;
+
+while(SDL_PollEvent(&event))
+  {
+  Menu* menu = Menu::current();
+  if(menu)
+    {
+    menu->event(event);
+    menu->action();
+    if(menu == main_menu)
       {
-        switch (leveleditor_menu->check())
+      switch (main_menu->check())
         {
-        case MNID_RETURNLEVELEDITOR:
-          if(le_level != NULL)
-            Menu::set_current(0);
-          else
-            Menu::set_current(leveleditor_menu);
-          break;
-        case MNID_SUBSETSETTINGS:
-          update_subset_settings_menu();
+        case MN_ID_RETURN:
+          Menu::set_current(0);
           break;
-        case MNID_QUITLEVELEDITOR:
-          done = 1;
+        case MN_ID_QUIT:
+          done = true;
           break;
         }
       }
-      else if(menu == level_settings_menu)
+    else if(menu == create_subset_menu)
       {
-        switch (level_settings_menu->check())
-        {
-        case MNID_APPLY:
-          apply_level_settings_menu();
-          Menu::set_current(NULL);
-          break;
-
-        default:
-          break;
+      // 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::create(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 == select_tilegroup_menu)
+    else if(menu == subset_menu)
       {
-        int it = -1;
-        switch (it = select_tilegroup_menu->check())
+      int i = subset_menu->check();
+      if(i >= 0)
         {
-        default:
-          if(it >= 0)
-          {
-            cur_tilegroup = select_tilegroup_menu->get_item_by_id(it).text;
-            Menu::set_current(0);
-            cur_objects = "";
-
-          }
-          break;
+        std::set<std::string>::iterator it = level_subsets.begin();
+        for(int t = 0; t < i; t++)
+          it++;
+        load_level_subset(*it);
+        Menu::set_current(0);
         }
       }
-      else if(menu == select_objects_menu)
+    else if(menu == settings_menu)
       {
-        int it = -1;
-        switch (it = select_objects_menu->check())
-        {
-        default:
-          if(it >= 0)
-          {
-            cur_objects = select_objects_menu->get_item_by_id(it).text;
-            cur_tilegroup = "";
+      if(settings_menu->check() == MN_ID_APPLY_SETTINGS)
+        {   // applying settings:
+        level_changed = true;
 
-            Menu::set_current(0);
-          }
-          break;
+        level->name = settings_menu->get_item_by_id(MN_ID_NAME).input;
+        level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
+
+        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()));
+
+        Menu::set_current(0);
         }
       }
-      else if(menu == subset_load_menu)
+    }
+  // check for events in buttons
+  else if(tiles_board->event(event))
+    {
+    std::vector <int> vector;
+    vector.push_back(tiles_board->selected_id());
+
+    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())
       {
-        switch (i = subset_load_menu->check())
-        {
-        case 0:
-          break;
-        default:
-          if(i >= 1)
+      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
           {
-            if(le_load_level_subset(level_subsets.item[i-1]))
-              return 1;
+          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::create(level_subset->get_level_filename(level_nb + 1));
+            level_subset->save();
+            load_level(level_nb + 1);
+            }
           }
-          break;
-        }
+        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";
+std::cerr << "total sectors: " << level->get_total_sectors() << std::endl;
+        load_sector(level->get_next_sector(sector));
+        break;
+      case BT_PREVIOUS_SECTOR:
+std::cerr << "previous sector.\n";
+        load_sector(level->get_previous_sector(sector));
+        break;
       }
-      else if(menu == subset_new_menu)
+    level_options->set_unselected();
+    continue;
+    }
+  else
+    {
+    switch(event.type)
       {
-        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;
+      case SDL_MOUSEMOTION:
+        mouse_moved = true;
+        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;
 
-          switch (i = subset_new_menu->check())
+      case SDL_MOUSEBUTTONDOWN:
+        mouse_moved = true;
+        if(event.button.button == SDL_BUTTON_LEFT)
+          left_button = true;
+        else if(event.button.button == SDL_BUTTON_MIDDLE)
           {
-          case MNID_CREATESUBSET:
-            LevelSubset::create(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input);
-            le_level_subset->load(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input);
-            leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
-            le_goto_level(1);
-            subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input("");
-
-            Menu::set_current(subset_settings_menu);
-            break;
+          middle_button = true;
+          selection_ini = Vector(event.button.x, event.button.y);
           }
-        }
-      }
-      else if(menu == subset_settings_menu)
-      {
-        if(le_level_subset->title.compare(subset_settings_menu->get_item_by_id(MNID_SUBSETTITLE).input) == 0 && le_level_subset->description.compare(subset_settings_menu->get_item_by_id(MNID_SUBSETDESCRIPTION).input) == 0  )
-          subset_settings_menu->get_item_by_id(MNID_SUBSETSAVECHANGES).kind = MN_DEACTIVE;
-        else
-          subset_settings_menu->get_item_by_id(MNID_SUBSETSAVECHANGES).kind = MN_ACTION;
+        break;
 
-        switch (i = subset_settings_menu->check())
-        {
-        case MNID_SUBSETSAVECHANGES:
-          save_subset_settings_menu();
-          Menu::set_current(leveleditor_menu);
-          break;
-        }
-      }
-    }
+      case SDL_MOUSEBUTTONUP:
+        mouse_moved = true;
+        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);
 
-    MouseCursor::current()->draw(context);
+          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(done)
-    {
-      le_quit();
-      return 0;
-    }
+          selection.clear();
+          std::vector <int> vector;
+
+          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;
+
+          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))->id);
+              }
+            selection.push_back(vector);
+            }
+          }
+        break;
+
+      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;
 
-    ++global_frame_counter;
+          case SDLK_F1:
+            show_help();
+            break;
+          case SDLK_F2:
+            show_grid = !show_grid;
+            break;
+          default:
+            break;
+          }
+        break;
 
-    SDL_Delay(25);
-    now_time = SDL_GetTicks();
-    if (now_time < last_time + FPS)
-      SDL_Delay(last_time + FPS - now_time);   /* delay some time */
+      case SDL_QUIT:   // window closed
+        done = true;
+        break;
 
-    context.do_drawing();
+        default:
+          break;
+      }
+    }
   }
+}
 
-  return done;
+void LevelEditor::action()
+{
+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)
+  {
+  // 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 + event.button.x) + (x*32),
+             (int)(scroll.y + event.button.y) + (y*32), selection[x][y], 
+             cur_layer);
+  }
 }
 
-int le_load_level_subset(char *filename)
+#define FADING_TIME .6
+
+void LevelEditor::draw(DrawingContext& context)
 {
-  le_level_subset->load(filename);
-  leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
-  le_levelnb = 1;
-  le_goto_level(le_levelnb);
+context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
+mouse_cursor->draw(context);
 
-  //GameSession* session = new GameSession(datadir + "/levels/" + le_level_subset->name + "/level1.stl", 0, ST_GL_DEMO_GAME);
+// draw a filled background
+context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h), Color(60,60,60), LAYER_BACKGROUND0-1);
 
-  Menu::set_current(NULL);
+if(level_name_timer.check())
+  {
+  context.push_transform();
+  if(level_name_timer.get_timeleft() < FADING_TIME)
+    context.set_alpha(int(level_name_timer.get_timeleft() * 255 / FADING_TIME));
 
-  return 0;
-}
+  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);
+    }
 
-void le_init_menus()
-{
-  int i;
-
-  leveleditor_menu = new Menu();
-  subset_load_menu = new Menu();
-  subset_new_menu  = new Menu();
-  subset_settings_menu = new Menu();
-  level_settings_menu  = new Menu();
-  select_tilegroup_menu  = new Menu();
-  select_objects_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,MNID_RETURNLEVELEDITOR);
-  leveleditor_menu->additem(MN_DEACTIVE,"Level Subset Settings",0,subset_settings_menu,MNID_SUBSETSETTINGS);
-  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,MNID_QUITLEVELEDITOR);
-
-  Menu::set_current(leveleditor_menu);
-
-  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)
+  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);
+
+Menu* menu = Menu::current();
+if(menu)
+  menu->draw(context);
+else
   {
-    subset_load_menu->additem(MN_ACTION,level_subsets.item[i],0,0, i+1);
+  tiles_board->draw(context);
+  tiles_layer->draw(context);
+  level_options->draw(context);
   }
-  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,MNID_SUBSETNAME);
-  subset_new_menu->additem(MN_ACTION,"Create",0,0, MNID_CREATESUBSET);
-  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,MNID_SUBSETTITLE);
-  subset_settings_menu->additem(MN_TEXTFIELD,"Description",0,0,MNID_SUBSETDESCRIPTION);
-  subset_settings_menu->additem(MN_HL,"",0,0);
-  subset_settings_menu->additem(MN_ACTION,"Save Changes",0,0,MNID_SUBSETSAVECHANGES);
-  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,MNID_NAME);
-  level_settings_menu->additem(MN_TEXTFIELD,   "Author  ",0,0,MNID_AUTHOR);
-  level_settings_menu->additem(MN_STRINGSELECT,"Song    ",0,0,MNID_SONG);
-  level_settings_menu->additem(MN_STRINGSELECT,"Bg-Image",0,0,MNID_BGIMG);
-  level_settings_menu->additem(MN_STRINGSELECT,"Particle",0,0,MNID_PARTICLE);
-  level_settings_menu->additem(MN_NUMFIELD,    "Length  ",0,0,MNID_LENGTH);
-  level_settings_menu->additem(MN_NUMFIELD,    "Height  ",0,0,MNID_HEIGHT);
-  level_settings_menu->additem(MN_NUMFIELD,    "Time    ",0,0,MNID_TIME);
-  level_settings_menu->additem(MN_NUMFIELD,    "Gravity ",0,0,MNID_GRAVITY);
-  level_settings_menu->additem(MN_NUMFIELD,    "Bg-Img-Speed",0,0,MNID_BGSPEED);
-  level_settings_menu->additem(MN_NUMFIELD,    "Top Red     ",0,0,MNID_TopRed);
-  level_settings_menu->additem(MN_NUMFIELD,    "Top Green   ",0,0,MNID_TopGreen);
-  level_settings_menu->additem(MN_NUMFIELD,    "Top Blue    ",0,0,MNID_TopBlue);
-  level_settings_menu->additem(MN_NUMFIELD,    "Bottom Red  ",0,0,MNID_BottomRed);
-  level_settings_menu->additem(MN_NUMFIELD,    "Bottom Green",0,0,MNID_BottomGreen);
-  level_settings_menu->additem(MN_NUMFIELD,    "Bottom Blue ",0,0,MNID_BottomBlue);
-  level_settings_menu->additem(MN_HL,"",0,0);
-  level_settings_menu->additem(MN_ACTION,"Apply Changes",0,0,MNID_APPLY);
-
-  select_tilegroup_menu->arrange_left = true;
-  select_tilegroup_menu->additem(MN_LABEL,"Tilegroup",0,0);
-  select_tilegroup_menu->additem(MN_HL,"",0,0);
-  std::set<TileGroup>* tilegroups = TileManager::tilegroups();
-  int tileid = 1;
-  for(std::set<TileGroup>::iterator it = tilegroups->begin();
-        it != tilegroups->end(); ++it )
+
+// draw selection
+if(sector)
+  {
+  if(!middle_button)
     {
-      select_tilegroup_menu->additem(MN_ACTION, it->name, 0, 0, tileid);
-      tileid++;
-      tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318);
-      i = 0;
+    context.set_drawing_effect(SEMI_TRANSPARENT);
 
-      for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
-          sit != (*it).tiles.end(); ++sit, ++i)
+    if(selection.size())
       {
-        Tile& tile = *(TileManager::instance()->get(*sit));
-        Surface* image;
-        if(tile.editor_images.size() > 0)
-          image = tile.editor_images[0];
-        else if(tile.images.size() > 0)
-          image = tile.images[0];
+      if(selection[0][0] == 0 && selection.size() == 1)
+          context.draw_surface(img_rubber_bt, Vector(event.button.x - 8,
+          event.button.y - 8), LAYER_GUI-2);
+      else if(selection[0][0] < 0)
+        {
+        int id = selection[0][0];
+
+#if 0
+        if(id == OBJ_TRAMPOLINE)
+          context.draw_surface(img_trampoline[0].get_frame(0), Vector(event.button.x - 8,
+          event.button.y - 8), LAYER_GUI-2);
+        else if(id == OBJ_FLYING_PLATFORM)
+          context.draw_surface(img_flying_platform->get_frame(0), Vector(event.button.x - 8,
+          event.button.y - 8), LAYER_GUI-2);
         else
-          // TODO use some notile image...
-          image = 0;
+#endif
+        if(id == OBJ_DOOR)
+          /*context.draw_surface(door->get_frame(0), Vector(event.button.x - 8,
+          event.button.y - 8), LAYER_GUI-2);*/
+          ;
+        else
+          {
+#if 0
+          BadGuyKind kind = BadGuyKind((-id)-1);
+          BadGuy badguy(kind, 0,0);
+          badguy.activate(LEFT);
+          Surface *img = badguy.get_image();
 
-        Button* button = new Button(image, it->name, SDLKey(SDLK_a + i),
-                                    0, 0, 32, 32);
-        tilegroups_map[it->name]->additem(button, *sit);
+          context.draw_surface(img, Vector(event.button.x - 8,
+          event.button.y - 8), LAYER_GUI-2);
+#endif
+          }
+        }
+      else
+        {
+        TileManager* tilemanager = TileManager::instance();
+        for(unsigned int x = 0; x < selection.size(); x++)
+          for(unsigned int y = 0; y < selection[x].size(); y++) {
+            const Tile* tile = tilemanager->get(selection[x][y]);
+            tile->draw(context,
+                Vector(event.button.x + x*32 - 8, event.button.y + y*32 - 8),
+                LAYER_GUI-2);
+          }
+        }
       }
+    context.set_drawing_effect(NONE_EFFECT);
     }
-  select_tilegroup_menu->additem(MN_HL,"",0,0);
+  else
+    context.draw_filled_rect(Vector(std::min((int)selection_ini.x, (int)event.button.x)*zoom,
+                   std::min((int)selection_ini.y, (int)event.button.y))*zoom,
+                   Vector(abs(event.button.x - (int)selection_ini.x)*zoom,
+                   abs(event.button.y - (int)selection_ini.y)*zoom),
+                   Color(170,255,170,128), LAYER_GUI-2);
 
-  select_objects_menu->arrange_left = true;
-  select_objects_menu->additem(MN_LABEL,"Objects",0,0);
-  select_objects_menu->additem(MN_HL,"",0,0);
-  // TODO fix this
-  select_objects_menu->additem(MN_ACTION,"BadGuys",0,0,1);
-  objects_map["BadGuys"] = new ButtonPanel(screen->w - 64,96, 64, 318);
+  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);
+      }
+    }
 
-  for(int i = 0; i < NUM_BadGuyKinds; ++i)
-  {
-//    BadGuy bad_tmp(BadGuyKind(i), 0, 0);
-//    objects_map["BadGuys"]->additem(new Button(0, "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i);
-/* FIXME: maybe addbutton should already have a parameter for the surface
-    objects_map["BadGuys"]->manipulate_button(i)->set_drawable(new
-        BadGuy(BadGuyKind(i),
-          objects_map["BadGuys"]->manipulate_button(i)->get_pos().x,
-          objects_map["BadGuys"]->manipulate_button(i)->get_pos().y
-          ));*/
-  }
+  context.push_transform();
+  context.set_translation(scroll);
+  context.set_zooming(zoom);
 
-  select_objects_menu->additem(MN_HL,"",0,0);
+  for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i)
+    {
+    TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+    if(tilemap)
+      {  // draw the non-selected tiles semi-transparently
+      context.push_transform();
 
-}
+      if(tilemap->get_layer() != cur_layer)
+        context.set_drawing_effect(SEMI_TRANSPARENT);
+      (*i)->draw(context);
 
-int le_init()
-{
-  level_subsets = dsubdirs("/levels", "level1.stl");
-  le_level_subset = new LevelSubset;
-
-  le_level = NULL;
-  le_levelnb = 1;
-  selected_game_object = NULL;
-
-  active_tm = TM_IA;
-  le_show_grid = true;
-  show_selections = true;
-
-  done = 0;
-  le_frame = 0;        /* support for frames in some tiles, like waves and bad guys */
-  le_level_changed = false;
-  le_help_shown = false;
-
-  le_mouse_pressed[LEFT] = false;
-  le_mouse_pressed[RIGHT] = false;
-
-  le_mouse_clicked[LEFT] = false;
-  le_mouse_clicked[RIGHT] = false;
-
-  le_selection = new Surface(datadir + "/images/leveleditor/select.png", USE_ALPHA);
-
-  select_tilegroup_menu_effect.init(false);
-  select_objects_menu_effect.init(false);
-  display_level_info.init(false);
-
-  /* Load buttons */
-  le_save_level_bt = new Button("/images/icons/save.png","Save level", SDLK_F6,screen->w-64,32);
-  le_exit_bt = new Button("/images/icons/exit.png","Exit", SDLK_F10,screen->w-32,32);
-  le_next_level_bt = new Button("/images/icons/next.png","Next level", SDLK_PAGEUP,screen->w-64,0);
-  le_previous_level_bt = new Button("/images/icons/previous.png","Previous level",SDLK_PAGEDOWN,screen->w-32,0);
-  le_rubber_bt = new Button("/images/icons/rubber.png","Rubber",SDLK_DELETE,screen->w-32,48);
-  le_select_mode_one_bt = new Button ("/images/icons/select-mode1.png","Select single tile",SDLK_F3,screen->w-64,48);
-  le_select_mode_two_bt = new Button("/images/icons/select-mode2.png","Select multiple tiles",SDLK_F3,screen->w-64,48);
-  le_test_level_bt = new Button("/images/icons/test-level.png","Test level",SDLK_F4,screen->w-64,screen->h - 64);
-  le_settings_bt = new Button("/images/icons/settings.png","Level settings",SDLK_F5,screen->w-32,screen->h - 64);
-  le_move_left_bt = new Button("/images/icons/left.png","Move left",SDLK_LEFT,screen->w-80-16,0);
-  le_move_right_bt = new Button("/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
-  le_move_up_bt = new Button("/images/icons/up.png","Move up",SDLK_UP,screen->w-80,16);
-  le_move_down_bt = new Button("/images/icons/down.png","Move down",SDLK_DOWN,screen->w-80,32);
-  le_tilegroup_bt = new Button("/images/icons/tilegroup.png","Select Tilegroup", SDLK_F7,screen->w-64,64);
-  le_objects_bt = new Button("/images/icons/objects.png","Select Objects", SDLK_F8,screen->w-64,80);
-  le_object_select_bt = new Button("/images/icons/select-one.png","Select an Object", SDLK_s, screen->w - 64, screen->h-98);
-  le_object_properties_bt = new Button("/images/icons/properties.png","Edit object properties", SDLK_p, screen->w - 32, screen->h-98);
-  le_object_properties_bt->set_active(false);
-
-  mouse_select_object = new MouseCursor(datadir + "/images/status/select-cursor.png",1);
-  mouse_select_object->set_mid(16,16);
-
-  le_tilemap_panel = new ButtonPanel(screen->w-64,screen->h-32,32,32);
-  le_tilemap_panel->set_button_size(32,10);
-  le_tilemap_panel->additem(new Button("/images/icons/bkgrd.png","Background",SDLK_b,0,0),TM_BG);
-  le_tilemap_panel->additem(new Button("/images/icons/intact.png","Interactive",SDLK_i,0,0), TM_IA);
-  le_tilemap_panel->additem(new Button("/images/icons/frgrd.png","Foreground",SDLK_f,0,0),TM_FG);
-  le_tilemap_panel->highlight_last(true);
-  le_tilemap_panel->set_last_clicked(TM_IA);
-
-  le_current.Init();
-
-  le_init_menus();
-
-  SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
-
-
-  return 0;
-}
+      context.pop_transform();
+      continue;
+      }
+    Background* background = dynamic_cast<Background*> (*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);
+    }
 
-void update_level_settings_menu()
-{
-  char str[80];
-  int i;
-
-  level_settings_menu->get_item_by_id(MNID_NAME).change_input(le_level->name.c_str());
-  level_settings_menu->get_item_by_id(MNID_AUTHOR).change_input(le_level->author.c_str());
-
-  string_list_copy(level_settings_menu->get_item_by_id(MNID_SONG).list, dfiles("music/",NULL, "-fast"));
-  string_list_copy(level_settings_menu->get_item_by_id(MNID_BGIMG).list, dfiles("images/background",NULL, NULL));
-  string_list_add_item(level_settings_menu->get_item_by_id(MNID_BGIMG).list,"");
-  string_list_add_item(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,"");
-  string_list_add_item(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,"snow");
-  string_list_add_item(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,"clouds");
-
-  if((i = string_list_find(level_settings_menu->get_item_by_id(MNID_SONG).list,le_level->get_sector("main")->song_title.c_str())) != -1)
-    level_settings_menu->get_item_by_id(MNID_SONG).list->active_item = i;
-  if((i = string_list_find(level_settings_menu->get_item_by_id(MNID_BGIMG).list,le_level->get_sector("main")->background->get_image().c_str())) != -1)
-    level_settings_menu->get_item_by_id(MNID_BGIMG).list->active_item = i;
-/*  if((i = string_list_find(level_settings_menu->get_item_by_id(MNID_PARTICLE).list,le_level->get_sector("main")->particlesystem.c_str())) != -1)
-    level_settings_menu->get_item_by_id(MNID_PARTICLE).list->active_item = i;*/
-
-  sprintf(str,"%d",le_level->get_sector("main")->solids->get_width());
-  level_settings_menu->get_item_by_id(MNID_LENGTH).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->solids->get_height());
-  level_settings_menu->get_item_by_id(MNID_HEIGHT).change_input(str);
-  sprintf(str,"%d",le_level->time_left);
-  level_settings_menu->get_item_by_id(MNID_TIME).change_input(str);
-  sprintf(str,"%2.0f",le_level->get_sector("main")->gravity);
-  level_settings_menu->get_item_by_id(MNID_GRAVITY).change_input(str);
-  sprintf(str,"%2.2f", le_level->get_sector("main")->background->get_speed());
-  level_settings_menu->get_item_by_id(MNID_BGSPEED).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_top().red);
-  level_settings_menu->get_item_by_id(MNID_TopRed).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_top().green);
-  level_settings_menu->get_item_by_id(MNID_TopGreen).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_top().blue);
-  level_settings_menu->get_item_by_id(MNID_TopBlue).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_bottom().red);
-  level_settings_menu->get_item_by_id(MNID_BottomRed).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_bottom().green);
-  level_settings_menu->get_item_by_id(MNID_BottomGreen).change_input(str);
-  sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_bottom().blue);
-  level_settings_menu->get_item_by_id(MNID_BottomBlue).change_input(str);
+  context.pop_transform();
+  }
+else
+  context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h),Color(0,0,0), LAYER_BACKGROUND0);
+
+context.do_drawing();
 }
 
-void update_subset_settings_menu()
+void LevelEditor::load_level_subset(std::string filename)
 {
-  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());
+delete level_subset;
+level_subset = new LevelSubset();
+level_subset->load(filename.c_str());
+load_level(0);
 }
 
-void apply_level_settings_menu()
+void LevelEditor::load_level(std::string filename)
 {
-  int i;
-  i = false;
-  le_level_changed = true;
-
-  le_level->name = level_settings_menu->get_item_by_id(MNID_NAME).input;
-  le_level->author = level_settings_menu->get_item_by_id(MNID_AUTHOR).input;
-
-  if(le_level->get_sector("main")->background->get_image().compare(string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list)) != 0)
+if(level_changed)
   {
-    le_level->get_sector("main")->background->set_image(string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list), atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input));
-    i = true;
+  if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+    save_level();
+  else
+    return;
   }
 
-/*  if(le_level->get_sector("main")->particlesystem.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list)) != 0)
-  {
-    le_level->->get_sector("main")->particlesystem = string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list);
-  }*/
+level_filename = filename;
 
-/*  if(i)
-  {
-    le_level->load_gfx();
-  }*/
-
-  le_level->get_sector("main")->song_title = string_list_active(level_settings_menu->get_item_by_id(MNID_SONG).list);
-
-  le_level->get_sector("main")->solids->resize(
-      atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input),
-      atoi(level_settings_menu->get_item_by_id(MNID_HEIGHT).input));
-  le_level->time_left = atoi(level_settings_menu->get_item_by_id(MNID_TIME).input);
-  le_level->get_sector("main")->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input);
-  le_level->get_sector("main")->background->set_gradient(Color(
-      atoi(level_settings_menu->get_item_by_id(MNID_TopRed).input),
-      atoi(level_settings_menu->get_item_by_id(MNID_TopGreen).input),
-      atoi(level_settings_menu->get_item_by_id(MNID_TopBlue).input)), Color(
-      atoi(level_settings_menu->get_item_by_id(MNID_BottomRed).input),
-      atoi(level_settings_menu->get_item_by_id(MNID_BottomGreen).input),
-      atoi(level_settings_menu->get_item_by_id(MNID_BottomBlue).input)));
-}
+delete level;
+level = new Level();
+level->load(filename);
 
-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();
-  le_level_changed = false;
+load_sector("main");
+level_name_timer.start(3000);
+scroll.x = scroll.y = 0;
+level_changed = false;
+
+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());
 }
 
-void le_unload_level()
+void LevelEditor::load_level(int nb)
 {
-  if(le_level_changed)
+if(level_changed)
   {
-    char str[1024];
-    // TODO get level number
-    sprintf(str,"Save changes to level %d of %s?", 0/*le_level*/,le_level_subset->name.c_str());
-    Surface* surf = new Surface(le_level->get_sector("main")->background->get_image(), false);
-    if(confirm_dialog(surf, str))
-    {
-      le_level->save(le_level_subset->get_level_filename(le_levelnb));
-    }
-    if(surf != NULL)
-      delete surf;
+  if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+    save_level();
+  else
+    return;
   }
 
-  delete le_level;
-  le_level_changed = false;
+level_nb = nb;
+level_filename = level_subset->get_level_filename(level_nb);
+
+load_level(level_filename);
 }
 
-void le_goto_level(int levelnb)
+void LevelEditor::load_sector(std::string name)
 {
-  le_unload_level();
-  le_level = new Level();
-  le_level->load(le_level_subset->get_level_filename(levelnb));
-  display_level_info.start(2500);
-  le_levelnb = levelnb;
+sector_name = name;
+sector = level->get_sector(sector_name);
+if(!sector)
+  Termination::abort("Level has no " + sector_name + " sector.", "");
+
+load_sector(sector);
 }
 
-void le_quit(void)
+void LevelEditor::load_sector(Sector* sector_)
 {
-  SDL_EnableKeyRepeat(0, 0);    // disables key repeating
-
-  le_unload_level();
-  delete le_selection;
-  delete leveleditor_menu;
-  delete subset_load_menu;
-  delete subset_new_menu;
-  delete subset_settings_menu;
-  delete level_settings_menu;
-  delete select_tilegroup_menu;
-  delete select_objects_menu;
-  delete le_save_level_bt;
-  delete le_exit_bt;
-  delete le_test_level_bt;
-  delete le_next_level_bt;
-  delete le_previous_level_bt;
-  delete le_move_right_bt;
-  delete le_move_left_bt;
-  delete le_move_up_bt;
-  delete le_move_down_bt;
-  delete le_rubber_bt;
-  delete le_select_mode_one_bt;
-  delete le_select_mode_two_bt;
-  delete le_settings_bt;
-  delete le_tilegroup_bt;
-  delete le_objects_bt;
-  delete le_tilemap_panel;
-  delete le_object_select_bt;
-  delete le_object_properties_bt;
-  delete mouse_select_object;
-
-  delete le_level_subset;
-  le_level_subset = 0;
-
-  for(ButtonPanelMap::iterator i = tilegroups_map.begin();
-      i != tilegroups_map.end(); ++i)
-  {
-    delete i->second;
-  }
-  for(ButtonPanelMap::iterator i = objects_map.begin();
-      i != objects_map.end(); ++i)
+if(sector_ == NULL)
   {
-    delete i->second;
+  if(!confirm_dialog(NULL, _("No more sectors exist. Create another?")))
+    return;
+  sector_ = Sector::create("new_sector",25,19);
+  level->add_sector(sector_);
   }
-}
-
-void le_drawminimap()
-{
-#if 0
-//  if(le_level == NULL)
-//    return;
-
-  int mini_tile_width;
-  if((unsigned)screen->w - 64 > le_level->get_sector("main")->solids->get_width() * 4)
-    mini_tile_width = 4;
-  else if((unsigned)screen->w - 64 > le_level->get_sector("main")->solids->get_width() * 2)
-    mini_tile_width = 2;
-  else
-    mini_tile_width = 1;
-  int left_offset = (screen->w - 64 - le_level->get_sector("main")->solids->get_width()*mini_tile_width) / 2;
-
-  int mini_tile_height;
-  if((unsigned)screen->h > le_level->get_sector("main")->solids->get_height() * 4)
-    mini_tile_height = 4;
-  else if((unsigned)screen->h > le_level->get_sector("main")->solids->get_height() * 2)
-    mini_tile_height = 2;
-  else
-    mini_tile_height = 1;
-
-  for (unsigned int y = 0; y < le_level->get_sector("main")->solids->get_height(); ++y)
-    for (unsigned int x = 0; x < le_level->get_sector("main")->solids->get_width(); ++x)
-    {
-
-      Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height,
-          mini_tile_width , mini_tile_height, le_level->bg_tiles[y * le_level->get_sector("main")->solids->get_width() + x]);
 
-      Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height,
-          mini_tile_width , mini_tile_height, le_level->ia_tiles[y * le_level->get_sector("main")->solids->get_width() + x]);
+sector = sector_;
 
-      Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height,
-          mini_tile_width , mini_tile_height, le_level->fg_tiles[y + le_level->get_sector("main")->solids->get_width() + x]);
+/* Load sector stuff */
 
-    }
+sector->update_game_objects();
 
-  fillrect(left_offset, 0,
-             le_level->get_sector("main")->solids->get_width()*mini_tile_width, le_level->get_sector("main")->solids->get_height()*mini_tile_height,
-             200, 200, 200, 96);
-
-  fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height,
-             (VISIBLE_TILES_X-3)*mini_tile_width, 2,
-             200, 200, 200, 200);
-  fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height,
-             2, (VISIBLE_TILES_Y-1)*mini_tile_height,
-             200, 200, 200, 200);
-  fillrect(left_offset + (pos_x/32)*mini_tile_width + (VISIBLE_TILES_X-3)*mini_tile_width - 2, (pos_y/32)*mini_tile_height,
-             2, (VISIBLE_TILES_Y-1)*mini_tile_height,
-             200, 200, 200, 200);
-  fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height + (VISIBLE_TILES_Y-1)*mini_tile_height - 2,
-             (VISIBLE_TILES_X-3)*mini_tile_width, 2,
-             200, 200, 200, 200);
+foregrounds = solids = backgrounds = 0;
+/* Point foregrounds, backgrounds, solids to its layer */
+for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++)
+  {
+#if 0
+  BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+  if(badguy)
+    badguy->activate(LEFT);
 #endif
-}
 
-void le_drawinterface(DrawingContext &context)
-{
-  int x,y;
-  char str[80];
-
-  if(le_level != NULL)
-  {
-    /* draw a grid (if selected) */
-    if(le_show_grid)
+  TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+  if(tilemap)
     {
-      for(x = 0; x < VISIBLE_TILES_X; x++)
-        fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
-      for(y = 0; y < VISIBLE_TILES_Y; y++)
-        fillrect(0, y*32 - ((int)pos_y % 32), screen->w, 1, 225, 225, 225,255);
+    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(show_minimap) // use_gl because the minimap isn't shown correctly in software mode. Any idea? FIXME Possible reasons: SDL_SoftStretch is a hack itsself || an alpha blitting issue SDL can't handle in software mode
-    le_drawminimap();
-
-  if(show_selections && MouseCursor::current() != mouse_select_object)
+if(!foregrounds)
   {
-    if(le_selection_mode == CURSOR)
-    {
-      if(le_current.IsTile())
-        context.draw_surface(le_selection, Vector(cursor_x - pos_x, cursor_y - pos_y), LAYER_GUI);
-    }
-    else if(le_selection_mode == SQUARE)
-    {
-      int w, h;
-      le_highlight_selection();
-      /* draw current selection */
-      w = selection.x2 - selection.x1;
-      h = selection.y2 - selection.y1;
-      context.draw_filled_rect(Vector(selection.x1 - pos_x, selection.y1 - pos_y), Vector(w, SELECT_W), Color(SELECT_CLR), LAYER_GUI);
-      context.draw_filled_rect(Vector(selection.x1 - pos_x + w, selection.y1 - pos_y), Vector(SELECT_W, h), Color(SELECT_CLR), LAYER_GUI);
-      context.draw_filled_rect(Vector(selection.x1 - pos_x, selection.y1 - pos_y + h), Vector(w, SELECT_W), Color(SELECT_CLR), LAYER_GUI);
-      context.draw_filled_rect(Vector(selection.x1 - pos_x, selection.y1 - pos_y), Vector(SELECT_W, h), Color(SELECT_CLR), LAYER_GUI);
-    }
+  TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height());
+  sector->add_object(tilemap);
+  sector->update_game_objects();
+  }
+if(!backgrounds)
+  {
+  TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height());
+  sector->add_object(tilemap);
+  sector->update_game_objects();
   }
 
+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);
+}
 
-  /* draw button bar */
-  context.draw_filled_rect(Vector(screen->w - 64, 0), Vector(64, screen->h), Color(50, 50, 50,255), LAYER_GUI);
-
-  if(le_current.IsTile())
-  {
-//    le_level->get_sector("main")->solids->draw(context);
+void LevelEditor::save_level()
+{
+level->save(level_filename);
+level_changed = false;
+}
 
-/*screen->w - 32, screen->h - 32, le_current.tile);
-    if(TileManager::instance()->get(le_current.tile)->editor_images.size() > 0)
-      TileManager::instance()->get(le_current.tile)->editor_images[0]->draw( screen->w - 32, screen->h - 32);*/
-  }
-#if 0 // XXX FIXME TODO: Do we have a new solution for draw_on_screen()?
-  if(le_current.IsObject() && MouseCursor::current() != mouse_select_object)
-  {
-    le_current.obj->draw_on_screen(screen->w - 32, screen->h - 32);
-    le_current.obj->draw_on_screen(cursor_x,cursor_y);
+void LevelEditor::test_level()
+{
+  if(level_changed) {
+    if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+      save_level();
+    else
+      return;
   }
-#endif
 
-  if(mouse_select_object && selected_game_object != NULL)
-  {
-    fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,selected_game_object->base.width,3,255,0,0,255);
-    fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255);
-    fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y+selected_game_object->base.height,selected_game_object->base.width,3,255,0,0,255);
-    fillrect(selected_game_object->base.x-pos_x+selected_game_object->base.width,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255);
+  GameSession session(level_filename, ST_GL_TEST);
+  session.run();
+  //  player_status.reset();
+  SoundManager::get()->halt_music();
+}
+
+void LevelEditor::change(int x, int y, int newtile, int 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(le_level != NULL)
+  if(newtile < 0)  // add object
   {
-    le_save_level_bt->draw(context);
-    le_exit_bt->draw(context);
-    le_test_level_bt->draw(context);
-    le_next_level_bt->draw(context);
-    le_previous_level_bt->draw(context);
-    le_rubber_bt->draw(context);
-    if(le_selection_mode == SQUARE)
-      le_select_mode_one_bt->draw(context);
-    else if(le_selection_mode == CURSOR)
-      le_select_mode_two_bt->draw(context);
-    le_settings_bt->draw(context);
-    le_move_right_bt->draw(context);
-    le_move_left_bt->draw(context);
-    le_move_up_bt->draw(context);
-    le_move_down_bt->draw(context);
-    le_tilegroup_bt->draw(context);
-    le_objects_bt->draw(context);
-    if(!cur_tilegroup.empty())
-      tilegroups_map[cur_tilegroup]->draw(context);
-    else if(!cur_objects.empty())
-    {
-      objects_map[cur_objects]->draw(context);
-    }
+    // remove an active tile or object that might be there
+    change(x, y, 0, LAYER_TILES);
 
-    le_tilemap_panel->draw(context);
-
-    if(!cur_objects.empty())
-    {
-      le_object_select_bt->draw(context);
-      le_object_properties_bt->draw(context);
-    }
-
-    sprintf(str, "%d/%d", le_levelnb,le_level_subset->levels);
-    context.draw_text(white_text, str, Vector((le_level_subset->levels < 10) ? -10 : 0, 16), LAYER_GUI);
-
-    if(!le_help_shown)
-      context.draw_text(white_small_text, "F1 for Help", Vector(10, 430), LAYER_GUI);
-
-    if(display_level_info.check())
-      context.draw_text_center(white_text, le_level->name.c_str(), Vector(0, 0), LAYER_GUI);
-  }
-  else
-  {
-    if(!Menu::current())
-      context.draw_text(white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", Vector(10, 430), LAYER_GUI);
+#if 0
+    if(newtile == OBJ_TRAMPOLINE)
+      sector->add_object(new Trampoline(x, y));
+    else if(newtile == OBJ_FLYING_PLATFORM)
+      sector->add_object(new FlyingPlatform(x, y));
     else
-      context.draw_text(white_small_text, "No Level Subset loaded", Vector(10, 430), LAYER_GUI);
-  }
-
-}
-
-void le_drawlevel(DrawingContext& context)
-{
-//  unsigned int y,x;
-//  Uint8 a;
-
-  /* Draw the real background */
-  le_level->get_sector("main")->background->draw(context);
-
-  if(le_current.IsTile())
-  {
-le_level->get_sector("main")->solids->draw(context);
-/*
-    Tile::draw(cursor_x-pos_x, cursor_y-pos_y,le_current.tile,128);
-    if(!TileManager::instance()->get(le_current.tile)->images.empty())
-      fillrect(cursor_x-pos_x,cursor_y-pos_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);*/
-  }
-#if 0 // XXX FIXME TODO: Do we have a new solution for move_to()?
-  if(le_current.IsObject())
-  {
-    le_current.obj->move_to(cursor_x, cursor_y);
-  }
+      if(newtile == OBJ_DOOR)
+        sector->add_object(new Door(x, y));
+      else
+        sector->add_bad_guy(x, y, BadGuyKind((-newtile)-1), true);
 #endif
 
-  /*       clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
-
-
-le_level->get_sector("main")->solids->draw(context);
-
-// FIXME: make tiles to be drawn semi-transparent when not selected
+    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++) {
 #if 0
-  for (y = 0; y < VISIBLE_TILES_Y && y < (unsigned)le_level->get_section("main")->height; ++y)
-    for (x = 0; x < (unsigned)VISIBLE_TILES_X - 2; ++x)
-    {
-
-      if(active_tm == TM_BG)
-        a = 255;
-      else
-        a = 128;
-
-      Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
-          le_level->bg_tiles[ (y + (int)(pos_y / 32)) * le_level->get_sector("main")->solids->get_width() + 
-          (x + (int)(pos_x / 32))],a);
-
-      if(active_tm == TM_IA)
-        a = 255;
-      else
-        a = 128;
-
-      Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
-          le_level->ia_tiles[ (y + (int)(pos_y / 32)) * le_level->get_section("main")->width +       
-          (x + (int)(pos_x / 32))],a);
-
-      
-      if(active_tm == TM_FG)
-        a = 255;
-      else
-        a = 128;
-
-      Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32),
-          le_level->fg_tiles[ (y + (int)(pos_y / 32)) * le_level->get_sector("main")->solids->get_width() +       
-          (x + (int)(pos_x / 32))],a);
-
-      /* draw whats inside stuff when cursor is selecting those */
-      /* (draw them all the time - is this the right behaviour?) */
-      Tile* edit_image = TileManager::instance()->get(
-          le_level->ia_tiles
-          [ (y + (int)(pos_y / 32)) * le_level->get_section("main")->width + (x + (int)(pos_x / 32))]);
-      if(edit_image && !edit_image->editor_images.empty())
-        edit_image->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32 - ((int)pos_y % 32));
-
-    }
+      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+      if(badguy)
+        if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32)
+          sector->gameobjects.erase(i);
 #endif
-  /* Draw the Bad guys: */
-  for (std::vector<GameObject*>::iterator it = le_level->get_sector("main")->gameobjects.begin();
-       it != le_level->get_sector("main")->gameobjects.end(); ++it)
-  {
-    BadGuy* badguy = dynamic_cast<BadGuy*> (*it);
-    if(badguy == 0)
-      continue;
-    
-    /* to support frames: img_bsod_left[(frame / 5) % 4] */
-    badguy->draw(context);
-  }
-
-  /* Draw the player: */
-  /* for now, the position is fixed at (100, 240) */
-  largetux.walk_right->draw(context, Vector(100 - pos_x, 240 - pos_y), LAYER_OBJECTS-1);
-}
-
-void le_change_object_properties(GameObject *pobj)
-{
-  DrawingContext context;
-    
-  Menu* object_properties_menu = new Menu();
-  bool loop = true;
-
-  std::string type = typeid(pobj).name();
-  object_properties_menu->additem(MN_LABEL, type + " Properties",0,0);
-  object_properties_menu->additem(MN_HL,"",0,0);
-
-  BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
-  if(pobj != 0)
-  {
-    object_properties_menu->additem(MN_STRINGSELECT,"Kind",0,0,1);
-    for(int i = 0; i < NUM_BadGuyKinds; ++i)
-    {
-      string_list_add_item(object_properties_menu->get_item_by_id(1).list,
-          badguykind_to_string(static_cast<BadGuyKind>(i)).c_str());
-      if(pbad->kind == i)
-        object_properties_menu->get_item_by_id(1).list->active_item = i;
-    }
-    object_properties_menu->additem(MN_TOGGLE,"StayOnPlatform",pbad->stay_on_platform,0,2);
-  }
-
-  object_properties_menu->additem(MN_HL,"",0,0);
-  object_properties_menu->additem(MN_ACTION,"Ok",0,0,3);
-
-  Menu::set_current(object_properties_menu);
-
-  while(loop)
-  {
-    SDL_Event event;
-
-    while (SDL_PollEvent(&event))
-    {
-      object_properties_menu->event(event);
-    }
-
-    //cap_screen->draw(0,0);
-
-    object_properties_menu->draw(context);
-    object_properties_menu->action();
-
-    switch (object_properties_menu->check())
-    {
-    case 3:
-      {
-      BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
-      if(pbad != 0) {
-        BadGuy* pbad = dynamic_cast<BadGuy*>(pobj);
-        pbad->kind =  badguykind_from_string(string_list_active(object_properties_menu->get_item_by_id(1).list));
-        pbad->stay_on_platform = object_properties_menu->get_item_by_id(2).toggled;
-      }
-      loop = false;
-      break;
-      }
-    default:
-      break;
-    }
-
-    if(Menu::current() == NULL)
-      loop = false;
-
-    mouse_cursor->draw(context);
-//    context.draw_filled_rect();
-    SDL_Delay(25);
-  }
-
-  //delete cap_screen;
-  Menu::set_current(0);
-  delete object_properties_menu;
-}
-
-
-void le_checkevents()
-{
-  SDLKey key;
-  SDLMod keymod;
-  Button* pbutton;
-  int x,y;
-
-  keymod = SDL_GetModState();
-
-  while(SDL_PollEvent(&event))
-  {
-    if (Menu::current())
-    {
-      Menu::current()->event(event);
-      if(!le_level && !Menu::current())
-        Menu::set_current(leveleditor_menu);
-    }
-    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;
-          switch(key)
-          {
-          case SDLK_ESCAPE:
-            Menu::set_current(leveleditor_menu);
-            break;
-          case SDLK_F1:
-            if(le_level != NULL)
-              le_showhelp();
-            break;
-          case SDLK_HOME:
-            cursor_x = 0;
-            pos_x = cursor_x;
-            break;
-          case SDLK_END:
-            cursor_x = (le_level->get_sector("main")->solids->get_width() * 32) - 32;
-            pos_x = cursor_x;
-            break;
-          case SDLK_F9:
-            le_show_grid = !le_show_grid;
-            break;
-          default:
-            break;
-          }
-          break;
-        case SDL_MOUSEBUTTONDOWN:
-          if(event.button.button == SDL_BUTTON_LEFT)
-          {
-            le_mouse_pressed[LEFT] = true;
-
-            selection.x1 = event.motion.x + pos_x;
-            selection.y1 = event.motion.y + pos_y;
-            selection.x2 = event.motion.x + pos_x;
-            selection.y2 = event.motion.y + pos_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;
-            le_mouse_clicked[LEFT] = true;
-          }
-          else if(event.button.button == SDL_BUTTON_RIGHT)
-          {
-            le_mouse_pressed[RIGHT] = false;
-            le_mouse_clicked[RIGHT] = true;
-          }
-          break;
-        case SDL_MOUSEMOTION:
-
-          if(!Menu::current())
-          {
-            x = event.motion.x;
-            y = event.motion.y;
-
-            if(le_current.IsTile())
-            {
-              cursor_x = ((int)(pos_x + x) / 32) * 32;
-              cursor_y = ((int)(pos_y + y) / 32) * 32;
-            }
-            else
-            {
-              cursor_x = x;
-              cursor_y = y;
-            }
-
-            if(le_mouse_pressed[LEFT])
-            {
-              selection.x2 = x + pos_x;
-              selection.y2 = y + pos_y;
-            }
-
-            if(le_mouse_pressed[RIGHT])
-            {
-              pos_x += -1 * event.motion.xrel;
-              pos_y += -1 * event.motion.yrel;
-            }
-          }
-          break;
-        default:
-          break;
-        }
-      }
-      else if(event.type == SDL_QUIT) /* window closing */
+#if 0
+      Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+      if(trampoline)
       {
-      done = 1;
+        if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32)
+          sector->gameobjects.erase(i);
       }
-    }
-
-    if(le_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;
-
-        if(!Menu::current())
-        {
-          /* Check for button events */
-          le_test_level_bt->event(event);
-          if(le_test_level_bt->get_state() == BUTTON_CLICKED)
-            le_testlevel();
-          le_save_level_bt->event(event);
-          if(le_save_level_bt->get_state() == BUTTON_CLICKED)
-            le_level->save(le_level_subset->name.c_str());
-          le_exit_bt->event(event);
-          if(le_exit_bt->get_state() == BUTTON_CLICKED)
-          {
-            Menu::set_current(leveleditor_menu);
-          }
-          le_next_level_bt->event(event);
-          if(le_next_level_bt->get_state() == BUTTON_CLICKED)
-          {
-            if(le_levelnb < le_level_subset->levels)
-            {
-              le_goto_level(le_levelnb+1);
-            }
-            else
-            {
-              Level new_lev;
-              char str[1024];
-              sprintf(str,"Level %d doesn't exist. Create it?",le_levelnb+1);
-              Surface* surf = new Surface(le_level->get_sector("main")->background->get_image(), false);
-              if(confirm_dialog(surf, str))
-              {
-                new_lev.save(le_level_subset->name.c_str());
-                le_level_subset->levels = le_levelnb;
-                le_goto_level(le_levelnb);
-              }
-             if(surf != NULL)
-              delete surf;
-            }
-          }
-          le_previous_level_bt->event(event);
-          if(le_previous_level_bt->get_state() == BUTTON_CLICKED)
-          {
-            if(le_levelnb > 1)
-              le_goto_level(le_levelnb -1);
-          }
-          le_rubber_bt->event(event);
-          if(le_rubber_bt->get_state() == BUTTON_CLICKED)
-            le_current.Tile(0);
-
-          if(!cur_objects.empty())
-          {
-            le_object_select_bt->event(event);
-            if(le_object_select_bt->get_state() == BUTTON_CLICKED)
-            {
-              MouseCursor::set_current(mouse_select_object);
-            }
-
-            le_object_properties_bt->event(event);
-            if(le_object_properties_bt->get_state() == BUTTON_CLICKED)
-            {
-              le_change_object_properties(selected_game_object);
-            }
-          }
-
-
-          if(le_selection_mode == SQUARE)
-          {
-            le_select_mode_one_bt->event(event);
-            if(le_select_mode_one_bt->get_state() == BUTTON_CLICKED)
-              le_selection_mode = CURSOR;
-          }
-          else
-          {
-            le_select_mode_two_bt->event(event);
-            if(le_select_mode_two_bt->get_state() == BUTTON_CLICKED)
-              le_selection_mode = SQUARE;
-          }
-          ButtonPanelMap::iterator it;
-          le_tilegroup_bt->event(event);
-          switch (le_tilegroup_bt->get_state())
-          {
-          case BUTTON_CLICKED:
-            Menu::set_current(select_tilegroup_menu);
-            select_tilegroup_menu_effect.start(200);
-            select_tilegroup_menu->set_pos(screen->w - 64,100,-0.5,0.5);
-            break;
-          case BUTTON_WHEELUP:
-            if(cur_tilegroup.empty())
-            {
-              cur_tilegroup = tilegroups_map.begin()->first;
-            }
-            else
-            {
-              it = tilegroups_map.find(cur_tilegroup);
-              if((++it) == tilegroups_map.end())
-              {
-                cur_tilegroup = tilegroups_map.begin()->first;
-              }
-              else
-              {
-                cur_tilegroup = (*it).first;
-              }
-            }
-
-            cur_objects = "";
-            break;
-          case BUTTON_WHEELDOWN:
-            it = tilegroups_map.find(cur_tilegroup);
-            if(it == tilegroups_map.begin())
-            {
-              cur_tilegroup = tilegroups_map.rbegin()->first;
-              cur_objects = "";
-              break;
-            }
-            if(--it != --tilegroups_map.begin())
-              cur_tilegroup = (*it).first;
-            else
-              cur_tilegroup = tilegroups_map.rbegin()->first;
-
-            cur_objects = "";
-            break;
-          default:
-            break;
-          }
-
-          le_objects_bt->event(event);
-          switch (le_objects_bt->get_state())
-          {
-          case BUTTON_CLICKED:
-            Menu::set_current(select_objects_menu);
-            select_objects_menu_effect.start(200);
-            select_objects_menu->set_pos(screen->w - 64,100,-0.5,0.5);
-            break;
-          case BUTTON_WHEELUP:
-            it = objects_map.find(cur_objects);
-            if(it == objects_map.end())
-            {
-              cur_objects = objects_map.begin()->first;
-              cur_tilegroup = "";
-              break;
-            }
-            if(++it != objects_map.end())
-              cur_objects = (*it).first;
-            else
-              cur_objects = objects_map.begin()->first;
-
-            cur_tilegroup = "";
-            break;
-          case BUTTON_WHEELDOWN:
-            it = objects_map.find(cur_objects);
-            if(it == objects_map.begin())
-            {
-              cur_objects = objects_map.rbegin()->first;
-              cur_tilegroup = "";
-              break;
-            }
-            if(--it != --objects_map.begin())
-              cur_objects = (*it).first;
-            else
-              cur_objects = objects_map.rbegin()->first;
-
-            cur_tilegroup = "";
-            break;
-            break;
-          default:
-            break;
-          }
-
-          le_settings_bt->event(event);
-          if(le_settings_bt->get_state() == BUTTON_CLICKED)
-          {
-            update_level_settings_menu();
-            Menu::set_current(level_settings_menu);
-          }
-          if(!cur_tilegroup.empty())
-          {
-            if((pbutton = tilegroups_map[cur_tilegroup]->event(event)) != NULL)
-            {
-              if(pbutton->get_state() == BUTTON_CLICKED)
-              {
-                le_current.Tile(pbutton->get_tag());
-              }
-            }
-          }
-          else if(!cur_objects.empty())
-          {
-            if((pbutton = objects_map[cur_objects]->event(event)) != NULL)
-            {
-              if(pbutton->get_state() == BUTTON_CLICKED)
-              {
-#if 0   // TODO FIXME XXX: New solution for this?
-                le_current.Object(pbutton->get_drawable());
+      FlyingPlatform* flying_platform = dynamic_cast<FlyingPlatform*> (*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);
 #endif
-              }
-            }
-          }
-
-          if((pbutton = le_tilemap_panel->event(event)) != NULL)
-          {
-            if(pbutton->get_state() == BUTTON_CLICKED)
-            {
-              active_tm = pbutton->get_tag();
-            }
-          }
-        }
-        else
-        {
-          le_settings_bt->event(event);
-          if(le_settings_bt->get_state() == BUTTON_CLICKED)
-          {
-            Menu::set_current(0);
-          }
-          le_tilegroup_bt->event(event);
-          if(le_tilegroup_bt->get_state() == BUTTON_CLICKED)
-          {
-            Menu::set_current(0);
-          }
-          le_objects_bt->event(event);
-          if(le_objects_bt->get_state() == BUTTON_CLICKED)
-          {
-            Menu::set_current(0);
-          }
-        }
-      }
-
-      if(!Menu::current() && !show_minimap)
-      {
-        if(le_mouse_pressed[LEFT])
-        {
-          if(MouseCursor::current() != mouse_select_object)
-          {
-            if(le_current.IsTile())
-              le_change(cursor_x, cursor_y, active_tm, le_current.tile);
-          }
-        }
-        else if(le_mouse_clicked[LEFT])
-        {
-          if(MouseCursor::current() == mouse_select_object)
-          {
-            bool object_got_hit = false;
-            base_type cursor_base;
-           if(le_current.IsTile())
-           {
-            cursor_base.x = cursor_x;
-            cursor_base.y = cursor_y;
-           }
-           else if(le_current.IsObject())
-           {
-            cursor_base.x = cursor_x + pos_x;
-            cursor_base.y = cursor_y + pos_y;      
-           }
-            cursor_base.width = 32;
-            cursor_base.height = 32;
-
-            for(std::vector<GameObject*>::iterator it =
-                le_level->get_sector("main")->gameobjects.begin();
-                it != le_level->get_sector("main")->gameobjects.end(); ++it) {
-              MovingObject* mobj = dynamic_cast<MovingObject*> (*it);
-              if(!mobj)
-                continue;
-
-              if(rectcollision(cursor_base, mobj->base))
-              {
-                selected_game_object = mobj;
-                object_got_hit = true;
-                break;
-              }
-            }
-
-            if(!object_got_hit)
-            {
-              selected_game_object = NULL;
-              le_object_properties_bt->set_active(false);
-            }
-            else
-              le_object_properties_bt->set_active(true);
-
-            MouseCursor::set_current(mouse_cursor);
-
-          }
-          else
-          {
-            // FIXME TODO
 #if 0
-//FIXME: objects interactions with the level editor should have a major improvement
-            if(le_current.IsObject())
-            {
-              le_level_changed  = true;
-              BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
-
-              if(pbadguy)
-              {
-                Camera& camera = *le_level->get_sector("main")->camera;
-
-                le_level->get_sector("main")->bad_guys.push_back(
-                    new BadGuy(pbadguy->kind,
-                      cursor_x + camera.get_translation().x,
-                      cursor_y + camera.get_translation().y));
-                le_level->get_sector("main")->gameobjects.push_back(le_level->get_sector("main")->bad_guys.back());
-              }
-            }
+      Door* door = dynamic_cast<Door*> (*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
-
-          }
-         
-          le_mouse_clicked[LEFT] = false;
-
-        }
-      }
     }
-  }
-  if(!Menu::current())
-  {
-    show_minimap = false;
-
-    if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_TAB)
-      show_minimap = true;
-
-    le_move_left_bt->event(event);
-    le_move_right_bt->event(event);
-    le_move_up_bt->event(event);
-    le_move_down_bt->event(event);
-    switch(le_move_left_bt->get_state())
-    {
-    case BUTTON_PRESSED:
-      pos_x -= KEYBOARD_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_HOVER:
-      pos_x -= MOUSE_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_CLICKED:
-      show_minimap = true;
-      break;
-    default:
-      break;
-    }
-
-    switch(le_move_right_bt->get_state())
-    {
-    case BUTTON_PRESSED:
-      pos_x += KEYBOARD_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_HOVER:
-      pos_x += MOUSE_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_CLICKED:
-      show_minimap = true;
-      break;
-    default:
-      break;
-    }
-
-    switch(le_move_up_bt->get_state())
-    {
-    case BUTTON_PRESSED:
-      pos_y -= KEYBOARD_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_HOVER:
-      pos_y -= MOUSE_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_CLICKED:
-      show_minimap = true;
-      break;
-    default:
-      break;
-    }
-
-    switch(le_move_down_bt->get_state())
-    {
-    case BUTTON_PRESSED:
-      pos_y += KEYBOARD_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_HOVER:
-      pos_y += MOUSE_SPEED;
-      show_minimap = true;
-      break;
-    case BUTTON_CLICKED:
-      show_minimap = true;
-      break;
-    default:
-      break;
-    }
-
-    /* checking if pos_x and pos_y is within the limits... */
-    if((unsigned)pos_x > (le_level->get_sector("main")->solids->get_width() * 32 + 32*2) - screen->w)
-      pos_x = (le_level->get_sector("main")->solids->get_width() * 32 + 32*2) - screen->w;
-    if(pos_x < 0)
-      pos_x = 0;
-
-    if((unsigned)pos_y > (le_level->get_sector("main")->solids->get_height() * 32) - screen->h)
-      pos_y = (le_level->get_sector("main")->solids->get_height() * 32) - screen->h;
-    if(pos_y < 0)
-      pos_y = 0;
-  }
-}
-
-void le_highlight_selection()
-{
-  int x1, x2, y1, y2;
-
-  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;
-  }
-
-  x1 /= 32;
-  x2 /= 32;
-  y1 /= 32;
-  y2 /= 32;
-
-  fillrect(x1*32-pos_x, y1*32-pos_y,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
+    sector->update_game_objects();
+    solids->change(x/32, y/32, newtile);
+  } else if(cur_layer == LAYER_BACKGROUNDTILES)
+    backgrounds->change(x/32, y/32, newtile);
 }
 
-void le_change(float x, float y, int tm, unsigned int c)
+void LevelEditor::show_help()
 {
-  if(le_level != NULL)
+DrawingContext context;
+
+bool show_grid_t = show_grid;
+show_grid = false;
+mouse_cursor->set_state(MC_HIDE);
+
+
+char str[1024];
+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")
+                };
+
+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/")
+                };
+
+char **text[] = { text1, text2 };
+
+
+bool done;
+for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++)
   {
-    int xx,yy;
-    int x1, x2, y1, y2;
-
-    le_level_changed = true;
-
-    switch(le_selection_mode)
-    {
-    case CURSOR:
-      le_change(x,y,tm,c);
-
-      base_type cursor_base;
-      cursor_base.x = x;
-      cursor_base.y = y;
-      cursor_base.width = 32;
-      cursor_base.height = 32;
-
-      /* if there is a bad guy over there, remove it */
-      // XXX TODO
-      for(std::vector<GameObject*>::iterator it = le_level->get_sector("main")->gameobjects.begin();
-            it != le_level->get_sector("main")->gameobjects.end(); ++it) {
-        BadGuy* badguy = dynamic_cast<BadGuy*>((*it));
-        if (badguy)
-        {
-          if(rectcollision(cursor_base, badguy->base))
-          {
-            delete (*it);
-            le_level->get_sector("main")->gameobjects.erase(std::remove(le_level->get_sector("main")->gameobjects.begin(),
-               le_level->get_sector("main")->gameobjects.end(), *it),
-               le_level->get_sector("main")->gameobjects.end());
-            break;
-          }
-        }
-      }
-
-      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;
-      }
-
-      x1 /= 32;
-      x2 /= 32;
-      y1 /= 32;
-      y2 /= 32;
-
-      /* if there is a bad guy over there, remove it */
-      // TODO FIXME
-      for(std::vector<GameObject*>::iterator it = le_level->get_sector("main")->gameobjects.begin();
-          it != le_level->get_sector("main")->gameobjects.end(); ++it /* will be at end of loop */)
-      {
-        MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);       
-        if (pmobject)
-        {
-          if(pmobject->base.x/32 >= x1 && pmobject->base.x/32 <= x2
-              && pmobject->base.y/32 >= y1 && pmobject->base.y/32 <= y2)
-          {
-            delete (*it);
-            le_level->get_sector("main")->gameobjects.erase(std::remove(le_level->get_sector("main")->gameobjects.begin(), le_level->get_sector("main")->gameobjects.end(), *it), le_level->get_sector("main")->gameobjects.end());
-            continue;
-          }
-          else
-          {
-            ++it;
-          }
-        }
-      }
+  draw(context);
 
-      for(xx = x1; xx <= x2; xx++)
-        for(yy = y1; yy <= y2; yy++)
-        {
-          le_change(xx*32, yy*32, tm, c);
+  context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(screen->w/2, 60), CENTER_ALLIGN, LAYER_GUI);
 
-        }
-      break;
-    default:
-      break;
-    }
-  }
-}
+  context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI);
 
-void le_testlevel()
-{
-  //Make sure a time value is set when testing the level
-  if(le_level->time_left == 0)
-    le_level->time_left = 250;
-
-  le_level->save("test.stl");
+  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);
 
-  GameSession session("test.stl", ST_GL_TEST);
-  session.run();
-  player_status.reset();
+  context.do_drawing();
 
-  sound_manager->halt_music();
-
-  Menu::set_current(NULL);
-}
+  done = false;
 
-void le_showhelp()
-{
-  DrawingContext context;
-
-  bool tmp_show_grid = le_show_grid;
-  SelectionMode temp_le_selection_mode = le_selection_mode;
-  le_selection_mode = NONE;
-  show_selections = true;
-  le_show_grid = false;
-  le_help_shown = true;
-
-  SDL_Event event;
-  unsigned int done_;
-  char str[1024];
-  char *text1[] = {
-
-                   " - Supertux level editor tutorial - ",
-                   "",
-                   "To make your map, click the       ",
-                   "tilegroup button and choose a     ",
-                   "tilegroup.",
-                   "Pick a tile and simply hold down  ",
-                   "the left mouse button over the map",
-                   "to \"paint\" your selection over",
-                   "the screen.",
-                   "",
-                   "There are three layers for painting",
-                   "tiles upon, Background layer,",
-                   "the Interactive layer, and the",
-                   "Foreground layer, which can be",
-                   "toggled by the BkGrd, IntAct and",
-                   "FrGrd buttons. The Foreground and",
-                   "Background layers do not effect",
-                   "Tux in the gameplay, but lie in",
-                   "front of him or lie behind him in",
-                   "his adventures.",
-                 };
-
-  char *text2[] = {
-
-                    " - Supertux level editor tutorial - ",
-                    "",
-                    "The tiles placed on",
-                    "the Interactive layer are those",
-                    "which actually effect Tux in the",
-                    "game.",
-                    "",
-                    "Click the objects menu to put ",
-                    "bad guys and other objects in the",
-                    "game. Unlike placing tiles, you",
-                    "cannot \"paint\" enemies. Click",
-                    "them onto the screen one at a time.",
-                    "",
-                    "To change the settings of your",
-                    "level, click the button with the",
-                    "screwdriver and wrench. From here",
-                    "you can change the background,",
-                    "music, length of the level,",
-                    "and more."
-                  };
-
-  char *text3[] = {
-
-                    " - Supertux level editor tutorial - ",
-                    "",
-                    "You may have more than one level.",
-                    "Pressing the up and down buttons",
-                    "above the button bar lets you",
-                    "choose which one you are working on.",
-                    "",
-                    "If you would like to speed up your",
-                    "level editing, a useful trick is",
-                    "to learn the keyboard shortcuts.",
-                    "They are easy to learn, just right-",
-                    "click on the buttons.",
-                    "",
-                    "Have fun making levels! If you make",
-                    "some good ones, send them to us on",
-                    "the SuperTux mailing list!",
-                    "- SuperTux team"
-                  };
-
-  char **text[] = { text1, text2, text3 };
-
-
-  for(int i = 0; i < 3; i++)
+  while(!done)
     {
-    context.draw_gradient(Color(0,0,0), Color(255,255,255), LAYER_BACKGROUND0);
-    le_drawinterface(context);
-
-    context.draw_text_center(blue_text, "- Help -", Vector(0, 30), LAYER_GUI);
-
-    for(unsigned int t = 0; t < sizeof(text[i])/sizeof(char *); t++)
-      context.draw_text(white_text, text[i][t], Vector(5, 80+(t*white_text->get_height())), LAYER_GUI);
-
-    sprintf(str,"Press any key to continue - Page %d/%d?", i, sizeof(text));
-    context.draw_text(gold_text, str, Vector(0, 0), LAYER_GUI);
-
-    context.do_drawing();
-
-    done_ = 0;
-
-    while(done_ == 0)
-      {
-      done_ = wait_for_event(event);
-      SDL_Delay(50);
-      }
+    done = wait_for_event(event);
+    SDL_Delay(50);
     }
+  }
 
-  show_selections = true;
-  le_show_grid = tmp_show_grid;
-  le_selection_mode = temp_le_selection_mode;
-  le_help_shown = false;
+show_grid = show_grid_t;
+mouse_cursor->set_state(MC_NORMAL);
 }