- removed SDL_Flip() line.. was causing a crash on exit
[supertux.git] / src / leveleditor.cpp
index 352afd0..d913631 100644 (file)
@@ -19,6 +19,7 @@
 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include <map>
+#include <typeinfo>
 #include <stdio.h>
 #include <stdlib.h>
 #include <string.h>
 #include <unistd.h>
 #include <SDL.h>
 #include <SDL_image.h>
+#include <algorithm>
+#include <iostream>
+
 #include "leveleditor.h"
 
-#include "screen.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 "resources.h"
-#include "music_manager.h"
+#include "background.h"
+#include "camera.h"
 
 /* definitions to aid development */
 
 
 #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
+
+/* 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)
 
-/* 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();
-
-struct TileOrObject
+enum { TM_IA, TM_BG, TM_FG };
+
+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 int pos_x, cursor_x, cursor_y, fire;
-static int le_level;
-static World* 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;
-
-int leveleditor(char* filename)
+  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;
+
+  pos_x = pos_y = 0;
+
+  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();
+
+  init_menus();
+
+  SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
+}
+
+LevelEditor::~LevelEditor()
 {
-  int last_time, now_time, i;
+  SDL_EnableKeyRepeat(0, 0);    // disables key repeating
+
+  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;
 
-  le_level = 1;
+  delete le_level_subset;
+  le_level_subset = 0;
 
-  if(le_init() != 0)
-    return 1;
+  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;
+  }
+}
 
-  /* Clear screen: */
+int LevelEditor::run(char* filename)
+{
+  int last_time, now_time, i;
+  DrawingContext context;
 
-  clearscreen(0, 0, 0);
-  updatescreen();
+  le_level = NULL;
+  le_levelnb = 1;
 
-  music_manager->halt_music();
+  sound_manager->halt_music();
 
   while (SDL_PollEvent(&event))
   {}
 
   if(filename != NULL)
-    if(le_load_level(filename))
+    if(load_level_subset(filename))
       return 1;
 
   while(true)
@@ -176,7 +210,7 @@ int leveleditor(char* filename)
     last_time = SDL_GetTicks();
     le_frame++;
 
-    le_checkevents();
+    checkevents();
 
     if(Menu::current() == select_tilegroup_menu)
     {
@@ -198,27 +232,25 @@ int leveleditor(char* filename)
         select_objects_menu->set_pos(screen->w - 64,82,-0.5,0.5);
     }
 
-    if(le_world != NULL)
+    if(le_level != NULL)
     {
       /* making events results to be in order */
-      if(pos_x < 0)
-        pos_x = 0;
-      if(pos_x > (le_world->get_level()->width * 32) - screen->w)
-        pos_x = (le_world->get_level()->width * 32) - screen->w;
 
       /* draw the level */
-      le_drawlevel();
+      context.set_translation(Vector(pos_x, pos_y));
+      drawlevel(context);
     }
     else
-      clearscreen(0, 0, 0);
+      fillrect(0, 0, screen->w, screen->h, 0, 0, 0);
 
     /* draw editor interface */
-    le_drawinterface();
+    context.set_translation(Vector(0, 0));
+    drawinterface(context);
 
     Menu* menu = Menu::current();
     if(menu)
     {
-      menu->draw();
+      menu->draw(context);
       menu->action();
 
       if(menu == leveleditor_menu)
@@ -226,7 +258,10 @@ int leveleditor(char* filename)
         switch (leveleditor_menu->check())
         {
         case MNID_RETURNLEVELEDITOR:
-          Menu::set_current(0);
+          if(le_level != NULL)
+            Menu::set_current(0);
+          else
+            Menu::set_current(leveleditor_menu);
           break;
         case MNID_SUBSETSETTINGS:
           update_subset_settings_menu();
@@ -290,7 +325,7 @@ int leveleditor(char* filename)
         default:
           if(i >= 1)
           {
-            if(le_load_level(level_subsets.item[i-1]))
+            if(load_level_subset(level_subsets.item[i-1]))
               return 1;
           }
           break;
@@ -310,8 +345,7 @@ int leveleditor(char* filename)
             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;
-           delete le_world;
-            le_world = new World(le_level_subset->name,1);
+            goto_level(1);
             subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input("");
 
             Menu::set_current(subset_settings_menu);
@@ -336,11 +370,10 @@ int leveleditor(char* filename)
       }
     }
 
-    mouse_cursor->draw();
+    MouseCursor::current()->draw(context);
 
     if(done)
     {
-      le_quit();
       return 0;
     }
 
@@ -351,20 +384,19 @@ int leveleditor(char* filename)
     if (now_time < last_time + FPS)
       SDL_Delay(last_time + FPS - now_time);   /* delay some time */
 
-    flipscreen();
+    context.do_drawing();
   }
 
   return done;
 }
 
-int le_load_level(char *filename)
+int LevelEditor::load_level_subset(char *filename)
 {
   le_level_subset->load(filename);
   leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO;
-  le_level = 1;
-  delete le_world;
-  le_world = new World(filename,le_level);
-  
+  le_levelnb = 1;
+  goto_level(le_levelnb);
+
   //GameSession* session = new GameSession(datadir + "/levels/" + le_level_subset->name + "/level1.stl", 0, ST_GL_DEMO_GAME);
 
   Menu::set_current(NULL);
@@ -372,10 +404,10 @@ int le_load_level(char *filename)
   return 0;
 }
 
-void le_init_menus()
+void LevelEditor::init_menus()
 {
   int i;
-  
+
   leveleditor_menu = new Menu();
   subset_load_menu = new Menu();
   subset_new_menu  = new Menu();
@@ -430,148 +462,82 @@ void le_init_menus()
   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,    "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_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);
-  select_tilegroup_menu->additem(MN_ACTION,"asd",0,0);
   std::set<TileGroup>* tilegroups = TileManager::tilegroups();
   int tileid = 1;
   for(std::set<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;
-    
-    for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
-        sit != (*it).tiles.end(); ++sit, ++i)
+        it != tilegroups->end(); ++it )
     {
-      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
+      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;
+
+      for(std::vector<int>::const_iterator sit = (*it).tiles.begin();
+          sit != (*it).tiles.end(); ++sit, ++i)
       {
-        imagefile += "notile.png";
+        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];
+        else
+          // TODO use some notile image...
+          image = 0;
+
+        Button* button = new Button(image, it->name, SDLKey(SDLK_a + i),
+                                    0, 0, 32, 32);
+        tilegroups_map[it->name]->additem(button, *sit);
       }
-      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);
     }
-  }
   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);
+  // TODO fix this
   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));
+//    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
+          ));*/
   }
 
   select_objects_menu->additem(MN_HL,"",0,0);
 
 }
 
-int le_init()
-{
-
-
-  level_subsets = dsubdirs("/levels", "info");
-  le_level_subset = new LevelSubset;
-
-  le_world = NULL;
-  
-  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_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();
-
-  SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL);
-
-
-  return 0;
-}
-
-void update_level_settings_menu()
+void LevelEditor::update_level_settings_menu()
 {
   char str[80];
   int i;
 
-  level_settings_menu->get_item_by_id(MNID_NAME).change_input(le_world->get_level()->name.c_str());
-  level_settings_menu->get_item_by_id(MNID_AUTHOR).change_input(le_world->get_level()->author.c_str());
+  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));
@@ -580,302 +546,331 @@ void update_level_settings_menu()
   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_world->get_level()->song_title.c_str())) != -1)
+  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_world->get_level()->bkgd_image.c_str())) != -1)
+  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_world->get_level()->particle_system.c_str())) != -1)
-    level_settings_menu->get_item_by_id(MNID_PARTICLE).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_world->get_level()->width);
+  sprintf(str,"%d",static_cast<int>(le_level->get_sector("main")->solids->get_width()));
   level_settings_menu->get_item_by_id(MNID_LENGTH).change_input(str);
-  sprintf(str,"%d",le_world->get_level()->time_left);
+  sprintf(str,"%d", static_cast<int>(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_world->get_level()->gravity);
+  sprintf(str,"%2.0f",le_level->get_sector("main")->gravity);
   level_settings_menu->get_item_by_id(MNID_GRAVITY).change_input(str);
-  sprintf(str,"%d",le_world->get_level()->bkgd_speed);
+  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_world->get_level()->bkgd_top.red);
+  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_world->get_level()->bkgd_top.green);
+  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_world->get_level()->bkgd_top.blue);
+  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_world->get_level()->bkgd_bottom.red);
+  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_world->get_level()->bkgd_bottom.green);
+  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_world->get_level()->bkgd_bottom.blue);
+  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);
 }
 
-void update_subset_settings_menu()
+void LevelEditor::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());
 }
 
-void apply_level_settings_menu()
+void LevelEditor::apply_level_settings_menu()
 {
   int i;
   i = false;
+  le_level_changed = true;
 
-  le_world->get_level()->name = level_settings_menu->get_item_by_id(MNID_NAME).input;
-  le_world->get_level()->author = level_settings_menu->get_item_by_id(MNID_AUTHOR).input;
+  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_world->get_level()->bkgd_image.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list)) != 0)
+  if(le_level->get_sector("main")->background->get_image().compare(string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list)) != 0)
   {
-    le_world->get_level()->bkgd_image = string_list_active(level_settings_menu->get_item_by_id(MNID_BGIMG).list);
+    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(le_world->get_level()->particle_system.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list)) != 0)
+/*  if(le_level->get_sector("main")->particlesystem.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list)) != 0)
   {
-    le_world->get_level()->particle_system = string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list);
-  }
+    le_level->->get_sector("main")->particlesystem = string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list);
+  }*/
 
-  if(i)
+/*  if(i)
   {
-    le_world->get_level()->load_gfx();
-  }
-
-  le_world->get_level()->song_title = string_list_active(level_settings_menu->get_item_by_id(MNID_SONG).list);
-
-  le_world->get_level()->change_size(atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input));
-  le_world->get_level()->time_left = atoi(level_settings_menu->get_item_by_id(MNID_TIME).input);
-  le_world->get_level()->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input);
-  le_world->get_level()->bkgd_speed = atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input);
-  le_world->get_level()->bkgd_top.red = atoi(level_settings_menu->get_item_by_id(MNID_TopRed).input);
-  le_world->get_level()->bkgd_top.green = atoi(level_settings_menu->get_item_by_id(MNID_TopGreen).input);
-  le_world->get_level()->bkgd_top.blue = atoi(level_settings_menu->get_item_by_id(MNID_TopBlue).input);
-  le_world->get_level()->bkgd_bottom.red = atoi(level_settings_menu->get_item_by_id(MNID_BottomRed).input);
-  le_world->get_level()->bkgd_bottom.green = atoi(level_settings_menu->get_item_by_id(MNID_BottomGreen).input);
-  le_world->get_level()->bkgd_bottom.blue = atoi(level_settings_menu->get_item_by_id(MNID_BottomBlue).input);
+    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)));
 }
 
-void save_subset_settings_menu()
+void LevelEditor::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;
 }
 
-void le_goto_level(int levelnb)
+void LevelEditor::unload_level()
 {
-  delete le_world;
-  le_world = new World(le_level_subset->name, levelnb);
+  if(le_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;
+  }
+
+  delete le_level;
+  le_level_changed = false;
 }
 
-void le_quit(void)
+void LevelEditor::goto_level(int levelnb)
 {
-  /*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_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;
-  }
+  unload_level();
+  le_level = new Level();
+  le_level->load(le_level_subset->get_level_filename(levelnb));
+  display_level_info.start(2500);
+  le_levelnb = levelnb;
 }
 
-void le_drawminimap()
+void LevelEditor::drawminimap()
 {
-  if(le_world == NULL)
-    return;
+#if 0
+//  if(le_level == NULL)
+//    return;
 
   int mini_tile_width;
-  if(screen->w - 64 > le_world->get_level()->width * 4)
+  if((unsigned)screen->w - 64 > le_level->get_sector("main")->solids->get_width() * 4)
     mini_tile_width = 4;
-  else if(screen->w - 64 > le_world->get_level()->width * 2)
+  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_world->get_level()->width*mini_tile_width) / 2;
+  int left_offset = (screen->w - 64 - le_level->get_sector("main")->solids->get_width()*mini_tile_width) / 2;
 
-  for (int y = 0; y < 15; ++y)
-    for (int x = 0; x < le_world->get_level()->width; ++x)
+  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 * 4, mini_tile_width , 4, le_world->get_level()->bg_tiles[y][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 * 4, mini_tile_width , 4, le_world->get_level()->ia_tiles[y][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]);
 
-      Tile::draw_stretched(left_offset + mini_tile_width*x, y * 4, mini_tile_width , 4, le_world->get_level()->fg_tiles[y][x]);
+      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]);
 
     }
 
-  fillrect(left_offset, 0, le_world->get_level()->width*mini_tile_width, 15*4, 200, 200, 200, 128);
-
-  fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 19*mini_tile_width, 2, 200, 200, 200, 200);
-  fillrect(left_offset + (pos_x/32)*mini_tile_width, 0, 2, 15*4, 200, 200, 200, 200);
-  fillrect(left_offset + (pos_x/32)*mini_tile_width + 19*mini_tile_width - 2, 0, 2, 15*4, 200, 200, 200, 200);
-  fillrect(left_offset + (pos_x/32)*mini_tile_width, 15*4-2, 19*mini_tile_width, 2, 200, 200, 200, 200);
-
+  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);
+#endif
 }
 
-void le_drawinterface()
+void LevelEditor::drawinterface(DrawingContext &context)
 {
   int x,y;
   char str[80];
 
-  if(le_world != NULL)
+  if(le_level != NULL)
   {
     /* draw a grid (if selected) */
     if(le_show_grid)
     {
-      for(x = 0; x < 19; x++)
+      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 < 15; y++)
-        fillrect(0, y*32, screen->w - 32, 1, 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(show_minimap && use_gl) // 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_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
+    drawminimap();
 
-  if(le_selection_mode == CURSOR)
-    if(le_current.IsTile())
-      le_selection->draw( cursor_x - pos_x, cursor_y);
-    else
-      le_selection->draw( cursor_x, cursor_y);
-  else if(le_selection_mode == SQUARE)
+  if(show_selections && MouseCursor::current() != mouse_select_object)
   {
-    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);
+    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;
+      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);
+    }
   }
 
 
   /* draw button bar */
-  fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255);
+  context.draw_filled_rect(Vector(screen->w - 64, 0), Vector(64, screen->h), Color(50, 50, 50,255), LAYER_GUI);
 
   if(le_current.IsTile())
   {
-    Tile::draw(19 * 32, 14 * 32, le_current.tile);
+//    le_level->get_sector("main")->solids->draw(context);
+
+/*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( 19 * 32, 14 * 32);
+      TileManager::instance()->get(le_current.tile)->editor_images[0]->draw( screen->w - 32, screen->h - 32);*/
   }
-  if(le_current.IsObject())
+#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(19 * 32, 14 * 32);
+    le_current.obj->draw_on_screen(screen->w - 32, screen->h - 32);
     le_current.obj->draw_on_screen(cursor_x,cursor_y);
   }
+#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);
+  }
 
-  if(le_world != NULL)
+  if(le_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();
+    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();
+      le_select_mode_one_bt->draw(context);
     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();
+      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();
+      tilegroups_map[cur_tilegroup]->draw(context);
     else if(!cur_objects.empty())
     {
-      objects_map[cur_objects]->draw();
+      objects_map[cur_objects]->draw(context);
+    }
+
+    le_tilemap_panel->draw(context);
+
+    if(!cur_objects.empty())
+    {
+      le_object_select_bt->draw(context);
+      le_object_properties_bt->draw(context);
     }
 
-    le_tilemap_panel->draw();
+    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);
 
-    sprintf(str, "%d/%d", le_level,le_level_subset->levels);
-    white_text->drawf(str, -10, 16, A_RIGHT, A_TOP, 0);
+    if(!le_help_shown)
+      context.draw_text(white_small_text, "F1 for Help", Vector(10, 430), LAYER_GUI);
 
-    white_small_text->draw("F1 for Help", 10, 430, 1);
+    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())
-      white_small_text->draw("No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1);
+      context.draw_text(white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", Vector(10, 430), LAYER_GUI);
     else
-      white_small_text->draw("No Level Subset loaded", 10, 430, 1);
+      context.draw_text(white_small_text, "No Level Subset loaded", Vector(10, 430), LAYER_GUI);
   }
 
 }
 
-void le_drawlevel()
+void LevelEditor::drawlevel(DrawingContext& context)
 {
-  unsigned int y,x,s;
-  Uint8 a;
+//  unsigned int y,x;
+//  Uint8 a;
 
   /* Draw the real background */
-  if(le_world->get_level()->bkgd_image[0] != '\0')
-  {
-    s = (int)((float)pos_x * ((float)le_world->get_level()->bkgd_speed/60.)) % screen->w;
-    le_world->get_level()->img_bkgd->draw_part(s,0,0,0,
-                                          le_world->get_level()->img_bkgd->w - s - 32, le_world->get_level()->img_bkgd->h);
-    le_world->get_level()->img_bkgd->draw_part(0,0,screen->w - s - 32 ,0,s,
-                                          le_world->get_level()->img_bkgd->h);
-  }
-  else
-  {
-    drawgradient(le_world->get_level()->bkgd_top, le_world->get_level()->bkgd_bottom);
-  }
+  le_level->get_sector("main")->background->draw(context);
 
   if(le_current.IsTile())
   {
-    Tile::draw(cursor_x-pos_x, cursor_y,le_current.tile,128);
+//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,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);
+      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);
   }
+#endif
 
   /*       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)
+le_level->get_sector("main")->solids->draw(context);
+
+// FIXME: make tiles to be drawn semi-transparent when not selected
+#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)
@@ -883,62 +878,132 @@ void le_drawlevel()
       else
         a = 128;
 
-      Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_world->get_level()->bg_tiles[y][x + (int)(pos_x / 32)],a);
+      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, le_world->get_level()->ia_tiles[y][x + (int)(pos_x / 32)],a);
+      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, le_world->get_level()->fg_tiles[y][x + (int)(pos_x / 32)],a);
+      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?) */
-      if(!TileManager::instance()->get(le_world->get_level()->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images.empty())
-        TileManager::instance()->get(le_world->get_level()->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32);
+      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));
 
     }
-
+#endif
   /* Draw the Bad guys: */
-  for (std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it)
+  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] */
-
-    scroll_x = pos_x;
-    (*it)->draw();
+    badguy->draw(context);
   }
 
-
   /* Draw the player: */
   /* for now, the position is fixed at (100, 240) */
-  largetux.walk_right->draw( 100 - pos_x, 240);
+  largetux.walk_right->draw(context, Vector(100 - pos_x, 240 - pos_y), LAYER_OBJECTS-1);
 }
 
-void le_change_object_properties(GameObject *pobj)
+void LevelEditor::change_object_properties(GameObject *pobj)
 {
-Menu* object_properties_menu = new Menu();
+  DrawingContext context;
+    
+  Menu* object_properties_menu = new Menu();
+  bool loop = true;
 
-  object_properties_menu->additem(MN_LABEL,pobj->type() + " Properties",0,0);
+  std::string type = typeid(pobj).name();
+  object_properties_menu->additem(MN_LABEL, type + " Properties",0,0);
   object_properties_menu->additem(MN_HL,"",0,0);
-  /*object_properties_menu->additem(MN_TEXTFIELD,"Title",0,0,MNID_SUBSETTITLE);
-  object_properties_menu->additem(MN_TEXTFIELD,"Description",0,0,MNID_SUBSETDESCRIPTION);
-  object_properties_menu->additem(MN_HL,"",0,0);
-  object_properties_menu->additem(MN_ACTION,"Save Changes",0,0,MNID_SUBSETSAVECHANGES);*/
+
+  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_BACK,"Apply",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 object_properties_menu;
+  //delete cap_screen;
+  Menu::set_current(0);
+  delete object_properties_menu;
 }
 
 
-void le_checkevents()
+void LevelEditor::checkevents()
 {
   SDLKey key;
   SDLMod keymod;
@@ -952,6 +1017,8 @@ void le_checkevents()
     if (Menu::current())
     {
       Menu::current()->event(event);
+      if(!le_level && !Menu::current())
+        Menu::set_current(leveleditor_menu);
     }
     else
     {
@@ -972,56 +1039,17 @@ void le_checkevents()
           {
           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();
+            if(le_level != NULL)
+              showhelp();
             break;
           case SDLK_HOME:
             cursor_x = 0;
             pos_x = cursor_x;
             break;
           case SDLK_END:
-            cursor_x = (le_world->get_level()->width * 32) - 32;
+            cursor_x = (le_level->get_sector("main")->solids->get_width() * 32) - 32;
             pos_x = cursor_x;
             break;
           case SDLK_F9:
@@ -1031,25 +1059,15 @@ void le_checkevents()
             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;
 
             selection.x1 = event.motion.x + pos_x;
-            selection.y1 = event.motion.y;
+            selection.y1 = event.motion.y + pos_y;
             selection.x2 = event.motion.x + pos_x;
-            selection.y2 = event.motion.y;
+            selection.y2 = event.motion.y + pos_y;
           }
           else if(event.button.button == SDL_BUTTON_RIGHT)
           {
@@ -1078,7 +1096,7 @@ void le_checkevents()
             if(le_current.IsTile())
             {
               cursor_x = ((int)(pos_x + x) / 32) * 32;
-              cursor_y = ((int) y / 32) * 32;
+              cursor_y = ((int)(pos_y + y) / 32) * 32;
             }
             else
             {
@@ -1089,25 +1107,27 @@ void le_checkevents()
             if(le_mouse_pressed[LEFT])
             {
               selection.x2 = x + pos_x;
-              selection.y2 = y;
+              selection.y2 = y + pos_y;
             }
 
             if(le_mouse_pressed[RIGHT])
             {
               pos_x += -1 * event.motion.xrel;
+              pos_y += -1 * event.motion.yrel;
             }
           }
           break;
-        case SDL_QUIT: // window closed
-          done = 1;
-          break;
         default:
           break;
         }
       }
+      else if(event.type == SDL_QUIT) /* window closing */
+      {
+      done = 1;
+      }
     }
 
-    if(le_world != NULL)
+    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)))
@@ -1120,10 +1140,10 @@ void le_checkevents()
           /* Check for button events */
           le_test_level_bt->event(event);
           if(le_test_level_bt->get_state() == BUTTON_CLICKED)
-            le_testlevel();
+            testlevel();
           le_save_level_bt->event(event);
           if(le_save_level_bt->get_state() == BUTTON_CLICKED)
-            le_world->get_level()->save(le_level_subset->name.c_str(),le_level);
+            le_level->save(le_level_subset->name.c_str());
           le_exit_bt->event(event);
           if(le_exit_bt->get_state() == BUTTON_CLICKED)
           {
@@ -1132,34 +1152,52 @@ void le_checkevents()
           le_next_level_bt->event(event);
           if(le_next_level_bt->get_state() == BUTTON_CLICKED)
           {
-            if(le_level < le_level_subset->levels)
+            if(le_levelnb < le_level_subset->levels)
             {
-              le_goto_level(++le_level);
+              goto_level(le_levelnb+1);
             }
             else
             {
               Level new_lev;
               char str[1024];
-              sprintf(str,"Level %d doesn't exist. Create it?",le_level+1);
-              if(confirm_dialog(str))
+              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.init_defaults();
-                new_lev.save(le_level_subset->name.c_str(),++le_level);
-                le_level_subset->levels = le_level;
-                le_goto_level(le_level);
+                new_lev.save(le_level_subset->name.c_str());
+                le_level_subset->levels = le_levelnb;
+                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_level > 1)
-              le_goto_level(--le_level);
+            if(le_levelnb > 1)
+              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)
+            {
+              change_object_properties(selected_game_object);
+            }
+          }
+
+
           if(le_selection_mode == SQUARE)
           {
             le_select_mode_one_bt->event(event);
@@ -1285,7 +1323,9 @@ void le_checkevents()
             {
               if(pbutton->get_state() == BUTTON_CLICKED)
               {
-                le_current.Object(pbutton->get_game_object());
+#if 0   // TODO FIXME XXX: New solution for this?
+                le_current.Object(pbutton->get_drawable());
+#endif
               }
             }
           }
@@ -1294,7 +1334,7 @@ void le_checkevents()
           {
             if(pbutton->get_state() == BUTTON_CLICKED)
             {
-              active_tm = static_cast<TileMapType>(pbutton->get_tag());
+              active_tm = pbutton->get_tag();
             }
           }
         }
@@ -1314,7 +1354,7 @@ void le_checkevents()
           if(le_objects_bt->get_state() == BUTTON_CLICKED)
           {
             Menu::set_current(0);
-          }      
+          }
         }
       }
 
@@ -1322,23 +1362,84 @@ void le_checkevents()
       {
         if(le_mouse_pressed[LEFT])
         {
-          if(le_current.IsTile())
-            le_change(cursor_x, cursor_y, active_tm, le_current.tile);
+          if(MouseCursor::current() != mouse_select_object)
+          {
+            if(le_current.IsTile())
+              change(cursor_x, cursor_y, active_tm, le_current.tile);
+          }
         }
         else if(le_mouse_clicked[LEFT])
         {
-          if(le_current.IsObject())
+          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
           {
-            std::string type = le_current.obj->type();
-            if(type == "BadGuy")
+            // 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);
 
-              le_world->bad_guys.push_back(new BadGuy(cursor_x+scroll_x, cursor_y,pbadguy->kind,false));
-              le_world->get_level()->badguy_data.push_back(le_world->bad_guys.back());
+              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());
+              }
             }
+#endif
+
           }
+         
           le_mouse_clicked[LEFT] = false;
+
         }
       }
     }
@@ -1347,16 +1448,21 @@ void le_checkevents()
   {
     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 -= 192;
+      pos_x -= KEYBOARD_SPEED;
       show_minimap = true;
       break;
     case BUTTON_HOVER:
-      pos_x -= 32;
+      pos_x -= MOUSE_SPEED;
       show_minimap = true;
       break;
     case BUTTON_CLICKED:
@@ -1369,11 +1475,11 @@ void le_checkevents()
     switch(le_move_right_bt->get_state())
     {
     case BUTTON_PRESSED:
-      pos_x += 192;
+      pos_x += KEYBOARD_SPEED;
       show_minimap = true;
       break;
     case BUTTON_HOVER:
-      pos_x += 32;
+      pos_x += MOUSE_SPEED;
       show_minimap = true;
       break;
     case BUTTON_CLICKED:
@@ -1383,11 +1489,54 @@ void le_checkevents()
       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()
+void LevelEditor::highlight_selection()
 {
   int x1, x2, y1, y2;
 
@@ -1417,23 +1566,22 @@ void le_highlight_selection()
   y1 /= 32;
   y2 /= 32;
 
-  fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
+  fillrect(x1*32-pos_x, y1*32-pos_y,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103);
 }
 
-void le_change(float x, float y, int tm, unsigned int c)
+void LevelEditor::change(float x, float y, int tm, unsigned int c)
 {
-  if(le_world != NULL)
+  if(le_level != NULL)
   {
     int xx,yy;
     int x1, x2, y1, y2;
-    unsigned int i = 0;
 
-    /*  level_changed = true; */
+    le_level_changed = true;
 
     switch(le_selection_mode)
     {
     case CURSOR:
-      le_world->get_level()->change(x,y,tm,c);
+      change(x,y,tm,c);
 
       base_type cursor_base;
       cursor_base.x = x;
@@ -1442,14 +1590,22 @@ void le_change(float x, float y, int tm, unsigned int c)
       cursor_base.height = 32;
 
       /* if there is a bad guy over there, remove it */
-      for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin(); it != le_world->bad_guys.end(); ++it, ++i)
-        if(rectcollision(cursor_base,(*it)->base))
+      // 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)
         {
-         delete (*it);
-          le_world->bad_guys.erase(it);
-          le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
-         break;
+          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:
@@ -1480,28 +1636,31 @@ void le_change(float x, float y, int tm, unsigned int c)
       y2 /= 32;
 
       /* if there is a bad guy over there, remove it */
-      for(std::list<BadGuy*>::iterator it = le_world->bad_guys.begin();
-          it != le_world->bad_guys.end(); /* will be at end of loop */)
+      // 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 */)
       {
-        if((*it)->base.x/32 >= x1 && (*it)->base.x/32 <= x2
-            && (*it)->base.y/32 >= y1 && (*it)->base.y/32 <= y2)
-        {
-         delete (*it);
-          it = le_world->bad_guys.erase(it);
-         le_world->get_level()->badguy_data.erase(le_world->get_level()->badguy_data.begin() + i);
-          continue;
-        }
-        else
+        MovingObject* pmobject = dynamic_cast<MovingObject*> (*it);       
+        if (pmobject)
         {
-         ++i;
-          ++it;
+          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;
+          }
         }
       }
 
       for(xx = x1; xx <= x2; xx++)
         for(yy = y1; yy <= y2; yy++)
         {
-          le_world->get_level()->change(xx*32, yy*32, tm, c);
+          change(xx*32, yy*32, tm, c);
 
         }
       break;
@@ -1511,74 +1670,134 @@ void le_change(float x, float y, int tm, unsigned int c)
   }
 }
 
-void le_testlevel()
+void LevelEditor::testlevel()
 {
   //Make sure a time value is set when testing the level
-  if(le_world->get_level()->time_left == 0)
-  le_world->get_level()->time_left = 250;
-  
-  le_world->get_level()->save("test", le_level);
+  if(le_level->time_left == 0)
+    le_level->time_left = 250;
+
+  le_level->save("test.stl");
 
-  GameSession session("test",le_level, ST_GL_TEST);
+  GameSession session("test.stl", ST_GL_TEST);
   session.run();
   player_status.reset();
 
-  music_manager->halt_music();
+  sound_manager->halt_music();
 
   Menu::set_current(NULL);
-  World::set_current(le_world);
 }
 
-void le_showhelp()
+void LevelEditor::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 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.",
+  unsigned int done_;
+  char str[1024];
+  char *text1[] = {
+
+                   " - Supertux level editor tutorial - ",
                    "",
-                   "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.",
+                   "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.",
                    "",
-                   "Have fun making levels! If you make some good ones, send them to us on",
-                   "the SuperTux mailing list!",
-                   "- SuperTux team"
+                   "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++)
+    {
+    context.draw_gradient(Color(0,0,0), Color(255,255,255), LAYER_BACKGROUND0);
+    drawinterface(context);
 
-  blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2);
+    context.draw_text_center(blue_text, "- Help -", Vector(0, 30), LAYER_GUI);
 
-  for(i = 0; i < sizeof(text)/sizeof(char *); i++)
-    white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1);
+    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);
 
-  gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1);
+    sprintf(str,"Press any key to continue - Page %d/%d?", i, static_cast<int>(sizeof(text)));
+    context.draw_text(gold_text, str, Vector(0, 0), LAYER_GUI);
 
-  flipscreen();
+    context.do_drawing();
 
-  done_ = 0;
+    done_ = 0;
 
-  while(done_ == 0)
-  {
-    done_ = wait_for_event(event);
-    SDL_Delay(50);
-  }
+    while(done_ == 0)
+      {
+      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;
 }