Changed Yeti behaviour. You must stun him (jump on him) when is under a falling stala...
[supertux.git] / src / leveleditor.cpp
index c413505..a6269a1 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 <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 "gui/mousecursor.h"
+#include "gui/menu.h"
+#include "gui/button.h"
+#include "audio/sound_manager.h"
+#include "app/gettext.h"
+#include "app/setup.h"
+#include "app/globals.h"
+#include "special/sprite.h"
 #include "leveleditor.h"
-
-#include "screen.h"
-#include "defines.h"
-#include "globals.h"
-#include "setup.h"
-#include "menu.h"
-#include "level.h"
-#include "gameloop.h"
-#include "badguy.h"
-#include "scene.h"
-#include "button.h"
-#include "tile.h"
 #include "resources.h"
-#include "music_manager.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)
-/* right_margin should noticed that the cursor is 32 pixels,
-   so it should subtract that value */
-#define MOUSE_POS_SPEED 20
-
-/* look */
-#define SELECT_W 2 // size of the selections lines
-#define SELECT_CLR 0, 255, 0, 255  // lines color (R, G, B, A)
-
-/* own declerations */
-/* crutial ones (main loop) */
-int le_init();
-void le_quit();
-int le_load_level(char *filename);
-void le_drawlevel();
-void le_drawinterface();
-void le_checkevents();
-void le_change(float x, float y, int tm, unsigned int c);
-void le_testlevel();
-void le_showhelp();
-void le_set_defaults(void);
-void le_activate_bad_guys(void);
-
-void le_highlight_selection();
-
-void apply_level_settings_menu();
-void update_subset_settings_menu();
-void save_subset_settings_menu();
-
-static Level* le_current_level;
-
-struct LevelEditorWorld
+#include "tile.h"
+#include "tile_manager.h"
+#include "sector.h"
+#include "gameloop.h"
+#include "object_factory.h"
+#include "object/gameobjs.h"
+#include "object/camera.h"
+#include "object/tilemap.h"
+#include "object/background.h"
+
+LevelEditor::LevelEditor()
 {
-  std::vector<BadGuy> bad_guys;
-  void arrays_free(void)
-  {
-    bad_guys.clear();
-  }
+  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_WIDTH - 140, 100),
+            Vector(32,32), Vector(4,8));
+
+  tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0);
+  unsigned int id;
+  for(id = 1; id < tile_manager->get_max_tileid(); id++)
+    {
+    const Tile* tile = tile_manager->get(id);
+    if(!tile)
+      continue;
 
-  void add_bad_guy(float x, float y, BadGuyKind kind)
-  {
-    bad_guys.push_back(BadGuy(x,y,kind, false /* stay_on_platform */));
-  }
+    Surface* surface = tile->get_editor_image();
+    if(!surface)
+      continue;
 
-  void activate_bad_guys()
-  {
-    for (std::vector<BadGuyData>::iterator i = le_current_level->badguy_data.begin();
-         i != le_current_level->badguy_data.end();
-         ++i)
-    {
-      add_bad_guy(i->x, i->y, i->kind);
+    Button button = Button(surface, "", SDLKey(0));
+    tiles_board->add_button(button, id);
     }
+  gameobjs_first_id = id;
+
+  for(Factories::iterator i = object_factories->begin();
+      i != object_factories->end(); ++i) {
+    
+//    Surface *img = badguy.get_image();
+// FIXME: get image from object. Using the rubber in the meanwhile.
+    tiles_board->add_button(Button(img_rubber_bt, i->first,
+                            SDLKey(SDLK_1+id)), id++);
   }
-};
 
-struct TileOrObject
-{
-  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 int pos_x, cursor_x, cursor_y, fire;
-static int le_level;
-static LevelEditorWorld le_world;
-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_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 ButtonPanel* le_tilemap_panel;
-static Menu* leveleditor_menu;
-static Menu* subset_load_menu;
-static Menu* subset_new_menu;
-static Menu* subset_settings_menu;
-static Menu* level_settings_menu;
-static Menu* select_tilegroup_menu;
-static Menu* select_objects_menu;
-static Timer select_tilegroup_menu_effect;
-static Timer select_objects_menu_effect;
-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 square selection;
-static int le_selection_mode;
-static SDL_Event event;
-TileMapType active_tm;
-
-void le_set_defaults()
+  tiles_layer = new ButtonGroup(Vector(12, SCREEN_HEIGHT-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_WIDTH-164, SCREEN_HEIGHT-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()
 {
-  if(le_current_level != NULL)
-  {
-    /* Set defaults: */
+free_buttons_gfx();
 
-    if(le_current_level->time_left == 0)
-      le_current_level->time_left = 255;
-  }
+delete tiles_board;
+delete tiles_layer;
+delete level_options;
+
+delete subset_menu;
+delete create_subset_menu;
+delete main_menu;
+delete settings_menu;
+
+delete level;
+delete level_subset;
 }
 
-int leveleditor(char* filename)
+void LevelEditor::load_buttons_gfx()
 {
-  int last_time, now_time, i;
+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);
 
-  le_level = 1;
-  
-  if(le_init() != 0)
-    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);
 
-  /* Clear screen: */
+img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true);
 
-  clearscreen(0, 0, 0);
-  updatescreen();
+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);
+}
 
-  music_manager->halt_music();
+void LevelEditor::free_buttons_gfx()
+{
+delete img_foreground_bt;
+delete img_interactive_bt;
+delete img_background_bt;
 
-  while (SDL_PollEvent(&event))
-  {}
+delete img_save_level_bt;
+delete img_test_level_bt;
+delete img_setup_level_bt;
 
-  if(filename != NULL)
-    if(le_load_level(filename))
-      return 1;
+delete img_rubber_bt;
 
-  while(true)
-  {
-    last_time = SDL_GetTicks();
-    le_frame++;
+delete img_previous_level_bt;
+delete img_next_level_bt;
+delete img_previous_sector_bt;
+delete img_next_sector_bt;
+}
 
-    le_checkevents();
+void LevelEditor::run(const std::string filename)
+{
+  SoundManager::get()->halt_music();
+  Menu::set_current(0);
 
-    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)
+  DrawingContext context;
+
+  if(!filename.empty())
     {
-      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);
+    level_nb = -1;
+    load_level(filename);
     }
+  else
+    Menu::set_current(main_menu);
+
+  mouse_cursor->set_state(MC_NORMAL);
 
-    if(le_current_level != NULL)
+  done = false;
+  while(!done)
     {
-      /* making events results to be in order */
-      if(pos_x < 0)
-        pos_x = 0;
-      if(pos_x > (le_current_level->width * 32) - screen->w)
-        pos_x = (le_current_level->width * 32) - screen->w;
-
-      /* draw the level */
-      le_drawlevel();
+    events();
+    action();
+    draw(context);
     }
-    else
-      clearscreen(0, 0, 0);
 
-    /* draw editor interface */
-    le_drawinterface();
+  if(level_changed)
+    if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+      save_level();
+}
+
+void LevelEditor::events()
+{
+  mouse_moved = false;
 
+  SDL_Event event;
+  while(SDL_PollEvent(&event))
+    {
     Menu* menu = Menu::current();
     if(menu)
-    {
-      menu->draw();
-      menu->action();
-
-      if(menu == leveleditor_menu)
       {
-        switch (leveleditor_menu->check())
-        {
-        case MNID_RETURNLEVELEDITOR:
-          Menu::set_current(0);
-          break;
-        case MNID_SUBSETSETTINGS:
-          update_subset_settings_menu();
-          break;
-        case MNID_QUITLEVELEDITOR:
-          done = 1;
-          break;
-        }
-      }
-      else if(menu == level_settings_menu)
-      {
-        switch (level_settings_menu->check())
-        {
-        case MNID_APPLY:
-          apply_level_settings_menu();
-          Menu::set_current(NULL);
-          break;
-
-        default:
-          //show_menu = true;
-          break;
-        }
-      }
-      else if(menu == select_tilegroup_menu)
-      {
-        int it = -1;
-        switch (it = select_tilegroup_menu->check())
+      menu->event(event);
+      menu->action();
+      if(menu == main_menu)
         {
-        default:
-          if(it >= 0)
+        switch (main_menu->check())
           {
-            cur_tilegroup
-            = select_tilegroup_menu->get_item_by_id(it).text;
+          case MN_ID_RETURN:
             Menu::set_current(0);
-            cur_objects.clear();
-
+            break;
+          case MN_ID_QUIT:
+            done = true;
+            break;
           }
-          break;
         }
-      }
-      else if(menu == select_objects_menu)
-      {
-        int it = -1;
-        switch (it = select_objects_menu->check())
+      else if(menu == create_subset_menu)
         {
-        default:
-          if(it >= 0)
-          {
-            cur_objects = select_objects_menu->get_item_by_id(it).text;
-            cur_tilegroup.clear();
-
-            Menu::set_current(0);
+        // activate or deactivate Create button if any filename as been specified
+        if(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input[0] == '\0')
+          create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_DEACTIVE;
+        else
+          create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_ACTION;
+
+        if(create_subset_menu->check() == MN_ID_CREATE_SUBSET)
+          {   // applying settings:
+          std::string subset_name = create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input;
+          LevelSubset::create(subset_name);
+
+          delete level_subset;
+          level_subset = new LevelSubset();
+          level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input);
+
+          level_subset->title = create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).input;
+          level_subset->description = create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).input;
+          //FIXME: generate better level filenames
+          level_subset->add_level(subset_name+'/'+"new_level.stl");
+          Level* newlevel = new Level();
+          newlevel->add_sector(create_sector("main", 25, 19));
+          newlevel->save(level_subset->get_level_filename(0));
+          level_subset->save();
+          
+          load_level(0);
+
+          create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).change_input("");
+          create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).change_input("");
+          create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).change_input("");
           }
-          break;
         }
-      }
-      else if(menu == subset_load_menu)
-      {
-        switch (i = subset_load_menu->check())
+      else if(menu == subset_menu)
         {
-        case 0:
-          break;
-        default:
-          if(i >= 1)
+        int i = subset_menu->check();
+        if(i >= 0)
           {
-            if(le_load_level(level_subsets.item[i-1]))
-             return 1;
+          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);
           }
-          break;
         }
-      }
-      else if(menu == subset_new_menu)
-      {
-        if(subset_new_menu->item[2].input[0] == '\0')
-          subset_new_menu->item[3].kind = MN_DEACTIVE;
-        else
+      else if(menu == settings_menu)
         {
-          subset_new_menu->item[3].kind = MN_ACTION;
+        if(settings_menu->check() == MN_ID_APPLY_SETTINGS)
+          {   // applying settings:
+          level_changed = true;
 
-          switch (i = subset_new_menu->check())
-          {
-          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_level = 1;
-            le_world.arrays_free();
-            delete le_current_level;
-            le_current_level = new Level;
-            if(le_current_level->load(le_level_subset->name, le_level) != 0)
-            {
-              le_quit();
-              return 1;
-            }
-            le_set_defaults();
-            le_current_level->load_gfx();
-            le_world.activate_bad_guys();
-            subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input("");
+          level->name = settings_menu->get_item_by_id(MN_ID_NAME).input;
+          level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input;
 
-            Menu::set_current(subset_settings_menu);
-            break;
+          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_settings_menu)
+    // check for events in buttons
+    else if(tiles_board->event(event))
       {
-        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;
+      std::vector <int> vector;
+      vector.push_back(tiles_board->selected_id());
 
-        switch (i = subset_settings_menu->check())
+      selection.clear();
+      selection.push_back(vector);
+      continue;
+      }
+    else if(tiles_layer->event(event))
+      {
+      cur_layer = tiles_layer->selected_id();
+      continue;
+      }
+    else if(level_options->event(event))
+      {
+      switch(level_options->selected_id())
         {
-        case MNID_SUBSETSAVECHANGES:
-          save_subset_settings_menu();
-          Menu::set_current(leveleditor_menu);
+        case BT_LEVEL_SAVE:
+          save_level();
+          break;
+        case BT_LEVEL_TEST:
+          test_level();
+          break;
+        case BT_LEVEL_SETUP:
+          Menu::set_current(settings_menu);
+          break;
+        case BT_NEXT_LEVEL:
+          if(level_nb + 1 < level_subset->get_num_levels())
+            load_level(level_nb + 1);
+          else
+            {
+            char str[1024];
+            sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 2);
+            if(confirm_dialog(NULL, str))
+              {
+              level_subset->add_level("new_level.stl");
+              Level* newlevel = new Level();
+              newlevel->add_sector(create_sector("main", 25, 19));
+              newlevel->save(level_subset->get_level_filename(level_nb + 1));
+              level_subset->save();
+              load_level(level_nb + 1);
+              }
+            }
+          break;
+        case BT_PREVIOUS_LEVEL:
+          if(level_nb - 1 >= 0)
+            load_level(level_nb - 1);
+          break;
+        case BT_NEXT_SECTOR:
+          std::cerr << "next sector.\n";
+          load_sector(sectornum+1);
+          break;
+        case BT_PREVIOUS_SECTOR:
+          std::cerr << "previous sector.\n";
+          if(sectornum > 0)
+            load_sector(sectornum-1);
           break;
         }
+      level_options->set_unselected();
+      continue;
       }
-    }
+    else
+      {
+      switch(event.type)
+        {
+        case SDL_MOUSEMOTION:
+          mouse_moved = true;
+          mouse_x = event.motion.x;
+          mouse_y = event.motion.y;
+          if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT))
+            {  // movement like in strategy games
+            scroll.x += -1 * event.motion.xrel;
+            scroll.y += -1 * event.motion.yrel;
+            }
+          break;
 
-    mouse_cursor->draw();
+        case SDL_MOUSEBUTTONDOWN:
+          mouse_moved = true;
+          mouse_x = event.motion.x;
+          mouse_y = event.motion.y;          
+          if(event.button.button == SDL_BUTTON_LEFT)
+            left_button = true;
+          else if(event.button.button == SDL_BUTTON_MIDDLE)
+            {
+            middle_button = true;
+            selection_ini = Vector(event.button.x, event.button.y);
+            }
+          break;
 
-    if(done)
-    {
-      le_quit();
-      return 0;
-    }
+        case SDL_MOUSEBUTTONUP:
+          mouse_moved = true;
+          mouse_x = event.motion.x;
+          mouse_y = event.motion.y;                    
+          if(event.button.button == SDL_BUTTON_LEFT)
+            left_button = false;
+          else if(event.button.button == SDL_BUTTON_MIDDLE)
+            {
+            middle_button = false;
+            selection_end = Vector(event.button.x, event.button.y);
 
-    ++global_frame_counter;
+            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;
+              }
 
-    SDL_Delay(25);
-    now_time = SDL_GetTicks();
-    if (now_time < last_time + FPS)
-      SDL_Delay(last_time + FPS - now_time);   /* delay some time */
+            selection.clear();
+            std::vector <int> vector;
 
-    flipscreen();
-  }
+            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;
 
-  return done;
-}
+            for(int x = 0; x < (int)((selection_end.x - selection_ini.x)*zoom / 32) + 1; x++)
+              {
+              vector.clear();
+              for(int y = 0; y < (int)((selection_end.y - selection_ini.y)*zoom / 32) + 1; y++)
+                {
+                vector.push_back(tilemap->get_tile(x +
+                 (int)(((selection_ini.x+scroll.x)*zoom)/32),
+                 y + (int)(((selection_ini.y+scroll.y)*zoom)/32))->getID());
+                }
+              selection.push_back(vector);
+              }
+            }
+          break;
 
-int le_load_level(char *filename)
-{
-le_level_subset->load(filename);
-leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
-le_level = 1;
-le_world.arrays_free();
-delete le_current_level;
-le_current_level = new Level;
-if(le_current_level->load(le_level_subset->name, le_level) != 0)
-  {
-    le_quit();
-    return 1;
-  }
-le_set_defaults();
-le_current_level->load_gfx();
-le_world.activate_bad_guys();
+        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_WIDTH;
+              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;
+
+            case SDLK_F1:
+              show_help();
+              break;
+            case SDLK_F2:
+              show_grid = !show_grid;
+              break;
+            default:
+              break;
+            }
+          break;
 
-Menu::set_current(NULL);
+        case SDL_QUIT:   // window closed
+          done = true;
+          break;
 
-return 0;
+          default:
+            break;
+        }
+      }
+    }
 }
 
-void le_init_menus()
+void LevelEditor::action()
 {
-  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)
-  {
-    subset_load_menu->additem(MN_ACTION,level_subsets.item[i],0,0, i+1);
-  }
-  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,"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::vector<TileGroup>* tilegroups = TileManager::tilegroups();
-  int tileid = 1;
-  for(std::vector<TileGroup>::iterator it = tilegroups->begin();
-      it != tilegroups->end(); ++it )
-  {
-    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;
+  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);
 
-    for(std::vector<int>::iterator sit = (*it).tiles.begin();
-        sit != (*it).tiles.end(); ++sit, ++i)
+  if(sector)
     {
-      std::string imagefile = "/images/tilesets/" ;
-      bool only_editor_image = false;
-      if(!TileManager::instance()->get(*sit)->filenames.empty())
-      {
-        imagefile += TileManager::instance()->get(*sit)->filenames[0];
-      }
-      else if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
-      {
-        imagefile += TileManager::instance()->get(*sit)->editor_filenames[0];
-        only_editor_image = true;
-      }
-      else
-      {
-        imagefile += "notile.png";
-      }
-      Button* button = new Button(imagefile, it->name, SDLKey(SDLK_a + i),
-                                  0, 0, 32, 32);
-      if(!only_editor_image)
-        if(!TileManager::instance()->get(*sit)->editor_filenames.empty())
-        {
-          imagefile = "/images/tilesets/" + TileManager::instance()->get(*sit)->editor_filenames[0];
-          button->add_icon(imagefile,32,32);
-        }
-      tilegroups_map[it->name]->additem(button, *sit);
+    // 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_WIDTH/2)
+      scroll.x = -SCREEN_WIDTH/2;
+    if(scroll.x > width - SCREEN_WIDTH/2)
+      scroll.x = width - SCREEN_WIDTH/2;
+    if(scroll.y < -SCREEN_HEIGHT/2)
+      scroll.y = -SCREEN_HEIGHT/2;
+    if(scroll.y > height - SCREEN_HEIGHT/2)
+      scroll.y = height - SCREEN_HEIGHT/2;
+
+    // set camera translation, since BadGuys like it
+    sector->camera->set_scrolling((int)scroll.x, (int)scroll.y);
+
+    if(left_button && mouse_moved)
+      for(unsigned int x = 0; x < selection.size(); x++)
+        for(unsigned int y = 0; y < selection[x].size(); y++)
+          change((int)(scroll.x + mouse_x) + (x*32),
+               (int)(scroll.y + mouse_y) + (y*32), selection[x][y], 
+               cur_layer);
     }
-  }
-  select_tilegroup_menu->additem(MN_HL,"",0,0);
-
-  select_objects_menu->arrange_left = true;
-  select_objects_menu->additem(MN_LABEL,"Objects",0,0);
-  select_objects_menu->additem(MN_HL,"",0,0);
-  select_objects_menu->additem(MN_ACTION,"BadGuys",0,0,1);
-  objects_map["BadGuys"] = new ButtonPanel(screen->w - 64,96, 64, 318);
-
-  for(int i = 0; i < NUM_BadGuyKinds; ++i)
-  {
-    BadGuy bad_tmp(0,0,BadGuyKind(i),false);
-    objects_map["BadGuys"]->additem(new Button("", "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i);
-    objects_map["BadGuys"]->manipulate_button(i)->set_game_object(new BadGuy(objects_map["BadGuys"]->manipulate_button(i)->get_pos().x,objects_map["BadGuys"]->manipulate_button(i)->get_pos().y,BadGuyKind(i),false));
-  }
-
-  select_objects_menu->additem(MN_HL,"",0,0);
-
 }
 
-int le_init()
-{
-  level_subsets = dsubdirs("/levels", "info");
-  le_level_subset = new LevelSubset;
-
-  active_tm = TM_IA;
-  le_show_grid = true;
-  scroll_x = 0;
-
-  fire = DOWN;
-  done = 0;
-  le_frame = 0;        /* support for frames in some tiles, like waves and bad guys */
-  le_level_changed = false;
-  le_current_level = NULL;
+#define FADING_TIME .6
 
-  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);
-
-  /* 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_F6,screen->w-32,32);
-  le_next_level_bt = new Button("/images/icons/up.png","Next level", SDLK_PAGEUP,screen->w-64,0);
-  le_previous_level_bt = new Button("/images/icons/down.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,0,0);
-  le_move_right_bt = new Button("/images/icons/right.png","Move right",SDLK_RIGHT,screen->w-80,0);
-  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_F7,screen->w-64,80);
-
-  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_current.Init();
-
-  le_init_menus();
+void LevelEditor::draw(DrawingContext& context)
+{
+  context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI);
+  mouse_cursor->draw(context);
 
-  SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+  // draw a filled background
+  context.draw_filled_rect(Vector(0,0), Vector(SCREEN_WIDTH,SCREEN_HEIGHT), Color(60,60,60), LAYER_BACKGROUND0-1);
 
+  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_WIDTH/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_WIDTH/2, 50), CENTER_ALLIGN, LAYER_GUI);
+      }
 
-void update_level_settings_menu()
-{
-  char str[80];
-  int i;
-
-  level_settings_menu->get_item_by_id(MNID_NAME).change_input(le_current_level->name.c_str());
-  level_settings_menu->get_item_by_id(MNID_AUTHOR).change_input(le_current_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_current_level->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_current_level->bkgd_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_current_level->particle_system.c_str())) != -1)
-    level_settings_menu->get_item_by_id(MNID_PARTICLE).list->active_item = i;
-
-  sprintf(str,"%d",le_current_level->width);
-  level_settings_menu->get_item_by_id(MNID_LENGTH).change_input(str);
-  sprintf(str,"%d",le_current_level->time_left);
-  level_settings_menu->get_item_by_id(MNID_TIME).change_input(str);
-  sprintf(str,"%2.0f",le_current_level->gravity);
-  level_settings_menu->get_item_by_id(MNID_GRAVITY).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_speed);
-  level_settings_menu->get_item_by_id(MNID_BGSPEED).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_top.red);
-  level_settings_menu->get_item_by_id(MNID_TopRed).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_top.green);
-  level_settings_menu->get_item_by_id(MNID_TopGreen).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_top.blue);
-  level_settings_menu->get_item_by_id(MNID_TopBlue).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_bottom.red);
-  level_settings_menu->get_item_by_id(MNID_BottomRed).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_bottom.green);
-  level_settings_menu->get_item_by_id(MNID_BottomGreen).change_input(str);
-  sprintf(str,"%d",le_current_level->bkgd_bottom.blue);
-  level_settings_menu->get_item_by_id(MNID_BottomBlue).change_input(str);
-}
+    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);
 
-void update_subset_settings_menu()
-{
-  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());
-}
+  Menu* menu = Menu::current();
+  if(menu)
+    menu->draw(context);
+  else
+    {
+    tiles_board->draw(context);
+    tiles_layer->draw(context);
+    level_options->draw(context);
+    }
 
-void apply_level_settings_menu()
-{
-  int i;
-  i = false;
+  // draw selection
+  if(sector)
+    {
+    if(!middle_button)
+      {
+      context.set_drawing_effect(SEMI_TRANSPARENT);
 
-  le_current_level->name = level_settings_menu->get_item_by_id(MNID_NAME).input;
-  le_current_level->author = level_settings_menu->get_item_by_id(MNID_AUTHOR).input;
+      if(selection.size())
+        {
+        if(selection[0][0] == 0 && selection.size() == 1)
+            context.draw_surface(img_rubber_bt, Vector(mouse_x - 8,
+            mouse_y - 8), LAYER_GUI-2);
+        else if(selection[0][0] >= gameobjs_first_id || selection[0][0] < 0)
+          {
+  // FIXME: this should draw an object image near cursor
+  #if 0
+          int id = selection[0][0];
+
+          if(id == OBJ_TRAMPOLINE)
+            context.draw_surface(img_trampoline[0].get_frame(0), Vector(mouse_x - 8,
+            mouse_y - 8), LAYER_GUI-2);
+          else if(id == OBJ_FLYING_PLATFORM)
+            context.draw_surface(img_flying_platform->get_frame(0), Vector(mouse_x - 8,
+            mouse_y - 8), LAYER_GUI-2);
+          else
+          if(id == OBJ_DOOR)
+            /*context.draw_surface(door->get_frame(0), Vector(mouse_x - 8,
+            mouse_y - 8), LAYER_GUI-2);*/
+            ;
+          else
+            {
+            BadGuyKind kind = BadGuyKind((-id)-1);
+            BadGuy badguy(kind, 0,0);
+            badguy.activate(LEFT);
+            Surface *img = badguy.get_image();
 
-  if(le_current_level->bkgd_image.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list)) != 0)
-  {
-    le_current_level->bkgd_image = string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list);
-    i = true;
-  }
+            context.draw_surface(img, Vector(mouse_x - 8,
+            mouse_y - 8), LAYER_GUI-2);
+            }
+  #endif
+          }
+        else
+          {
+          for(unsigned int x = 0; x < selection.size(); x++)
+            for(unsigned int y = 0; y < selection[x].size(); y++) {
+              const Tile* tile = tile_manager->get(selection[x][y]);
+              tile->draw(context,
+                  Vector(mouse_x + x*32 - 8, mouse_y + y*32 - 8),
+                  LAYER_GUI-2);
+            }
+          }
+        }
+      context.set_drawing_effect(NONE_EFFECT);
+      }
+    else
+      context.draw_filled_rect(Vector(std::min((int)selection_ini.x, mouse_x)*zoom,
+                     std::min((int)selection_ini.y, mouse_y))*zoom,
+                     Vector(abs(mouse_x - (int)selection_ini.x)*zoom,
+                     abs(mouse_y - (int)selection_ini.y)*zoom),
+                     Color(170,255,170,128), LAYER_GUI-2);
 
-  if(le_current_level->particle_system.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list)) != 0)
-  {
-    le_current_level->particle_system = string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list);
-  }
+    if(show_grid)
+      {
+      for(int x = 0; x < SCREEN_WIDTH / (32*zoom); x++)
+        {
+        int pos = (int)(x*32*zoom) - ((int)scroll.x % 32);
+        context.draw_filled_rect(Vector (pos, 0), Vector(1, SCREEN_HEIGHT),
+                  Color(225, 225, 225), LAYER_GUI-50);
+        }
+      for(int y = 0; y < SCREEN_HEIGHT / (32*zoom); y++)
+        {
+        int pos = (int)(y*32*zoom) - ((int)scroll.y % 32);
+        context.draw_filled_rect(Vector (0, pos), Vector(SCREEN_WIDTH, 1),
+                  Color(225, 225, 225), LAYER_GUI-50);
+        }
+      }
 
-  if(i)
-  {
-    le_current_level->load_gfx();
-  }
+    context.push_transform();
+    context.set_translation(scroll);
+    context.set_zooming(zoom);
 
-  le_current_level->song_title = string_list_active(level_settings_menu->get_item_by_id(MNID_SONG).list);
-
-  le_current_level->change_size(atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input));
-  le_current_level->time_left = atoi(level_settings_menu->get_item_by_id(MNID_BGIMG).input);
-  le_current_level->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input);
-  le_current_level->bkgd_speed = atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input);
-  le_current_level->bkgd_top.red = atoi(level_settings_menu->get_item_by_id(MNID_TopRed).input);
-  le_current_level->bkgd_top.green = atoi(level_settings_menu->get_item_by_id(MNID_TopGreen).input);
-  le_current_level->bkgd_top.blue = atoi(level_settings_menu->get_item_by_id(MNID_TopBlue).input);
-  le_current_level->bkgd_bottom.red = atoi(level_settings_menu->get_item_by_id(MNID_BottomRed).input);
-  le_current_level->bkgd_bottom.green = atoi(level_settings_menu->get_item_by_id(MNID_BottomGreen).input);
-  le_current_level->bkgd_bottom.blue = atoi(level_settings_menu->get_item_by_id(MNID_BottomBlue).input);
-}
+    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();
 
-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();
-}
+        if(tilemap->get_layer() != cur_layer)
+          context.set_drawing_effect(SEMI_TRANSPARENT);
+        (*i)->draw(context);
 
-void le_goto_level(int levelnb)
-{
-  le_world.arrays_free();
+        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);
+      }
 
-  le_current_level->cleanup();
-  if(le_current_level->load(le_level_subset->name.c_str(), levelnb) != 0)
-  {
-    le_current_level->load(le_level_subset->name.c_str(), le_level);
-  }
+    context.pop_transform();
+    }
   else
-  {
-    le_level = levelnb;
-  }
-
-  le_set_defaults();
+    context.draw_filled_rect(Vector(0,0), Vector(SCREEN_WIDTH,SCREEN_HEIGHT),Color(0,0,0), LAYER_BACKGROUND0);
 
-  le_current_level->load_gfx();
-
-  le_world.activate_bad_guys();
+  context.do_drawing();
 }
 
-void le_quit(void)
+void LevelEditor::load_level_subset(std::string filename)
 {
-  /*if(level_changed == true)
-    if(askforsaving() == CANCEL)
-      return;*/ //FIXME
-
-  SDL_EnableKeyRepeat(0, 0);    // disables key repeating
-
-  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_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_current_level;
-  le_current_level = 0;
-  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)
-  {
-    delete i->second;
-  }
+  delete level_subset;
+  level_subset = new LevelSubset();
+  level_subset->load(filename.c_str());
+  load_level(0);
 }
 
-void le_drawinterface()
+void LevelEditor::load_level(std::string filename)
 {
-  int x,y;
-  char str[80];
-
-  if(le_current_level != NULL)
-  {
-    /* draw a grid (if selected) */
-    if(le_show_grid)
+  if(level_changed)
     {
-      for(x = 0; x < 19; x++)
-        fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255);
-      for(y = 0; y < 15; y++)
-        fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255);
-    }
-  }
-
-  if(le_selection_mode == CURSOR)
-    le_selection->draw( cursor_x - scroll_x, cursor_y);
-  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;
-    fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR);
-    fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR);
-    fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR);
-    fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR);
-  }
-
-
-  /* draw button bar */
-  fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
-
-  if(le_current.IsTile())
-  {
-    Tile::draw(19 * 32, 14 * 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( 19 * 32, 14 * 32);
-  }
-  if(le_current.IsObject())
-  {
-    le_current.obj->draw_on_screen(19 * 32, 14 * 32);
-  }
-
-  //if(le_current.IsObject())
-  //printf("");
-
-  if(le_current_level != NULL)
-  {
-    le_save_level_bt->draw();
-    le_exit_bt->draw();
-    le_test_level_bt->draw();
-    le_next_level_bt->draw();
-    le_previous_level_bt->draw();
-    le_rubber_bt->draw();
-    if(le_selection_mode == SQUARE)
-      le_select_mode_one_bt->draw();
-    else if(le_selection_mode == CURSOR)
-      le_select_mode_two_bt->draw();
-    le_settings_bt->draw();
-    le_move_right_bt->draw();
-    le_move_left_bt->draw();
-    le_tilegroup_bt->draw();
-    le_objects_bt->draw();
-    if(!cur_tilegroup.empty())
-      tilegroups_map[cur_tilegroup]->draw();
-    else if(!cur_objects.empty())
-    {
-      objects_map[cur_objects]->draw();
+    if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+      save_level();
+    else
+      return;
     }
 
-    le_tilemap_panel->draw();
-
-    sprintf(str, "%d/%d", le_level,le_level_subset->levels);
-    white_text->drawf(str, -10, 16, A_RIGHT, A_TOP, 0);
-
-    white_small_text->draw("F1 for Help", 10, 430, 1);
-  }
-  else
-  {
-    if(!Menu::current())
-      white_small_text->draw("No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1);
-    else
-      white_small_text->draw("No Level Subset loaded", 10, 430, 1);
-  }
+  level_filename = filename;
 
+  delete level;
+  level = new Level();
+  level->load(filename);
+  
+  sectornum = 0;
+  load_sector(0);
+  level_name_timer.start(3000);
+  scroll.x = scroll.y = 0;
+  level_changed = false;
+
+  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_drawlevel()
+void LevelEditor::load_level(int nb)
 {
-  unsigned int y,x,i,s;
-  Uint8 a;
-
-  /* Draw the real background */
-  if(le_current_level->bkgd_image[0] != '\0')
-  {
-    s = (int)((float)pos_x * ((float)le_current_level->bkgd_speed/60.)) % screen->w;
-    le_current_level->img_bkgd->draw_part(s,0,0,0,
-                                          le_current_level->img_bkgd->w - s - 32, le_current_level->img_bkgd->h);
-    le_current_level->img_bkgd->draw_part(0,0,screen->w - s - 32 ,0,s,
-                                          le_current_level->img_bkgd->h);
-  }
-  else
-  {
-    drawgradient(le_current_level->bkgd_top, le_current_level->bkgd_bottom);
-  }
-
-  if(le_current.IsTile())
-  {
-    Tile::draw(cursor_x, cursor_y,le_current.tile,128);
-    if(!TileManager::instance()->get(le_current.tile)->images.empty())
-      fillrect(cursor_x,cursor_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);
-  }
-  if(le_current.IsObject())
-  {
-    le_current.obj->move_to(cursor_x, cursor_y);
-  }
-
-  /*       clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */
-
-  for (y = 0; y < 15; ++y)
-    for (x = 0; x < 20; ++x)
+  if(level_changed)
     {
-
-      if(active_tm == TM_BG)
-        a = 255;
-      else
-        a = 128;
-
-      Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->bg_tiles[y][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, le_current_level->ia_tiles[y][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, le_current_level->fg_tiles[y][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?) */
-      if(TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images.size() > 0)
-        TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32);
-
+    if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+      save_level();
+    else
+      return;
     }
 
-  /* Draw the Bad guys: */
-  for (i = 0; i < le_world.bad_guys.size(); ++i)
-  {
-    /* to support frames: img_bsod_left[(frame / 5) % 4] */
-
-    scroll_x = pos_x;
-    le_world.bad_guys[i].draw();
-  }
-
+  level_nb = nb;
+  level_filename = level_subset->get_level_filename(level_nb);
 
-  /* Draw the player: */
-  /* for now, the position is fixed at (100, 240) */
-  largetux.walk_right->draw( 100 - pos_x, 240);
+  load_level(level_filename);
 }
 
-void le_checkevents()
+void LevelEditor::load_sector(size_t num)
 {
-  SDLKey key;
-  SDLMod keymod;
-  Button* pbutton;
-  int x,y;
-
-  keymod = SDL_GetModState();
-
-  while(SDL_PollEvent(&event))
+  assert(num <= level->get_sector_count());
+  
+  if(num >= level->get_sector_count())
   {
-    if (Menu::current())
-    {
-      Menu::current()->event(event);
-    }
-    else
-    {
-      mouse_cursor->set_state(MC_NORMAL);
-
-      /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/
-      if(event.type == SDL_KEYDOWN
-          || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION)
-              && (event.motion.x > 0
-                  && event.motion.x < screen->w - 64 &&
-                  event.motion.y > 0 && event.motion.y < screen->h)))
-      {
-        switch(event.type)
-        {
-        case SDL_KEYDOWN:      // key pressed
-          key = event.key.keysym.sym;
-          switch(key)
-          {
-          case SDLK_ESCAPE:
-            Menu::set_current(leveleditor_menu);
-          case SDLK_LEFT:
-            if(fire == DOWN)
-              cursor_x -= KEY_CURSOR_SPEED;
-            else
-              cursor_x -= KEY_CURSOR_FASTSPEED;
-
-            if(cursor_x < pos_x + MOUSE_LEFT_MARGIN)
-              pos_x = cursor_x - MOUSE_LEFT_MARGIN;
-
-            break;
-          case SDLK_RIGHT:
-            if(fire == DOWN)
-              cursor_x += KEY_CURSOR_SPEED;
-            else
-              cursor_x += KEY_CURSOR_FASTSPEED;
-
-            if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32)
-              pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32;
-
-            break;
-          case SDLK_UP:
-            if(fire == DOWN)
-              cursor_y -= KEY_CURSOR_SPEED;
-            else
-              cursor_y -= KEY_CURSOR_FASTSPEED;
-
-            if(cursor_y < 0)
-              cursor_y = 0;
-            break;
-          case SDLK_DOWN:
-            if(fire == DOWN)
-              cursor_y += KEY_CURSOR_SPEED;
-            else
-              cursor_y += KEY_CURSOR_FASTSPEED;
-
-            if(cursor_y > screen->h-32)
-              cursor_y = screen->h-32;
-            break;
-          case SDLK_LCTRL:
-            fire =UP;
-            break;
-          case SDLK_F1:
-            le_showhelp();
-            break;
-          case SDLK_HOME:
-            cursor_x = 0;
-            pos_x = cursor_x;
-            break;
-          case SDLK_END:
-            cursor_x = (le_current_level->width * 32) - 32;
-            pos_x = cursor_x;
-            break;
-          case SDLK_F9:
-            le_show_grid = !le_show_grid;
-            break;
-          default:
-            break;
-          }
-          break;
-        case SDL_KEYUP:        /* key released */
-          switch(event.key.keysym.sym)
-          {
-          case SDLK_LCTRL:
-            fire = DOWN;
-            break;
-          default:
-            break;
-          }
-          break;
-        case SDL_MOUSEBUTTONDOWN:
-          if(event.button.button == SDL_BUTTON_LEFT)
-          {
-            le_mouse_pressed[LEFT] = true;
+    if(!confirm_dialog(NULL, _("No more sectors exist. Create another?")))
+      return;
+    Sector* sector_ = create_sector("new_sector",25,19);
+    level->add_sector(sector_);
+    num = level->get_sector_count()-1;
+  }
 
-            selection.x1 = event.motion.x + pos_x;
-            selection.y1 = event.motion.y;
-            selection.x2 = event.motion.x + pos_x;
-            selection.y2 = event.motion.y;
-          }
-          else if(event.button.button == SDL_BUTTON_RIGHT)
-          {
-            le_mouse_pressed[RIGHT] = true;
-          }
-          break;
-        case SDL_MOUSEBUTTONUP:
-          if(event.button.button == SDL_BUTTON_LEFT)
-          {
-            le_mouse_pressed[LEFT] = false;
-            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:
+  sector = level->get_sector(num);
 
-          if(!Menu::current())
-          {
-            x = event.motion.x;
-            y = event.motion.y;
+  /* Load sector stuff */
 
-            if(le_current.IsTile())
-            {
-              cursor_x = ((int)(pos_x + x) / 32) * 32;
-              cursor_y = ((int) y / 32) * 32;
-            }
-            else
-            {
-              cursor_x = x;
-              cursor_y = y;
-            }
-
-            if(le_mouse_pressed[LEFT])
-            {
-              selection.x2 = x + pos_x;
-              selection.y2 = y;
-            }
-
-            if(le_mouse_pressed[RIGHT])
-            {
-              pos_x += -1 * event.motion.xrel;
-            }
-          }
-          break;
-        case SDL_QUIT: // window closed
-          done = 1;
-          break;
-        default:
-          break;
-        }
-      }
-    }
+  sector->update_game_objects();
 
-    if(le_current_level != NULL)
+  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(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_current_level->save(le_level_subset->name.c_str(),le_level);
-          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_level < le_level_subset->levels)
-            {
-              le_goto_level(++le_level);
-            }
-            else
-            {
-              Level new_lev;
-              char str[1024];
-              sprintf(str,"Level %d doesn't exist. Create it?",le_level+1);
-              if(confirm_dialog(str))
-              {
-                new_lev.init_defaults();
-                new_lev.save(le_level_subset->name.c_str(),++le_level);
-                le_level_subset->levels = le_level;
-                le_goto_level(le_level);
-              }
-            }
-          }
-          le_previous_level_bt->event(event);
-          if(le_previous_level_bt->get_state() == BUTTON_CLICKED)
-          {
-            if(le_level > 1)
-              le_goto_level(--le_level);
-          }
-          le_rubber_bt->event(event);
-          if(le_rubber_bt->get_state() == BUTTON_CLICKED)
-            le_current.Tile(0);
-
-          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:
-           it = tilegroups_map.find(cur_tilegroup);
-           if(it == tilegroups_map.end())
-           {
-           cur_tilegroup = tilegroups_map.begin()->first;
-            cur_objects.clear();           
-           break;
-           }
-           if(++it != tilegroups_map.end())
-           cur_tilegroup = (*it).first;
-           else
-           cur_tilegroup = tilegroups_map.begin()->first;
-           
-            cur_objects.clear();
-            break;
-          case BUTTON_WHEELDOWN:
-           it = tilegroups_map.find(cur_tilegroup);
-           if(it == tilegroups_map.begin())
-           {
-           cur_tilegroup = tilegroups_map.rbegin()->first;
-            cur_objects.clear();           
-           break;
-           }
-           if(--it != --tilegroups_map.begin())
-           cur_tilegroup = (*it).first;
-           else
-           cur_tilegroup = tilegroups_map.rbegin()->first;
-           
-            cur_objects.clear();
-            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.clear();         
-           break;
-           }       
-           if(++it != objects_map.end())
-           cur_objects = (*it).first;
-           else
-           cur_objects = objects_map.begin()->first;
-           
-            cur_tilegroup.clear();
-            break;
-          case BUTTON_WHEELDOWN:
-           it = objects_map.find(cur_objects);
-           if(it == objects_map.begin())
-           {
-           cur_objects = objects_map.rbegin()->first;
-            cur_tilegroup.clear();         
-           break;
-           }
-           if(--it != --objects_map.begin())
-           cur_objects = (*it).first;
-           else
-           cur_objects = objects_map.rbegin()->first;
-           
-            cur_tilegroup.clear();
-            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)
-              {
-                if(le_current.IsObject())
-                  le_current.obj->move_to(pbutton->get_pos().x,pbutton->get_pos().y);
-                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(le_current.IsObject())
-                  le_current.obj->move_to(pbutton->get_pos().x,pbutton->get_pos().y);
-                le_current.Object(pbutton->get_game_object());
-              }
-            }
-          }
-
-          if((pbutton = le_tilemap_panel->event(event)) != NULL)
-          {
-            if(pbutton->get_state() == BUTTON_CLICKED)
-            {
-              active_tm = static_cast<TileMapType>(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);
-          }
-        }
-      }
-
-      if(!Menu::current())
+    TileMap* tilemap = dynamic_cast<TileMap*> (*i);
+    if(tilemap)
       {
-        le_move_left_bt->event(event);
-        le_move_right_bt->event(event);
-
-        if(le_mouse_pressed[LEFT])
-        {
-          if(le_current.IsTile())
-            le_change(cursor_x, cursor_y, active_tm, le_current.tile);
-        }
-        else if(le_mouse_clicked[LEFT])
-        {
-          if(le_current.IsObject())
-          {
-            std::string type = le_current.obj->type();
-            if(type == "BadGuy")
-            {
-              BadGuy* pbadguy = dynamic_cast<BadGuy*>(le_current.obj);
-
-              le_world.bad_guys.push_back(BadGuy(cursor_x+scroll_x, cursor_y,pbadguy->kind,false));
-              le_current_level->badguy_data.push_back(&le_world.bad_guys.back());
-            }
-          }
-          le_mouse_clicked[LEFT] = false;
-        }
+      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(!Menu::current())
-  {
-    if(le_move_left_bt->get_state() == BUTTON_PRESSED)
-    {
-      pos_x -= 192;
-    }
-    else if(le_move_left_bt->get_state() == BUTTON_HOVER)
-    {
-      pos_x -= 32;
-    }
 
-    if(le_move_right_bt->get_state() == BUTTON_PRESSED)
+  if(!foregrounds)
     {
-      pos_x += 192;
+    TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height());
+    sector->add_object(tilemap);
+    sector->update_game_objects();
     }
-    else if(le_move_right_bt->get_state() == BUTTON_HOVER)
+  if(!backgrounds)
     {
-      pos_x += 32;
+    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);
+
+  sectornum = num;
 }
 
-void le_highlight_selection()
+void LevelEditor::save_level()
 {
-  int x1, x2, y1, y2;
+  level->save(level_filename);
+  level_changed = false;
+}
 
-  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;
+void LevelEditor::test_level()
+{
+  if(level_changed) {
+    if(confirm_dialog(NULL, _("Level not saved. Wanna to?")))
+      save_level();
+    else
+      return;
   }
 
-  x1 /= 32;
-  x2 /= 32;
-  y1 /= 32;
-  y2 /= 32;
-
-  fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
+  GameSession session(level_filename, ST_GL_TEST);
+  session.run();
+  //  player_status.reset();
+  SoundManager::get()->halt_music();
 }
 
-void le_change(float x, float y, int tm, unsigned int c)
-{
-  if(le_current_level != NULL)
-  {
-    int xx,yy;
-    int x1, x2, y1, y2;
-    unsigned int i;
-
-    /*  level_changed = true; */
+void LevelEditor::change(int x, int y, int newtile, int layer)
+{  
+  (void) layer;
+  // find the tilemap of the current layer, and then change the tile
+  if(x < 0 || (unsigned int)x >= sector->solids->get_width()*32 ||
+      y < 0 || (unsigned int)y >= sector->solids->get_height()*32)
+    return;
 
-    switch(le_selection_mode)
-    {
-    case CURSOR:
-      le_current_level->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 */
-      for(i = 0; i < le_world.bad_guys.size(); ++i)
-        if(rectcollision(cursor_base,le_world.bad_guys[i].base))
-        {
-          le_world.bad_guys.erase(le_world.bad_guys.begin() + i);
-          le_current_level->badguy_data.erase(le_current_level->badguy_data.begin() + i);
-        }
+  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);
+  }
 
-      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;
+  if(newtile >= gameobjs_first_id)  // add object
+  {
+    // remove an active tile or object that might be there
+    change(x, y, 0, LAYER_TILES);
+
+    int id = 0;
+    GameObject* object = 0;
+    for(Factories::iterator i = object_factories->begin(); i !=
+        object_factories->end(); ++i) {
+      if(id == newtile - gameobjs_first_id) {
+        object = create_object(i->first, Vector(x, y));
+        break;
       }
-      else
+      id++;
+    }
+    if(object) {
+      sector->add_object(object);
+      sector->update_game_objects();
+    }
+  } else if(cur_layer == LAYER_FOREGROUNDTILES) {
+    foregrounds->change(x/32, y/32, newtile);
+  } else if(cur_layer == LAYER_TILES) {
+    // remove a bad guy if it's there
+    // we /32 in order to round numbers
+    for(Sector::GameObjects::iterator i = sector->gameobjects.begin();
+        i < sector->gameobjects.end(); i++) {
+// FIXME: if there is a game objs in here, remove it!
+#if 0
+      BadGuy* badguy = dynamic_cast<BadGuy*> (*i);
+      if(badguy)
+        if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32)
+          sector->gameobjects.erase(i);
+      Trampoline* trampoline = dynamic_cast<Trampoline*> (*i);
+      if(trampoline)
       {
-        y1 = selection.y2;
-        y2 = selection.y1;
+        if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32)
+          sector->gameobjects.erase(i);
       }
+      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);
+      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
+    }
+    sector->update_game_objects();
+    solids->change(x/32, y/32, newtile);
+  } else if(cur_layer == LAYER_BACKGROUNDTILES)
+    backgrounds->change(x/32, y/32, newtile);
+}
 
-      x1 /= 32;
-      x2 /= 32;
-      y1 /= 32;
-      y2 /= 32;
+void LevelEditor::show_help()
+{
+  DrawingContext context;
+
+  bool show_grid_t = show_grid;
+  show_grid = false;
+  mouse_cursor->set_state(MC_HIDE);
+
+
+  char str[1024];
+  const char *text1[] = {
+           _("This is the built-in level editor. Its aim is to be intuitive\n"
+           "and simple to use, so it should be pretty straightforward.\n"
+           "\n"
+           "To open a level, first you'll have to select a level subset from\n"
+           "the menu (or create your own).\n"
+           "A level subset is basically a collection of levels.\n"
+           "They can then be played from the Contrib menu.\n"
+           "\n"
+           "To access the menu from the level editor, just press Esc.\n"
+           "\n"
+           "You are currently looking at the level. To scroll it, just\n"
+           "press the right mouse button and drag the mouse. It will move like\n"
+           "a strategy game.\n"
+           "You can also use the arrow keys and Page Up/Down.\n"
+           "\n"
+           "'+' and '-' keys can be used to zoom the level in/out.\n"
+           "\n"
+           "You probably already noticed those floating groups of buttons.\n"
+           "Each one serves a different purpose. To select a certain button\n"
+           "just press the Left mouse button on it. A few buttons have key\n"
+           "shortcuts. You can find them by pressing the Right mouse button on\n"
+           "a button. That will also show what that button does.\n"
+           "Groups of buttons can also be moved around by just dragging them,\n"
+           "while pressing the Left mouse button.\n"
+           "\n"
+           "Let's learn a bit of what each group of buttons does, shall we?\n"
+           "\n"
+           "To starting putting tiles and objects around use the bigger group\n"
+           "of buttons. Each button is a different tile. To put it on the level,\n"
+           "just press it and then left click in the level.\n"
+           "You can also copy tiles from the level by using the middle mouse button.\n"
+           "Use the mouse wheel to scroll that group of buttons. You will find\n"
+           "enemies and game objects in the bottom.\n")
+                  };
+
+  const char *text2[] = {
+           _("The Foreground/Interactive/Background buttons may be used to\n"
+           "see and edit the respective layer. Levels have three tiles layers:\n"
+           "Foreground - tiles are drawn on top of everything and have no contact\n"
+           "with the player.\n"
+           "Interactive - these are the tiles that have contact with the player.\n"
+           "Background - tiles are drawn underneath everything and have no contact\n"
+           "with the player.\n"
+           "The unselected layers will be drawn semi-transparently.\n"
+           "\n"
+           "Last, but not least, the group of buttons that's left serves\n"
+           "to do related actions with the level.\n"
+           "From left to right:\n"
+           "Mini arrows - can be used to choose other sectors.\n"
+           "Sectors are mini-levels, so to speak, that can be accessed using a door.\n"
+           "Big arrows - choose other level in the same level subset.\n"
+           "Diskette - save the level\n"
+           "Tux - test the level\n"
+           "Tools - set a few settings for the level, including resizing it.\n"
+           "\n"
+           "We have reached the end of this Howto.\n"
+           "\n"
+           "Don't forget to send us a few cool levels. :)\n"
+           "\n"
+           "Enjoy,\n"
+           "  SuperTux development team\n"
+           "\n"
+           "PS: If you are looking for something more powerful, you might like to\n"
+           "try FlexLay. FlexLay is a level editor that supports several games,\n"
+           "including SuperTux. It is an independent project.\n"
+           "Webpage: http://pingus.seul.org/~grumbel/flexlay/")
+                  };
+
+  const char **text[] = { text1, text2 };
+
+
+  bool done;
+  for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++)
+    {
+    draw(context);
 
-      /* if there is a bad guy over there, remove it */
-      for(std::vector<BadGuy>::iterator i = le_world.bad_guys.begin();
-          i != le_world.bad_guys.end(); /* will be at end of loop */)
-      {
-        if(i->base.x/32 >= x1 && i->base.x/32 <= x2
-            && i->base.y/32 >= y1 && i->base.y/32 <= y2)
-        {
-          i = le_world.bad_guys.erase(i);
-          continue;
-        }
-        else
-        {
-          ++i;
-        }
-      }
+    context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(SCREEN_WIDTH/2, 60), CENTER_ALLIGN, LAYER_GUI);
 
-      for(xx = x1; xx <= x2; xx++)
-        for(yy = y1; yy <= y2; yy++)
-        {
-          le_current_level->change(xx*32, yy*32, tm, c);
+    context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI);
 
-        }
-      break;
-    default:
-      break;
-    }
-  }
-}
+    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_WIDTH/2, SCREEN_HEIGHT-60), CENTER_ALLIGN, LAYER_GUI);
 
-void le_testlevel()
-{
-  le_current_level->save("test", le_level);
+    context.do_drawing();
 
-  GameSession session("test",le_level, ST_GL_TEST);
-  session.run();
-  player_status.reset();
+    done = false;
 
-  music_manager->halt_music();
+    while(!done) {
+      SDL_Event event;
+      done = wait_for_event(event);
+      SDL_Delay(50);
+    }
+  }
 
-  Menu::set_current(NULL);
-  le_world.arrays_free();
-  le_current_level->load_gfx();
-  le_world.activate_bad_guys();
+  show_grid = show_grid_t;
+  mouse_cursor->set_state(MC_NORMAL);
 }
 
-void le_showhelp()
+Sector*
+LevelEditor::create_sector(const std::string& name, size_t width, size_t height)
 {
-  SDL_Event event;
-  unsigned int i, done_;
-  char *text[] = {
-                   "  - This is SuperTux's built-in level editor -",
-                   "It has been designed to be light and easy to use from the start.",
-                   "",
-                   "When you first load the level editor you are given a menu where you",
-                   "can load level subsets, create a new level subset, edit the current",
-                   "subset's settings, or simply quit the editor. You can access this menu",
-                   "from the level editor at any time by pressing the escape key.",
-                   "",
-                   "To your right is your button bar. The center of this contains many",
-                   "tiles you can use to make your level. To select a tile, click on it",
-                   "with your left mouse button; your selection will be shown in the",
-                   "bottom right corner of the button box. Click anywhere on your level",
-                   "with the left mouse button to place that tile down. If you right click",
-                   "a tile in the button bar, you can find out what its keyboard shortcut",
-                   "is. The three buttons FGD, BGD and EMY let you pick from foreground,",
-                   "background, and enemy tiles. The eraser lets you remove tiles.",
-                   "The left and right arrow keys scroll back and forth through your level.",
-                   "The button with the wrench and screwdriver, lets you change the",
-                   "settings of your level, including how long it is or what music it will",
-                   "play. When you are ready to give your level a test, click on the little",
-                   "running Tux. If you like the changes you have made to your level,",
-                   "press the red save key to keep them.",
-                   "To change which level in your subset you are editing, press the white",
-                   "up and down arrow keys at the top of the button box.",
-                   "",
-                   "Have fun making levels! If you make some good ones, send them to us on",
-                   "the SuperTux mailing list!",
-                   "- SuperTux team"
-                 };
-
-
-  blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
-
-  for(i = 0; i < sizeof(text)/sizeof(char *); i++)
-    white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1);
-
-  gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
-
-  flipscreen();
-
-  done_ = 0;
-
-  while(done_ == 0)
-  {
-    done_ = wait_for_event(event);
-    SDL_Delay(50);
-  }
+  Sector* sector = new Sector;
+  sector->set_name(name);
+  
+  sector->add_object(new TileMap(LAYER_BACKGROUNDTILES, false, width, height));
+  sector->add_object(new TileMap(LAYER_TILES, true, width, height));
+  sector->add_object(new TileMap(LAYER_FOREGROUNDTILES, false, width, height));
+  sector->add_object(new Camera(sector));
+  sector->update_game_objects();
+  
+  return sector;
 }
+