X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fleveleditor.cpp;h=0578d3703bd735eedf29833e0c3493245efcef66;hb=00fb759c2385ff08caf38e916c2d0ba8cafc8a41;hp=7be8284ba455866f9ddfa28f430a6cdc97f961ac;hpb=07a60074d2369ec9f49754f15277f5242482df84;p=supertux.git diff --git a/src/leveleditor.cpp b/src/leveleditor.cpp index 7be8284ba..0578d3703 100644 --- a/src/leveleditor.cpp +++ b/src/leveleditor.cpp @@ -1,1808 +1,1034 @@ -// $Id$ -// -// SuperTux -// Copyright (C) 2003 Ricardo Cruz -// Copyright (C) 2003 Tobias Glaesser -// -// 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 -#include -#include -#include -#include -#include -#include +/*************************************************************************** + 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 + +#include #include -#include -#include -#include "SDL.h" -#include "SDL_image.h" - -#include "leveleditor.h" -#include "video/screen.h" -#include "defines.h" -#include "app/globals.h" +#include "gui/mousecursor.h" +#include "gui/menu.h" +#include "gui/button.h" +#include "audio/sound_manager.h" +#include "app/gettext.h" #include "app/setup.h" -#include "sector.h" -#include "tilemap.h" -#include "gameloop.h" -#include "badguy.h" -#include "player.h" -#include "scene.h" +#include "app/globals.h" +#include "special/sprite.h" +#include "leveleditor.h" +#include "resources.h" #include "tile.h" +#include "tilemap.h" #include "tile_manager.h" -#include "resources.h" +#include "sector.h" #include "background.h" +#include "gameloop.h" +#include "gameobjs.h" #include "camera.h" -/* definitions to aid development */ +LevelEditor::LevelEditor() +{ + show_grid = true; -/* definitions that affect gameplay */ -#define KEY_CURSOR_SPEED 32 -#define KEY_CURSOR_FASTSPEED 64 + selection.clear(); + selection_end = selection_ini = Vector(0,0); + left_button = middle_button = mouse_moved = false; + level = 0; + level_subset = 0; -/* when pagedown/up pressed speed:*/ -#define PAGE_CURSOR_SPEED 13*32 + cur_layer = LAYER_TILES; + level_changed = false; -#define MOUSE_LEFT_MARGIN 80 -#define MOUSE_RIGHT_MARGIN (560-32) + sector = 0; + zoom = 1.0; -/* scolling speed */ -#define KEYBOARD_SPEED 140 -#define MOUSE_SPEED 40 + /* 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::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it, ++i) + subset_menu->additem(MN_ACTION, (*it),0,0,i); + subset_menu->additem(MN_HL,"",0,0); + subset_menu->additem(MN_BACK,_("Back"),0,0); + + create_subset_menu = new Menu(); + create_subset_menu->additem(MN_LABEL,_("New Level Subset"),0,0); + create_subset_menu->additem(MN_HL,"",0,0); + create_subset_menu->additem(MN_TEXTFIELD,_("Filename "),0,0,MN_ID_FILENAME_SUBSET); + create_subset_menu->additem(MN_TEXTFIELD,_("Title "),0,0,MN_ID_TITLE_SUBSET); + create_subset_menu->additem(MN_TEXTFIELD,_("Description"),0,0,MN_ID_DESCRIPTION_SUBSET); + create_subset_menu->additem(MN_ACTION,_("Create"),0,0, MN_ID_CREATE_SUBSET); + create_subset_menu->additem(MN_HL,"",0,0); + create_subset_menu->additem(MN_BACK,_("Back"),0,0); + + main_menu = new Menu(); + main_menu->additem(MN_LABEL,_("Level Editor Menu"),0,0); + main_menu->additem(MN_HL,"",0,0); + main_menu->additem(MN_ACTION,_("Return to Level Editor"),0,0,MN_ID_RETURN); + main_menu->additem(MN_GOTO,_("Create Level Subset"),0,create_subset_menu); + main_menu->additem(MN_GOTO,_("Load Level Subset"),0,subset_menu); + main_menu->additem(MN_HL,"",0,0); + main_menu->additem(MN_ACTION,_("Quit Level Editor"),0,0,MN_ID_QUIT); + + settings_menu = new Menu(); + settings_menu->additem(MN_LABEL,_("Level Settings"),0,0); + settings_menu->additem(MN_HL,"",0,0); + settings_menu->additem(MN_TEXTFIELD,_("Name "),0,0,MN_ID_NAME); + settings_menu->additem(MN_TEXTFIELD,_("Author "),0,0,MN_ID_AUTHOR); + settings_menu->additem(MN_NUMFIELD, _("Width "),0,0,MN_ID_WIDTH); + settings_menu->additem(MN_NUMFIELD, _("Height "),0,0,MN_ID_HEIGHT); + settings_menu->additem(MN_HL,"",0,0); + settings_menu->additem(MN_ACTION,_("Apply"),0,0,MN_ID_APPLY_SETTINGS); + + /* Creating button groups */ + load_buttons_gfx(); + + tiles_board = new ButtonGroup(Vector(screen->w - 140, 100), + Vector(32,32), Vector(4,8)); + + TileManager* tilemanager = TileManager::instance(); + + tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0); + for(unsigned int id = 1; id < tilemanager->get_max_tileid(); id++) + { + const Tile* tile = tilemanager->get(id); + if(!tile) + continue; -/* look */ -#define SELECT_W 2 // size of the selections lines -#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A) + Surface* surface; + if(tile->editor_images.size()) + surface = tile->editor_images[0]; + else if(tile->images.size()) + surface = tile->images[0]; + else + continue; -/* Frames per second: */ + Button button = Button(surface, "", SDLKey(0)); + tiles_board->add_button(button, id); + } -#define FPS (1000 / 25) + #if 0 + for(int i = 0; i < NUM_BadGuyKinds; i++) + { + // filter bomb, since it is only for internal use, not for levels + if(i == BAD_BOMB) + continue; -enum { TM_IA, TM_BG, TM_FG }; + BadGuyKind kind = BadGuyKind(i); + BadGuy badguy(kind, 0,0); + badguy.activate(LEFT); -LevelEditor::LevelEditor() -{ - level_subsets = FileSystem::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", true); - - 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); + Surface *img = badguy.get_image(); + tiles_board->add_button(Button(img, "", SDLKey(SDLK_1+i)), -(i+1)); + } + #endif + + #if 0 + tiles_board->add_button(Button(img_trampoline[0].get_frame(0), _("Trampoline"), SDLKey(0)), OBJ_TRAMPOLINE); + tiles_board->add_button(Button(img_flying_platform->get_frame(0), _("Flying Platform"), SDLKey(0)), OBJ_FLYING_PLATFORM); + #endif + + tiles_layer = new ButtonGroup(Vector(12, screen->h-64), Vector(80,20), Vector(1,3)); + tiles_layer->add_button(Button(img_foreground_bt, _("Edtit foreground tiles"), + SDLK_F10), LAYER_FOREGROUNDTILES); + tiles_layer->add_button(Button(img_interactive_bt, _("Edit interactive tiles"), + SDLK_F11), LAYER_TILES, true); + tiles_layer->add_button(Button(img_background_bt, _("Edit background tiles"), + SDLK_F12), LAYER_BACKGROUNDTILES); + + level_options = new ButtonGroup(Vector(screen->w-164, screen->h-36), Vector(32,32), Vector(5,1)); + level_options->add_pair_of_buttons(Button(img_next_sector_bt, _("Next sector"), SDLKey(0)), BT_NEXT_SECTOR, + Button(img_previous_sector_bt, _("Prevous sector"), SDLKey(0)), BT_PREVIOUS_SECTOR); + level_options->add_pair_of_buttons(Button(img_next_level_bt, _("Next level"), SDLKey(0)), BT_NEXT_LEVEL, + Button(img_previous_level_bt, _("Prevous level"), SDLKey(0)), BT_PREVIOUS_LEVEL); + level_options->add_button(Button(img_save_level_bt, _("Save level"), SDLK_F5), BT_LEVEL_SAVE); + level_options->add_button(Button(img_test_level_bt, _("Test level"), SDLK_F6), BT_LEVEL_TEST); + level_options->add_button(Button(img_setup_level_bt, _("Setup level"), SDLK_F7), BT_LEVEL_SETUP); } LevelEditor::~LevelEditor() { - 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; - - 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; - } +free_buttons_gfx(); + +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::run(char* filename) +void LevelEditor::load_buttons_gfx() { - int last_time, now_time, i; - DrawingContext context; +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 = NULL; - le_levelnb = 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); - SoundManager::get()->halt_music(); +img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true); - while (SDL_PollEvent(&event)) - {} +img_previous_level_bt = new Surface(datadir + "/images/leveleditor/previous-level.png", true); +img_next_level_bt = new Surface(datadir + "/images/leveleditor/next-level.png", true); +img_previous_sector_bt = new Surface(datadir + "/images/leveleditor/previous-sector.png", true); +img_next_sector_bt = new Surface(datadir + "/images/leveleditor/next-sector.png", true); +} - if(filename != NULL) - if(load_level_subset(filename)) - return 1; +void LevelEditor::free_buttons_gfx() +{ +delete img_foreground_bt; +delete img_interactive_bt; +delete img_background_bt; - while(true) - { - last_time = SDL_GetTicks(); - le_frame++; +delete img_save_level_bt; +delete img_test_level_bt; +delete img_setup_level_bt; - checkevents(); +delete img_rubber_bt; - if(Menu::current() == select_tilegroup_menu) - { - if(select_tilegroup_menu_effect.check()) - { - select_tilegroup_menu->set_pos(screen->w - 64 + select_tilegroup_menu_effect.get_left(), - 66,-0.5,0.5); - } - else - select_tilegroup_menu->set_pos(screen->w - 64,66,-0.5,0.5); - } - else if(Menu::current() == select_objects_menu) - { - if(select_objects_menu_effect.check()) - { - select_objects_menu->set_pos(screen->w - 64 + select_objects_menu_effect.get_left(),82,-0.5,0.5); - } - else - select_objects_menu->set_pos(screen->w - 64,82,-0.5,0.5); - } +delete img_previous_level_bt; +delete img_next_level_bt; +delete img_previous_sector_bt; +delete img_next_sector_bt; +} - if(le_level != NULL) - { - /* making events results to be in order */ +void LevelEditor::run(const std::string filename) +{ +SoundManager::get()->halt_music(); +Menu::set_current(0); - /* draw the level */ - context.set_translation(Vector(pos_x, pos_y)); - drawlevel(context); - } - else - fillrect(0, 0, screen->w, screen->h, 0, 0, 0); +DrawingContext context; - /* draw editor interface */ - context.set_translation(Vector(0, 0)); - drawinterface(context); +if(!filename.empty()) + { + level_nb = -1; + load_level(filename); + } +else + Menu::set_current(main_menu); - Menu* menu = Menu::current(); - if(menu) - { - menu->draw(context); - menu->action(); +mouse_cursor->set_state(MC_NORMAL); + +done = false; +while(!done) + { + events(); + action(); + draw(context); + } + +if(level_changed) + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); +} - if(menu == leveleditor_menu) +void LevelEditor::events() +{ +mouse_moved = false; + +while(SDL_PollEvent(&event)) + { + Menu* menu = Menu::current(); + if(menu) + { + menu->event(event); + menu->action(); + if(menu == main_menu) { - switch (leveleditor_menu->check()) + switch (main_menu->check()) { - case MNID_RETURNLEVELEDITOR: - if(le_level != NULL) - Menu::set_current(0); - else - Menu::set_current(leveleditor_menu); + case MN_ID_RETURN: + Menu::set_current(0); break; - case MNID_SUBSETSETTINGS: - update_subset_settings_menu(); - break; - case MNID_QUITLEVELEDITOR: - done = 1; + case MN_ID_QUIT: + done = true; break; } } - else if(menu == level_settings_menu) + else if(menu == create_subset_menu) { - switch (level_settings_menu->check()) - { - case MNID_APPLY: - apply_level_settings_menu(); - Menu::set_current(NULL); - break; - - default: - break; + // activate or deactivate Create button if any filename as been specified + if(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input[0] == '\0') + create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_DEACTIVE; + else + create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_ACTION; + + if(create_subset_menu->check() == MN_ID_CREATE_SUBSET) + { // applying settings: + std::string subset_name = create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input; + LevelSubset::create(subset_name); + + delete level_subset; + level_subset = new LevelSubset(); + level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input); + + level_subset->title = create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).input; + level_subset->description = create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).input; + //FIXME: generate better level filenames + level_subset->add_level(subset_name+'/'+"new_level.stl"); + Level::create(level_subset->get_level_filename(0)); + level_subset->save(); + + load_level(0); + + create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).change_input(""); + create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).change_input(""); + create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).change_input(""); } } - else if(menu == select_tilegroup_menu) + else if(menu == subset_menu) { - int it = -1; - switch (it = select_tilegroup_menu->check()) + int i = subset_menu->check(); + if(i >= 0) { - default: - if(it >= 0) - { - cur_tilegroup = select_tilegroup_menu->get_item_by_id(it).text; - Menu::set_current(0); - cur_objects = ""; - - } - break; + std::set::iterator it = level_subsets.begin(); + for(int t = 0; t < i; t++) + it++; + load_level_subset(*it); + Menu::set_current(0); } } - else if(menu == select_objects_menu) + else if(menu == settings_menu) { - int it = -1; - switch (it = select_objects_menu->check()) - { - default: - if(it >= 0) - { - cur_objects = select_objects_menu->get_item_by_id(it).text; - cur_tilegroup = ""; + if(settings_menu->check() == MN_ID_APPLY_SETTINGS) + { // applying settings: + level_changed = true; - Menu::set_current(0); - } - break; + level->name = settings_menu->get_item_by_id(MN_ID_NAME).input; + level->author = settings_menu->get_item_by_id(MN_ID_AUTHOR).input; + + solids->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()), + atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str())); + foregrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()), + atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str())); + backgrounds->resize(atoi(settings_menu->get_item_by_id(MN_ID_WIDTH).input.c_str()), + atoi(settings_menu->get_item_by_id(MN_ID_HEIGHT).input.c_str())); + + Menu::set_current(0); } } - else if(menu == subset_load_menu) + } + // check for events in buttons + else if(tiles_board->event(event)) + { + std::vector vector; + vector.push_back(tiles_board->selected_id()); + + selection.clear(); + selection.push_back(vector); + continue; + } + else if(tiles_layer->event(event)) + { + cur_layer = tiles_layer->selected_id(); + continue; + } + else if(level_options->event(event)) + { + switch(level_options->selected_id()) { - switch (i = subset_load_menu->check()) - { - case 0: - break; - default: - if(i >= 1) + case BT_LEVEL_SAVE: + save_level(); + break; + case BT_LEVEL_TEST: + test_level(); + break; + case BT_LEVEL_SETUP: + Menu::set_current(settings_menu); + break; + case BT_NEXT_LEVEL: + if(level_nb + 1 < level_subset->get_num_levels()) + load_level(level_nb + 1); + else { - if(load_level_subset(subset_load_menu->item[i+1].text.c_str())) - return 1; + char str[1024]; + sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 2); + if(confirm_dialog(NULL, str)) + { + level_subset->add_level("new_level.stl"); + Level::create(level_subset->get_level_filename(level_nb + 1)); + level_subset->save(); + load_level(level_nb + 1); + } } - break; - } + break; + case BT_PREVIOUS_LEVEL: + if(level_nb - 1 >= 0) + load_level(level_nb - 1); + break; + case BT_NEXT_SECTOR: +std::cerr << "next sector.\n"; +std::cerr << "total sectors: " << level->get_total_sectors() << std::endl; + load_sector(level->get_next_sector(sector)); + break; + case BT_PREVIOUS_SECTOR: +std::cerr << "previous sector.\n"; + load_sector(level->get_previous_sector(sector)); + break; } - else if(menu == subset_new_menu) + level_options->set_unselected(); + continue; + } + else + { + switch(event.type) { - if(subset_new_menu->item[2].input[0] == '\0') - subset_new_menu->item[3].kind = MN_DEACTIVE; - else - { - subset_new_menu->item[3].kind = MN_ACTION; + case SDL_MOUSEMOTION: + mouse_moved = true; + if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT)) + { // movement like in strategy games + scroll.x += -1 * event.motion.xrel; + scroll.y += -1 * event.motion.yrel; + } + break; - switch (i = subset_new_menu->check()) + case SDL_MOUSEBUTTONDOWN: + mouse_moved = true; + if(event.button.button == SDL_BUTTON_LEFT) + left_button = true; + else if(event.button.button == SDL_BUTTON_MIDDLE) { - case MNID_CREATESUBSET: - LevelSubset::create(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input); - le_level_subset->load(subset_new_menu->get_item_by_id(MNID_SUBSETNAME).input.c_str()); - leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO; - goto_level(1); - subset_new_menu->get_item_by_id(MNID_SUBSETNAME).change_input(""); - - Menu::set_current(subset_settings_menu); - break; + middle_button = true; + selection_ini = Vector(event.button.x, event.button.y); } - } - } - else if(menu == subset_settings_menu) - { - if(le_level_subset->title.compare(subset_settings_menu->get_item_by_id(MNID_SUBSETTITLE).input) == 0 && le_level_subset->description.compare(subset_settings_menu->get_item_by_id(MNID_SUBSETDESCRIPTION).input) == 0 ) - subset_settings_menu->get_item_by_id(MNID_SUBSETSAVECHANGES).kind = MN_DEACTIVE; - else - subset_settings_menu->get_item_by_id(MNID_SUBSETSAVECHANGES).kind = MN_ACTION; + break; - switch (i = subset_settings_menu->check()) - { - case MNID_SUBSETSAVECHANGES: - save_subset_settings_menu(); - Menu::set_current(leveleditor_menu); - break; - } - } - } + case SDL_MOUSEBUTTONUP: + mouse_moved = true; + if(event.button.button == SDL_BUTTON_LEFT) + left_button = false; + else if(event.button.button == SDL_BUTTON_MIDDLE) + { + middle_button = false; + selection_end = Vector(event.button.x, event.button.y); - MouseCursor::current()->draw(context); + if(selection_end.x < selection_ini.x) + { + float t = selection_ini.x; + selection_ini.x = selection_end.x; + selection_end.x = t; + } + if(selection_end.y < selection_ini.y) + { + float t = selection_ini.y; + selection_ini.y = selection_end.y; + selection_end.y = t; + } - if(done) - { - return 0; - } + selection.clear(); + std::vector vector; - ++global_frame_counter; + 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; - SDL_Delay(25); - now_time = SDL_GetTicks(); - if (now_time < last_time + FPS) - SDL_Delay(last_time + FPS - now_time); /* delay some time */ + for(int x = 0; x < (int)((selection_end.x - selection_ini.x)*zoom / 32) + 1; x++) + { + vector.clear(); + for(int y = 0; y < (int)((selection_end.y - selection_ini.y)*zoom / 32) + 1; y++) + { + vector.push_back(tilemap->get_tile(x + + (int)(((selection_ini.x+scroll.x)*zoom)/32), + y + (int)(((selection_ini.y+scroll.y)*zoom)/32))->id); + } + selection.push_back(vector); + } + } + break; - context.do_drawing(); - } + case SDL_KEYDOWN: // key pressed + switch(event.key.keysym.sym) + { + case SDLK_ESCAPE: + Menu::set_current(main_menu); + break; + /* scrolling related events: */ + case SDLK_HOME: + scroll.x = 0; + break; + case SDLK_END: + scroll.x = sector->solids->get_height()*32 - screen->w; + break; + case SDLK_LEFT: + scroll.x -= 80; + break; + case SDLK_RIGHT: + scroll.x += 80; + break; + case SDLK_UP: + scroll.y -= 80; + break; + case SDLK_DOWN: + scroll.y += 80; + break; + case SDLK_PAGEUP: + scroll.x -= 450; + break; + case SDLK_PAGEDOWN: + scroll.x += 450; + break; + case SDLK_PLUS: + case SDLK_KP_PLUS: + zoom += 0.10; + break; + case SDLK_MINUS: + case SDLK_KP_MINUS: + zoom -= 0.10; + break; - return done; -} + case SDLK_F1: + show_help(); + break; + case SDLK_F2: + show_grid = !show_grid; + break; + default: + break; + } + break; -int LevelEditor::load_level_subset(const char *filename) -{ - le_level_subset->load(filename); - leveleditor_menu->get_item_by_id(MNID_SUBSETSETTINGS).kind = MN_GOTO; - le_levelnb = 1; - goto_level(le_levelnb); + case SDL_QUIT: // window closed + done = true; + break; - //GameSession* session = new GameSession(datadir + "/levels/" + le_level_subset->name + "/level1.stl", 0, ST_GL_DEMO_GAME); + default: + break; + } + } + } +} - Menu::set_current(NULL); +void LevelEditor::action() +{ +mouse_cursor->set_state(MC_NORMAL); +if(tiles_board->is_hover() || tiles_layer->is_hover() || level_options->is_hover()) + mouse_cursor->set_state(MC_LINK); - return 0; +if(sector) + { + // don't scroll before the start or after the level's end + float width = sector->solids->get_width() * 32; + float height = sector->solids->get_height() * 32; + + if(scroll.x < -screen->w/2) + scroll.x = -screen->w/2; + if(scroll.x > width - screen->w/2) + scroll.x = width - screen->w/2; + if(scroll.y < -screen->h/2) + scroll.y = -screen->h/2; + if(scroll.y > height - screen->h/2) + scroll.y = height - screen->h/2; + + // set camera translation, since BadGuys like it + sector->camera->set_scrolling((int)scroll.x, (int)scroll.y); + + if(left_button && mouse_moved) + for(unsigned int x = 0; x < selection.size(); x++) + for(unsigned int y = 0; y < selection[x].size(); y++) + change((int)(scroll.x + event.button.x) + (x*32), + (int)(scroll.y + event.button.y) + (y*32), selection[x][y], + cur_layer); + } } -void LevelEditor::init_menus() +#define FADING_TIME .6 + +void LevelEditor::draw(DrawingContext& context) { - int i = 0; +context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI); +mouse_cursor->draw(context); + +// draw a filled background +context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h), 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)); - 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(std::set::iterator it = level_subsets.begin(); it != level_subsets.end(); ++it) + context.draw_text(gold_text, level->name, Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI); + if(level_nb != -1) + { + char str[128]; + sprintf(str, "%i/%i", level_nb+1, level_subset->get_num_levels()); + context.draw_text(gold_text, str, Vector(screen->w/2, 50), CENTER_ALLIGN, LAYER_GUI); + } + + context.pop_transform(); + } +if(sector) + context.draw_text(white_small_text, _("F1 for help"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10); +else + context.draw_text(white_small_text, _("Choose a level subset"), Vector(5, 510), LEFT_ALLIGN, LAYER_GUI-10); + +Menu* menu = Menu::current(); +if(menu) + menu->draw(context); +else { - subset_load_menu->additem(MN_ACTION,(*it),0,0, i+1); + tiles_board->draw(context); + tiles_layer->draw(context); + level_options->draw(context); } - subset_load_menu->additem(MN_HL,"",0,0); - subset_load_menu->additem(MN_BACK,"Back",0,0); - - subset_new_menu->additem(MN_LABEL,"New Level Subset",0,0); - subset_new_menu->additem(MN_HL,"",0,0); - subset_new_menu->additem(MN_TEXTFIELD,"Enter Name",0,0,MNID_SUBSETNAME); - subset_new_menu->additem(MN_ACTION,"Create",0,0, MNID_CREATESUBSET); - subset_new_menu->additem(MN_HL,"",0,0); - subset_new_menu->additem(MN_BACK,"Back",0,0); - - subset_settings_menu->additem(MN_LABEL,"Level Subset Settings",0,0); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_TEXTFIELD,"Title",0,0,MNID_SUBSETTITLE); - subset_settings_menu->additem(MN_TEXTFIELD,"Description",0,0,MNID_SUBSETDESCRIPTION); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_ACTION,"Save Changes",0,0,MNID_SUBSETSAVECHANGES); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_BACK,"Back",0,0); - - level_settings_menu->arrange_left = true; - level_settings_menu->additem(MN_LABEL,"Level Settings",0,0); - level_settings_menu->additem(MN_HL,"",0,0); - level_settings_menu->additem(MN_TEXTFIELD, "Name ",0,0,MNID_NAME); - level_settings_menu->additem(MN_TEXTFIELD, "Author ",0,0,MNID_AUTHOR); - level_settings_menu->additem(MN_STRINGSELECT,"Song ",0,0,MNID_SONG); - level_settings_menu->additem(MN_STRINGSELECT,"Bg-Image",0,0,MNID_BGIMG); - level_settings_menu->additem(MN_STRINGSELECT,"Particle",0,0,MNID_PARTICLE); - level_settings_menu->additem(MN_NUMFIELD, "Length ",0,0,MNID_LENGTH); - level_settings_menu->additem(MN_NUMFIELD, "Height ",0,0,MNID_HEIGHT); - level_settings_menu->additem(MN_NUMFIELD, "Time ",0,0,MNID_TIME); - level_settings_menu->additem(MN_NUMFIELD, "Gravity ",0,0,MNID_GRAVITY); - level_settings_menu->additem(MN_NUMFIELD, "Bg-Img-Speed",0,0,MNID_BGSPEED); - level_settings_menu->additem(MN_NUMFIELD, "Top Red ",0,0,MNID_TopRed); - level_settings_menu->additem(MN_NUMFIELD, "Top Green ",0,0,MNID_TopGreen); - level_settings_menu->additem(MN_NUMFIELD, "Top Blue ",0,0,MNID_TopBlue); - level_settings_menu->additem(MN_NUMFIELD, "Bottom Red ",0,0,MNID_BottomRed); - level_settings_menu->additem(MN_NUMFIELD, "Bottom Green",0,0,MNID_BottomGreen); - level_settings_menu->additem(MN_NUMFIELD, "Bottom Blue ",0,0,MNID_BottomBlue); - level_settings_menu->additem(MN_HL,"",0,0); - level_settings_menu->additem(MN_ACTION,"Apply Changes",0,0,MNID_APPLY); - - select_tilegroup_menu->arrange_left = true; - select_tilegroup_menu->additem(MN_LABEL,"Tilegroup",0,0); - select_tilegroup_menu->additem(MN_HL,"",0,0); - std::set* tilegroups = TileManager::tilegroups(); - int tileid = 1; - for(std::set::iterator it = tilegroups->begin(); - it != tilegroups->end(); ++it ) + +// draw selection +if(sector) + { + if(!middle_button) { - select_tilegroup_menu->additem(MN_ACTION, it->name, 0, 0, tileid); - tileid++; - tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318); - i = 0; + context.set_drawing_effect(SEMI_TRANSPARENT); - for(std::vector::const_iterator sit = (*it).tiles.begin(); - sit != (*it).tiles.end(); ++sit, ++i) + if(selection.size()) { -/* Tile& tile = TileManager::instance()->get(*sit); - Surface* image; - if(tile.editor_images.size() > 0) - image = tile.editor_images[0]; - else if(tile.images.size() > 0) - image = tile.images[0]; + if(selection[0][0] == 0 && selection.size() == 1) + context.draw_surface(img_rubber_bt, Vector(event.button.x - 8, + event.button.y - 8), LAYER_GUI-2); + else if(selection[0][0] < 0) + { + int id = selection[0][0]; + +#if 0 + if(id == OBJ_TRAMPOLINE) + context.draw_surface(img_trampoline[0].get_frame(0), Vector(event.button.x - 8, + event.button.y - 8), LAYER_GUI-2); + else if(id == OBJ_FLYING_PLATFORM) + context.draw_surface(img_flying_platform->get_frame(0), Vector(event.button.x - 8, + event.button.y - 8), LAYER_GUI-2); + else +#endif + if(id == OBJ_DOOR) + /*context.draw_surface(door->get_frame(0), Vector(event.button.x - 8, + event.button.y - 8), LAYER_GUI-2);*/ + ; else - // TODO use some notile image... - image = 0; + { +#if 0 + BadGuyKind kind = BadGuyKind((-id)-1); + BadGuy badguy(kind, 0,0); + badguy.activate(LEFT); + Surface *img = badguy.get_image(); - Button* button = new Button(image, it->name, SDLKey(SDLK_a + i), - 0, 0, 32, 32); - tilegroups_map[it->name]->additem(button, *sit);*/ + context.draw_surface(img, Vector(event.button.x - 8, + event.button.y - 8), LAYER_GUI-2); +#endif + } + } + else + { + TileManager* tilemanager = TileManager::instance(); + for(unsigned int x = 0; x < selection.size(); x++) + for(unsigned int y = 0; y < selection[x].size(); y++) { + const Tile* tile = tilemanager->get(selection[x][y]); + tile->draw(context, + Vector(event.button.x + x*32 - 8, event.button.y + y*32 - 8), + LAYER_GUI-2); + } + } } + context.set_drawing_effect(NONE_EFFECT); } - select_tilegroup_menu->additem(MN_HL,"",0,0); + else + context.draw_filled_rect(Vector(std::min((int)selection_ini.x, (int)event.button.x)*zoom, + std::min((int)selection_ini.y, (int)event.button.y))*zoom, + Vector(abs(event.button.x - (int)selection_ini.x)*zoom, + abs(event.button.y - (int)selection_ini.y)*zoom), + Color(170,255,170,128), LAYER_GUI-2); - select_objects_menu->arrange_left = true; - select_objects_menu->additem(MN_LABEL,"Objects",0,0); - select_objects_menu->additem(MN_HL,"",0,0); - // TODO fix this - select_objects_menu->additem(MN_ACTION,"BadGuys",0,0,1); - objects_map["BadGuys"] = new ButtonPanel(screen->w - 64,96, 64, 318); + if(show_grid) + { + for(int x = 0; x < screen->w / (32*zoom); x++) + { + int pos = (int)(x*32*zoom) - ((int)scroll.x % 32); + context.draw_filled_rect(Vector (pos, 0), Vector(1, screen->h), + Color(225, 225, 225), LAYER_GUI-50); + } + for(int y = 0; y < screen->h / (32*zoom); y++) + { + int pos = (int)(y*32*zoom) - ((int)scroll.y % 32); + context.draw_filled_rect(Vector (0, pos), Vector(screen->w, 1), + Color(225, 225, 225), LAYER_GUI-50); + } + } - for(int i = 0; i < NUM_BadGuyKinds; ++i) - { -// BadGuy bad_tmp(BadGuyKind(i), 0, 0); -// objects_map["BadGuys"]->additem(new Button(0, "BadGuy",(SDLKey)(i+'a'),0,0,32,32),1000000+i); -/* FIXME: maybe addbutton should already have a parameter for the surface - objects_map["BadGuys"]->manipulate_button(i)->set_drawable(new - BadGuy(BadGuyKind(i), - objects_map["BadGuys"]->manipulate_button(i)->get_pos().x, - objects_map["BadGuys"]->manipulate_button(i)->get_pos().y - ));*/ - } + context.push_transform(); + context.set_translation(scroll); + context.set_zooming(zoom); - select_objects_menu->additem(MN_HL,"",0,0); + for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); ++i) + { + TileMap* tilemap = dynamic_cast (*i); + if(tilemap) + { // draw the non-selected tiles semi-transparently + context.push_transform(); -} + if(tilemap->get_layer() != cur_layer) + context.set_drawing_effect(SEMI_TRANSPARENT); + (*i)->draw(context); -void LevelEditor::update_level_settings_menu() -{ - char str[80]; - std::set::iterator it; - - 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()); - - level_settings_menu->get_item_by_id(MNID_SONG).list.first = FileSystem::dfiles("music/","", "-fast"); - level_settings_menu->get_item_by_id(MNID_BGIMG).list.first = FileSystem::dfiles("images/background","", ""); - level_settings_menu->get_item_by_id(MNID_BGIMG).list.first.insert(""); - level_settings_menu->get_item_by_id(MNID_PARTICLE).list.first.insert(""); - level_settings_menu->get_item_by_id(MNID_PARTICLE).list.first.insert("snow"); - level_settings_menu->get_item_by_id(MNID_PARTICLE).list.first.insert("clouds"); - - if((it = level_settings_menu->get_item_by_id(MNID_SONG).list.first.find(le_level->get_sector("main")->song_title)) != level_settings_menu->get_item_by_id(MNID_SONG).list.first.end()) - level_settings_menu->get_item_by_id(MNID_SONG).list.second = it; - if((it = level_settings_menu->get_item_by_id(MNID_BGIMG).list.first.find(le_level->get_sector("main")->background->get_image())) != level_settings_menu->get_item_by_id(MNID_BGIMG).list.first.end()) - level_settings_menu->get_item_by_id(MNID_BGIMG).list.second = it; -/* 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",static_cast(le_level->get_sector("main")->solids->get_width())); - level_settings_menu->get_item_by_id(MNID_LENGTH).change_input(str); - sprintf(str,"%d", static_cast(le_level->get_sector("main")->solids->get_height())); - level_settings_menu->get_item_by_id(MNID_HEIGHT).change_input(str); - sprintf(str,"%d",le_level->time_left); - level_settings_menu->get_item_by_id(MNID_TIME).change_input(str); - sprintf(str,"%2.0f",le_level->get_sector("main")->gravity); - level_settings_menu->get_item_by_id(MNID_GRAVITY).change_input(str); - sprintf(str,"%2.2f", le_level->get_sector("main")->background->get_speed()); - level_settings_menu->get_item_by_id(MNID_BGSPEED).change_input(str); - sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_top().red); - level_settings_menu->get_item_by_id(MNID_TopRed).change_input(str); - sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_top().green); - level_settings_menu->get_item_by_id(MNID_TopGreen).change_input(str); - sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_top().blue); - level_settings_menu->get_item_by_id(MNID_TopBlue).change_input(str); - sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_bottom().red); - level_settings_menu->get_item_by_id(MNID_BottomRed).change_input(str); - sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_bottom().green); - level_settings_menu->get_item_by_id(MNID_BottomGreen).change_input(str); - sprintf(str,"%d",le_level->get_sector("main")->background->get_gradient_bottom().blue); - level_settings_menu->get_item_by_id(MNID_BottomBlue).change_input(str); + context.pop_transform(); + continue; + } + Background* background = dynamic_cast (*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); + } + + context.pop_transform(); + } +else + context.draw_filled_rect(Vector(0,0), Vector(screen->w,screen->h),Color(0,0,0), LAYER_BACKGROUND0); + +context.do_drawing(); } -void LevelEditor::update_subset_settings_menu() +void LevelEditor::load_level_subset(std::string filename) { - subset_settings_menu->item[2].change_input(le_level_subset->title.c_str()); - subset_settings_menu->item[3].change_input(le_level_subset->description.c_str()); +delete level_subset; +level_subset = new LevelSubset(); +level_subset->load(filename.c_str()); +load_level(0); } -void LevelEditor::apply_level_settings_menu() +void LevelEditor::load_level(std::string filename) { - int i; - i = false; - le_level_changed = true; - - le_level->name = level_settings_menu->get_item_by_id(MNID_NAME).input; - le_level->author = level_settings_menu->get_item_by_id(MNID_AUTHOR).input; - - if(le_level->get_sector("main")->background->get_image().compare((*level_settings_menu->get_item_by_id(MNID_BGIMG).list.second)) != 0) +if(level_changed) { - le_level->get_sector("main")->background->set_image((*level_settings_menu->get_item_by_id(MNID_BGIMG).list.second), atoi(level_settings_menu->get_item_by_id(MNID_BGSPEED).input.c_str())); - i = true; + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; } -/* if(le_level->get_sector("main")->particlesystem.compare(string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list)) != 0) - { - le_level->->get_sector("main")->particlesystem = string_list_active(level_settings_menu->get_item_by_id(MNID_PARTICLE).list); - }*/ +level_filename = filename; -/* if(i) - { - le_level->load_gfx(); - }*/ - - le_level->get_sector("main")->song_title = (*level_settings_menu->get_item_by_id(MNID_SONG).list.second); - - le_level->get_sector("main")->solids->resize( - atoi(level_settings_menu->get_item_by_id(MNID_LENGTH).input.c_str()), - atoi(level_settings_menu->get_item_by_id(MNID_HEIGHT).input.c_str())); - le_level->time_left = atoi(level_settings_menu->get_item_by_id(MNID_TIME).input.c_str()); - le_level->get_sector("main")->gravity = atof(level_settings_menu->get_item_by_id(MNID_GRAVITY).input.c_str()); - le_level->get_sector("main")->background->set_gradient(Color( - atoi(level_settings_menu->get_item_by_id(MNID_TopRed).input.c_str()), - atoi(level_settings_menu->get_item_by_id(MNID_TopGreen).input.c_str()), - atoi(level_settings_menu->get_item_by_id(MNID_TopBlue).input.c_str())), Color( - atoi(level_settings_menu->get_item_by_id(MNID_BottomRed).input.c_str()), - atoi(level_settings_menu->get_item_by_id(MNID_BottomGreen).input.c_str()), - atoi(level_settings_menu->get_item_by_id(MNID_BottomBlue).input.c_str()))); -} +delete level; +level = new Level(); +level->load(filename); -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; +load_sector("main"); +level_name_timer.start(3000); +scroll.x = scroll.y = 0; +level_changed = false; + +settings_menu->get_item_by_id(MN_ID_NAME).change_input(level->name.c_str()); +settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level->author.c_str()); } -void LevelEditor::unload_level() +void LevelEditor::load_level(int nb) { - if(le_level_changed) +if(level_changed) { - char str[1024]; - // TODO get level number - sprintf(str,"Save changes to level %d of %s?", 0/*le_level*/,le_level_subset->name.c_str()); - Surface* surf = new Surface(le_level->get_sector("main")->background->get_image(), false); - if(confirm_dialog(surf, str)) - { - le_level->save(le_level_subset->get_level_filename(le_levelnb)); - } - if(surf != NULL) - delete surf; + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; } - delete le_level; - le_level_changed = false; -} +level_nb = nb; +level_filename = level_subset->get_level_filename(level_nb); -void LevelEditor::goto_level(int levelnb) -{ - unload_level(); - le_level = new Level(); - le_level->load(le_level_subset->get_level_filename(levelnb)); - display_level_info.start(2500); - le_levelnb = levelnb; +load_level(level_filename); } -void LevelEditor::drawminimap() +void LevelEditor::load_sector(std::string name) { -#if 0 -// if(le_level == NULL) -// return; - - int mini_tile_width; - if((unsigned)screen->w - 64 > le_level->get_sector("main")->solids->get_width() * 4) - mini_tile_width = 4; - else if((unsigned)screen->w - 64 > le_level->get_sector("main")->solids->get_width() * 2) - mini_tile_width = 2; - else - mini_tile_width = 1; - int left_offset = (screen->w - 64 - le_level->get_sector("main")->solids->get_width()*mini_tile_width) / 2; - - int mini_tile_height; - if((unsigned)screen->h > le_level->get_sector("main")->solids->get_height() * 4) - mini_tile_height = 4; - else if((unsigned)screen->h > le_level->get_sector("main")->solids->get_height() * 2) - mini_tile_height = 2; - else - mini_tile_height = 1; +sector_name = name; +sector = level->get_sector(sector_name); +if(!sector) + Termination::abort("Level has no " + sector_name + " sector.", ""); - 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) - { +load_sector(sector); +} - 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]); +void LevelEditor::load_sector(Sector* sector_) +{ +if(sector_ == NULL) + { + if(!confirm_dialog(NULL, _("No more sectors exist. Create another?"))) + return; + sector_ = Sector::create("new_sector",25,19); + level->add_sector(sector_); + } - Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height, - mini_tile_width , mini_tile_height, le_level->ia_tiles[y * le_level->get_sector("main")->solids->get_width() + x]); +sector = sector_; - Tile::draw_stretched(left_offset + mini_tile_width*x, y * mini_tile_height, - mini_tile_width , mini_tile_height, le_level->fg_tiles[y + le_level->get_sector("main")->solids->get_width() + x]); +/* Load sector stuff */ - } +sector->update_game_objects(); - fillrect(left_offset, 0, - le_level->get_sector("main")->solids->get_width()*mini_tile_width, le_level->get_sector("main")->solids->get_height()*mini_tile_height, - 200, 200, 200, 96); - - fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height, - (VISIBLE_TILES_X-3)*mini_tile_width, 2, - 200, 200, 200, 200); - fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height, - 2, (VISIBLE_TILES_Y-1)*mini_tile_height, - 200, 200, 200, 200); - fillrect(left_offset + (pos_x/32)*mini_tile_width + (VISIBLE_TILES_X-3)*mini_tile_width - 2, (pos_y/32)*mini_tile_height, - 2, (VISIBLE_TILES_Y-1)*mini_tile_height, - 200, 200, 200, 200); - fillrect(left_offset + (pos_x/32)*mini_tile_width, (pos_y/32)*mini_tile_height + (VISIBLE_TILES_Y-1)*mini_tile_height - 2, - (VISIBLE_TILES_X-3)*mini_tile_width, 2, - 200, 200, 200, 200); +foregrounds = solids = backgrounds = 0; +/* Point foregrounds, backgrounds, solids to its layer */ +for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++) + { +#if 0 + BadGuy* badguy = dynamic_cast (*i); + if(badguy) + badguy->activate(LEFT); #endif -} - -void LevelEditor::drawinterface(DrawingContext &context) -{ - int x,y; - char str[80]; - if(le_level != NULL) - { - /* draw a grid (if selected) */ - if(le_show_grid) + TileMap* tilemap = dynamic_cast (*i); + if(tilemap) { - for(x = 0; x < VISIBLE_TILES_X; x++) - fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255); - for(y = 0; y < VISIBLE_TILES_Y; y++) - fillrect(0, y*32 - ((int)pos_y % 32), screen->w, 1, 225, 225, 225,255); + if(tilemap->get_layer() == LAYER_FOREGROUNDTILES) + foregrounds = tilemap; + else if(tilemap->get_layer() == LAYER_TILES) + solids = tilemap; + else if(tilemap->get_layer() == LAYER_BACKGROUNDTILES) + backgrounds = tilemap; } } - if(show_minimap) // use_gl because the minimap isn't shown correctly in software mode. Any idea? FIXME Possible reasons: SDL_SoftStretch is a hack itsself || an alpha blitting issue SDL can't handle in software mode - drawminimap(); - - if(show_selections && MouseCursor::current() != mouse_select_object) +if(!foregrounds) { - if(le_selection_mode == CURSOR) - { - if(le_current.IsTile()) - context.draw_surface(le_selection, Vector(cursor_x - pos_x, cursor_y - pos_y), LAYER_GUI); - } - else if(le_selection_mode == SQUARE) - { - int w, h; - highlight_selection(); - /* draw current selection */ - w = selection.x2 - selection.x1; - h = selection.y2 - selection.y1; - context.draw_filled_rect(Vector(selection.x1 - pos_x, selection.y1 - pos_y), Vector(w, SELECT_W), Color(SELECT_CLR), LAYER_GUI); - context.draw_filled_rect(Vector(selection.x1 - pos_x + w, selection.y1 - pos_y), Vector(SELECT_W, h), Color(SELECT_CLR), LAYER_GUI); - context.draw_filled_rect(Vector(selection.x1 - pos_x, selection.y1 - pos_y + h), Vector(w, SELECT_W), Color(SELECT_CLR), LAYER_GUI); - context.draw_filled_rect(Vector(selection.x1 - pos_x, selection.y1 - pos_y), Vector(SELECT_W, h), Color(SELECT_CLR), LAYER_GUI); - } + TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height()); + sector->add_object(tilemap); + sector->update_game_objects(); + } +if(!backgrounds) + { + TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height()); + sector->add_object(tilemap); + sector->update_game_objects(); } +char str[64]; +sprintf(str, "%i", solids->get_width()); +settings_menu->get_item_by_id(MN_ID_WIDTH).change_input(str); +sprintf(str, "%i", solids->get_height()); +settings_menu->get_item_by_id(MN_ID_HEIGHT).change_input(str); +} - /* draw button bar */ - context.draw_filled_rect(Vector(screen->w - 64, 0), Vector(64, screen->h), Color(50, 50, 50,255), LAYER_GUI); - - if(le_current.IsTile()) - { -// le_level->get_sector("main")->solids->draw(context); +void LevelEditor::save_level() +{ +level->save(level_filename); +level_changed = false; +} -/*screen->w - 32, screen->h - 32, le_current.tile); - if(TileManager::instance()->get(le_current.tile)->editor_images.size() > 0) - TileManager::instance()->get(le_current.tile)->editor_images[0]->draw( screen->w - 32, screen->h - 32);*/ - } -#if 0 // XXX FIXME TODO: Do we have a new solution for draw_on_screen()? - if(le_current.IsObject() && MouseCursor::current() != mouse_select_object) - { - le_current.obj->draw_on_screen(screen->w - 32, screen->h - 32); - le_current.obj->draw_on_screen(cursor_x,cursor_y); +void LevelEditor::test_level() +{ + if(level_changed) { + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; } -#endif - if(mouse_select_object && selected_game_object != NULL) - { - fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,selected_game_object->base.width,3,255,0,0,255); - fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255); - fillrect(selected_game_object->base.x-pos_x,selected_game_object->base.y-pos_y+selected_game_object->base.height,selected_game_object->base.width,3,255,0,0,255); - fillrect(selected_game_object->base.x-pos_x+selected_game_object->base.width,selected_game_object->base.y-pos_y,3,selected_game_object->base.height,255,0,0,255); + GameSession session(level_filename, ST_GL_TEST); + session.run(); + // player_status.reset(); + SoundManager::get()->halt_music(); +} + +void LevelEditor::change(int x, int y, int newtile, int layer) +{ + // find the tilemap of the current layer, and then change the tile + if(x < 0 || (unsigned int)x >= sector->solids->get_width()*32 || + y < 0 || (unsigned int)y >= sector->solids->get_height()*32) + return; + + level_changed = true; + + if(zoom != 1) + { // no need to do this for normal view (no zoom) + x = (int)(x * (zoom*32) / 32); + y = (int)(y * (zoom*32) / 32); } - if(le_level != NULL) + if(newtile < 0) // add object { - le_save_level_bt->draw(context); - le_exit_bt->draw(context); - le_test_level_bt->draw(context); - le_next_level_bt->draw(context); - le_previous_level_bt->draw(context); - le_rubber_bt->draw(context); - if(le_selection_mode == SQUARE) - le_select_mode_one_bt->draw(context); - else if(le_selection_mode == CURSOR) - le_select_mode_two_bt->draw(context); - le_settings_bt->draw(context); - le_move_right_bt->draw(context); - le_move_left_bt->draw(context); - le_move_up_bt->draw(context); - le_move_down_bt->draw(context); - le_tilegroup_bt->draw(context); - le_objects_bt->draw(context); - if(!cur_tilegroup.empty()) - tilegroups_map[cur_tilegroup]->draw(context); - else if(!cur_objects.empty()) - { - objects_map[cur_objects]->draw(context); - } + // remove an active tile or object that might be there + change(x, y, 0, LAYER_TILES); - le_tilemap_panel->draw(context); - - if(!cur_objects.empty()) - { - le_object_select_bt->draw(context); - le_object_properties_bt->draw(context); - } - - sprintf(str, "%d/%d", le_levelnb, le_level_subset->get_num_levels()); - context.draw_text(white_text, str, Vector((le_level_subset->get_num_levels() < 10) ? -10 : 0, 16), LEFT_ALLIGN, LAYER_GUI); - - if(!le_help_shown) - context.draw_text(white_small_text, "F1 for Help", Vector(10, 430), LEFT_ALLIGN, LAYER_GUI); - - if(display_level_info.check()) - context.draw_text(white_text, le_level->name.c_str(), Vector(screen->w/2, 0), CENTER_ALLIGN, LAYER_GUI); - } - else - { - if(!Menu::current()) - context.draw_text(white_small_text, "No Level Subset loaded - Press ESC and choose one in the menu", Vector(10, 430), LEFT_ALLIGN, LAYER_GUI); +#if 0 + if(newtile == OBJ_TRAMPOLINE) + sector->add_object(new Trampoline(x, y)); + else if(newtile == OBJ_FLYING_PLATFORM) + sector->add_object(new FlyingPlatform(x, y)); else - context.draw_text(white_small_text, "No Level Subset loaded", Vector(10, 430), LEFT_ALLIGN, LAYER_GUI); - } - -} - -void LevelEditor::drawlevel(DrawingContext& context) -{ -// unsigned int y,x; -// Uint8 a; - - /* Draw the real background */ - le_level->get_sector("main")->background->draw(context); - - if(le_current.IsTile()) - { -//le_level->get_sector("main")->solids->draw(context); -/* - Tile::draw(cursor_x-pos_x, cursor_y-pos_y,le_current.tile,128); - if(!TileManager::instance()->get(le_current.tile)->images.empty()) - fillrect(cursor_x-pos_x,cursor_y-pos_y,TileManager::instance()->get(le_current.tile)->images[0]->w,TileManager::instance()->get(le_current.tile)->images[0]->h,50,50,50,50);*/ - } -#if 0 // XXX FIXME TODO: Do we have a new solution for move_to()? - if(le_current.IsObject()) - { - le_current.obj->move_to(cursor_x, cursor_y); - } + if(newtile == OBJ_DOOR) + sector->add_object(new Door(x, y)); + else + sector->add_bad_guy(x, y, BadGuyKind((-newtile)-1), true); #endif - /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */ - -le_level->get_sector("main")->solids->draw(context); - -// FIXME: make tiles to be drawn semi-transparent when not selected + sector->update_game_objects(); + } else if(cur_layer == LAYER_FOREGROUNDTILES) { + foregrounds->change(x/32, y/32, newtile); + } else if(cur_layer == LAYER_TILES) { + // remove a bad guy if it's there + // we /32 in order to round numbers + for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); + i < sector->gameobjects.end(); i++) { #if 0 - for (y = 0; y < VISIBLE_TILES_Y && y < (unsigned)le_level->get_section("main")->height; ++y) - for (x = 0; x < (unsigned)VISIBLE_TILES_X - 2; ++x) - { - - if(active_tm == TM_BG) - a = 255; - else - a = 128; - - Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32), - le_level->bg_tiles[ (y + (int)(pos_y / 32)) * le_level->get_sector("main")->solids->get_width() + - (x + (int)(pos_x / 32))],a); - - if(active_tm == TM_IA) - a = 255; - else - a = 128; - - Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32), - le_level->ia_tiles[ (y + (int)(pos_y / 32)) * le_level->get_section("main")->width + - (x + (int)(pos_x / 32))],a); - - - if(active_tm == TM_FG) - a = 255; - else - a = 128; - - Tile::draw(32*x - fmodf(pos_x, 32), y*32 - fmodf(pos_y, 32), - le_level->fg_tiles[ (y + (int)(pos_y / 32)) * le_level->get_sector("main")->solids->get_width() + - (x + (int)(pos_x / 32))],a); - - /* draw whats inside stuff when cursor is selecting those */ - /* (draw them all the time - is this the right behaviour?) */ - Tile* edit_image = TileManager::instance()->get( - le_level->ia_tiles - [ (y + (int)(pos_y / 32)) * le_level->get_section("main")->width + (x + (int)(pos_x / 32))]); - if(edit_image && !edit_image->editor_images.empty()) - edit_image->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32 - ((int)pos_y % 32)); - - } + BadGuy* badguy = dynamic_cast (*i); + if(badguy) + if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32) + sector->gameobjects.erase(i); #endif - /* Draw the Bad guys: */ - for (std::vector::iterator it = le_level->get_sector("main")->gameobjects.begin(); - it != le_level->get_sector("main")->gameobjects.end(); ++it) - { - BadGuy* badguy = dynamic_cast (*it); - if(badguy == 0) - continue; - - /* to support frames: img_bsod_left[(frame / 5) % 4] */ - badguy->draw(context); - } - - /* Draw the player: */ - /* for now, the position is fixed at (100, 240) */ -// largetux.walk_right->draw(context, Vector(100 - pos_x, 240 - pos_y), LAYER_OBJECTS-1); -} - -void LevelEditor::change_object_properties(GameObject *pobj) -{ - DrawingContext context; - - Menu* object_properties_menu = new Menu(); - bool loop = true; - - std::string type = typeid(pobj).name(); - object_properties_menu->additem(MN_LABEL, type + " Properties",0,0); - object_properties_menu->additem(MN_HL,"",0,0); - - BadGuy* pbad = dynamic_cast(pobj); - if(pobj != 0) - { - object_properties_menu->additem(MN_STRINGSELECT,"Kind",0,0,1); - for(int i = 0; i < NUM_BadGuyKinds; ++i) - { - object_properties_menu->get_item_by_id(1).list.first.insert( - badguykind_to_string(static_cast(i))); - if(pbad->kind == i) - object_properties_menu->get_item_by_id(1).list.second = object_properties_menu->get_item_by_id(1).list.first.find(badguykind_to_string(static_cast(i))); - } - object_properties_menu->additem(MN_TOGGLE,"StayOnPlatform",pbad->stay_on_platform,0,2); - } - - object_properties_menu->additem(MN_HL,"",0,0); - object_properties_menu->additem(MN_ACTION,"Ok",0,0,3); - - Menu::set_current(object_properties_menu); - - while(loop) - { - SDL_Event event; - - while (SDL_PollEvent(&event)) - { - object_properties_menu->event(event); - } - - //cap_screen->draw(0,0); - - object_properties_menu->draw(context); - object_properties_menu->action(); - - switch (object_properties_menu->check()) - { - case 3: - { - BadGuy* pbad = dynamic_cast(pobj); - if(pbad != 0) { - BadGuy* pbad = dynamic_cast(pobj); - pbad->kind = badguykind_from_string((*object_properties_menu->get_item_by_id(1).list.second)); - pbad->stay_on_platform = object_properties_menu->get_item_by_id(2).toggled; - } - loop = false; - break; - } - default: - break; - } - - if(Menu::current() == NULL) - loop = false; - - mouse_cursor->draw(context); -// context.draw_filled_rect(); - SDL_Delay(25); - } - - //delete cap_screen; - Menu::set_current(0); - delete object_properties_menu; -} - - -void LevelEditor::checkevents() -{ - SDLKey key; - SDLMod keymod; - Button* pbutton; - int x,y; - - keymod = SDL_GetModState(); - - while(SDL_PollEvent(&event)) - { - if (Menu::current()) - { - Menu::current()->event(event); - if(!le_level && !Menu::current()) - Menu::set_current(leveleditor_menu); - } - else - { - mouse_cursor->set_state(MC_NORMAL); - - /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/ - if(event.type == SDL_KEYDOWN - || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) - && (event.motion.x > 0 - && event.motion.x < screen->w - 64 && - event.motion.y > 0 && event.motion.y < screen->h))) - { - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - key = event.key.keysym.sym; - switch(key) - { - case SDLK_ESCAPE: - Menu::set_current(leveleditor_menu); - break; - case SDLK_F1: - if(le_level != NULL) - showhelp(); - break; - case SDLK_HOME: - cursor_x = 0; - pos_x = cursor_x; - break; - case SDLK_END: - cursor_x = (le_level->get_sector("main")->solids->get_width() * 32) - 32; - pos_x = cursor_x; - break; - case SDLK_F9: - le_show_grid = !le_show_grid; - break; - default: - break; - } - break; - case SDL_MOUSEBUTTONDOWN: - if(event.button.button == SDL_BUTTON_LEFT) - { - le_mouse_pressed[LEFT] = true; - - selection.x1 = event.motion.x + pos_x; - selection.y1 = event.motion.y + pos_y; - selection.x2 = event.motion.x + pos_x; - selection.y2 = event.motion.y + pos_y; - } - else if(event.button.button == SDL_BUTTON_RIGHT) - { - le_mouse_pressed[RIGHT] = true; - } - break; - case SDL_MOUSEBUTTONUP: - if(event.button.button == SDL_BUTTON_LEFT) - { - le_mouse_pressed[LEFT] = false; - le_mouse_clicked[LEFT] = true; - } - else if(event.button.button == SDL_BUTTON_RIGHT) - { - le_mouse_pressed[RIGHT] = false; - le_mouse_clicked[RIGHT] = true; - } - break; - case SDL_MOUSEMOTION: - - if(!Menu::current()) - { - x = event.motion.x; - y = event.motion.y; - - if(le_current.IsTile()) - { - cursor_x = ((int)(pos_x + x) / 32) * 32; - cursor_y = ((int)(pos_y + y) / 32) * 32; - } - else - { - cursor_x = x; - cursor_y = y; - } - - if(le_mouse_pressed[LEFT]) - { - selection.x2 = x + pos_x; - selection.y2 = y + pos_y; - } - - if(le_mouse_pressed[RIGHT]) - { - pos_x += -1 * event.motion.xrel; - pos_y += -1 * event.motion.yrel; - } - } - break; - default: - break; - } - } - else if(event.type == SDL_QUIT) /* window closing */ +#if 0 + Trampoline* trampoline = dynamic_cast (*i); + if(trampoline) { - done = 1; + if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32) + sector->gameobjects.erase(i); } - } - - if(le_level != NULL) - { - if(event.type == SDL_KEYDOWN || event.type == SDL_KEYUP || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) && (event.motion.x > screen->w-64 && event.motion.x < screen->w && - event.motion.y > 0 && event.motion.y < screen->h))) - { - le_mouse_pressed[LEFT] = false; - le_mouse_pressed[RIGHT] = false; - - if(!Menu::current()) - { - /* Check for button events */ - le_test_level_bt->event(event); - if(le_test_level_bt->get_state() == BUTTON_CLICKED) - testlevel(); - le_save_level_bt->event(event); - if(le_save_level_bt->get_state() == BUTTON_CLICKED) - le_level->save(le_level_subset->name.c_str()); - le_exit_bt->event(event); - if(le_exit_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(leveleditor_menu); - } - le_next_level_bt->event(event); - if(le_next_level_bt->get_state() == BUTTON_CLICKED) - { - if(le_levelnb < le_level_subset->get_num_levels()) - { - goto_level(le_levelnb+1); - } - else - { - Level new_lev; - char str[1024]; - sprintf(str,"Level %d doesn't exist. Create it?",le_levelnb+1); - Surface* surf = new Surface(le_level->get_sector("main")->background->get_image(), false); - if(confirm_dialog(surf, str)) - { - le_level_subset->add_level("newlevel.stl"); - new_lev.save(le_level_subset->get_level_filename(le_levelnb+1)); - goto_level(le_levelnb); - } - if(surf != NULL) - delete surf; - } - } - le_previous_level_bt->event(event); - if(le_previous_level_bt->get_state() == BUTTON_CLICKED) - { - if(le_levelnb > 1) - 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); - if(le_select_mode_one_bt->get_state() == BUTTON_CLICKED) - le_selection_mode = CURSOR; - } - else - { - le_select_mode_two_bt->event(event); - if(le_select_mode_two_bt->get_state() == BUTTON_CLICKED) - le_selection_mode = SQUARE; - } - ButtonPanelMap::iterator it; - le_tilegroup_bt->event(event); - switch (le_tilegroup_bt->get_state()) - { - case BUTTON_CLICKED: - Menu::set_current(select_tilegroup_menu); - select_tilegroup_menu_effect.start(200); - select_tilegroup_menu->set_pos(screen->w - 64,100,-0.5,0.5); - break; - case BUTTON_WHEELUP: - if(cur_tilegroup.empty()) - { - cur_tilegroup = tilegroups_map.begin()->first; - } - else - { - it = tilegroups_map.find(cur_tilegroup); - if((++it) == tilegroups_map.end()) - { - cur_tilegroup = tilegroups_map.begin()->first; - } - else - { - cur_tilegroup = (*it).first; - } - } - - cur_objects = ""; - break; - case BUTTON_WHEELDOWN: - it = tilegroups_map.find(cur_tilegroup); - if(it == tilegroups_map.begin()) - { - cur_tilegroup = tilegroups_map.rbegin()->first; - cur_objects = ""; - break; - } - if(--it != --tilegroups_map.begin()) - cur_tilegroup = (*it).first; - else - cur_tilegroup = tilegroups_map.rbegin()->first; - - cur_objects = ""; - break; - default: - break; - } - - le_objects_bt->event(event); - switch (le_objects_bt->get_state()) - { - case BUTTON_CLICKED: - Menu::set_current(select_objects_menu); - select_objects_menu_effect.start(200); - select_objects_menu->set_pos(screen->w - 64,100,-0.5,0.5); - break; - case BUTTON_WHEELUP: - it = objects_map.find(cur_objects); - if(it == objects_map.end()) - { - cur_objects = objects_map.begin()->first; - cur_tilegroup = ""; - break; - } - if(++it != objects_map.end()) - cur_objects = (*it).first; - else - cur_objects = objects_map.begin()->first; - - cur_tilegroup = ""; - break; - case BUTTON_WHEELDOWN: - it = objects_map.find(cur_objects); - if(it == objects_map.begin()) - { - cur_objects = objects_map.rbegin()->first; - cur_tilegroup = ""; - break; - } - if(--it != --objects_map.begin()) - cur_objects = (*it).first; - else - cur_objects = objects_map.rbegin()->first; - - cur_tilegroup = ""; - break; - break; - default: - break; - } - - le_settings_bt->event(event); - if(le_settings_bt->get_state() == BUTTON_CLICKED) - { - update_level_settings_menu(); - Menu::set_current(level_settings_menu); - } - if(!cur_tilegroup.empty()) - { - if((pbutton = tilegroups_map[cur_tilegroup]->event(event)) != NULL) - { - if(pbutton->get_state() == BUTTON_CLICKED) - { - le_current.Tile(pbutton->get_tag()); - } - } - } - else if(!cur_objects.empty()) - { - if((pbutton = objects_map[cur_objects]->event(event)) != NULL) - { - if(pbutton->get_state() == BUTTON_CLICKED) - { -#if 0 // TODO FIXME XXX: New solution for this? - le_current.Object(pbutton->get_drawable()); + FlyingPlatform* flying_platform = dynamic_cast (*i); + if(flying_platform) + if((int)flying_platform->base.x/32 == x/32 && (int)flying_platform->base.y/32 == y/32) + sector->gameobjects.erase(i); #endif - } - } - } - - if((pbutton = le_tilemap_panel->event(event)) != NULL) - { - if(pbutton->get_state() == BUTTON_CLICKED) - { - active_tm = pbutton->get_tag(); - } - } - } - else - { - le_settings_bt->event(event); - if(le_settings_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(0); - } - le_tilegroup_bt->event(event); - if(le_tilegroup_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(0); - } - le_objects_bt->event(event); - if(le_objects_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(0); - } - } - } - - if(!Menu::current() && !show_minimap) - { - if(le_mouse_pressed[LEFT]) - { - if(MouseCursor::current() != mouse_select_object) - { - if(le_current.IsTile()) - change(cursor_x, cursor_y, active_tm, le_current.tile); - } - } - else if(le_mouse_clicked[LEFT]) - { - if(MouseCursor::current() == mouse_select_object) - { - bool object_got_hit = false; - base_type cursor_base; - if(le_current.IsTile()) - { - cursor_base.x = cursor_x; - cursor_base.y = cursor_y; - } - else if(le_current.IsObject()) - { - cursor_base.x = cursor_x + pos_x; - cursor_base.y = cursor_y + pos_y; - } - cursor_base.width = 32; - cursor_base.height = 32; - - for(std::vector::iterator it = - le_level->get_sector("main")->gameobjects.begin(); - it != le_level->get_sector("main")->gameobjects.end(); ++it) { - MovingObject* mobj = dynamic_cast (*it); - if(!mobj) - continue; - - if(rectcollision(cursor_base, mobj->base)) - { - selected_game_object = mobj; - object_got_hit = true; - break; - } - } - - if(!object_got_hit) - { - selected_game_object = NULL; - le_object_properties_bt->set_active(false); - } - else - le_object_properties_bt->set_active(true); - - MouseCursor::set_current(mouse_cursor); - - } - else - { - // FIXME TODO #if 0 -//FIXME: objects interactions with the level editor should have a major improvement - if(le_current.IsObject()) - { - le_level_changed = true; - BadGuy* pbadguy = dynamic_cast(le_current.obj); - - if(pbadguy) - { - Camera& camera = *le_level->get_sector("main")->camera; - - le_level->get_sector("main")->bad_guys.push_back( - new BadGuy(pbadguy->kind, - cursor_x + camera.get_translation().x, - cursor_y + camera.get_translation().y)); - le_level->get_sector("main")->gameobjects.push_back(le_level->get_sector("main")->bad_guys.back()); - } - } + Door* door = dynamic_cast (*i); + if(door) + if((int)door->get_area().x/32 == x/32 && (int)door->get_area().y/32 == y/32) + sector->gameobjects.erase(i); #endif - - } - - le_mouse_clicked[LEFT] = false; - - } - } } - } - if(!Menu::current()) - { - show_minimap = false; - - if (event.type == SDL_KEYDOWN && event.key.keysym.sym == SDLK_TAB) - show_minimap = true; - - le_move_left_bt->event(event); - le_move_right_bt->event(event); - le_move_up_bt->event(event); - le_move_down_bt->event(event); - switch(le_move_left_bt->get_state()) - { - case BUTTON_PRESSED: - pos_x -= KEYBOARD_SPEED; - show_minimap = true; - break; - case BUTTON_HOVER: - pos_x -= MOUSE_SPEED; - show_minimap = true; - break; - case BUTTON_CLICKED: - show_minimap = true; - break; - default: - break; - } - - switch(le_move_right_bt->get_state()) - { - case BUTTON_PRESSED: - pos_x += KEYBOARD_SPEED; - show_minimap = true; - break; - case BUTTON_HOVER: - pos_x += MOUSE_SPEED; - show_minimap = true; - break; - case BUTTON_CLICKED: - show_minimap = true; - break; - default: - break; - } - - switch(le_move_up_bt->get_state()) - { - case BUTTON_PRESSED: - pos_y -= KEYBOARD_SPEED; - show_minimap = true; - break; - case BUTTON_HOVER: - pos_y -= MOUSE_SPEED; - show_minimap = true; - break; - case BUTTON_CLICKED: - show_minimap = true; - break; - default: - break; - } - - switch(le_move_down_bt->get_state()) - { - case BUTTON_PRESSED: - pos_y += KEYBOARD_SPEED; - show_minimap = true; - break; - case BUTTON_HOVER: - pos_y += MOUSE_SPEED; - show_minimap = true; - break; - case BUTTON_CLICKED: - show_minimap = true; - break; - default: - break; - } - - /* checking if pos_x and pos_y is within the limits... */ - if((unsigned)pos_x > (le_level->get_sector("main")->solids->get_width() * 32 + 32*2) - screen->w) - pos_x = (le_level->get_sector("main")->solids->get_width() * 32 + 32*2) - screen->w; - if(pos_x < 0) - pos_x = 0; - - if((unsigned)pos_y > (le_level->get_sector("main")->solids->get_height() * 32) - screen->h) - pos_y = (le_level->get_sector("main")->solids->get_height() * 32) - screen->h; - if(pos_y < 0) - pos_y = 0; - } -} - -void LevelEditor::highlight_selection() -{ - int x1, x2, y1, y2; - - if(selection.x1 < selection.x2) - { - x1 = selection.x1; - x2 = selection.x2; - } - else - { - x1 = selection.x2; - x2 = selection.x1; - } - if(selection.y1 < selection.y2) - { - y1 = selection.y1; - y2 = selection.y2; - } - else - { - y1 = selection.y2; - y2 = selection.y1; - } - - x1 /= 32; - x2 /= 32; - y1 /= 32; - y2 /= 32; - - fillrect(x1*32-pos_x, y1*32-pos_y,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103); + sector->update_game_objects(); + solids->change(x/32, y/32, newtile); + } else if(cur_layer == LAYER_BACKGROUNDTILES) + backgrounds->change(x/32, y/32, newtile); } -void LevelEditor::change(float x, float y, int tm, unsigned int c) +void LevelEditor::show_help() { - if(le_level != NULL) +DrawingContext context; + +bool show_grid_t = show_grid; +show_grid = false; +mouse_cursor->set_state(MC_HIDE); + + +char str[1024]; +char *text1[] = { + _("This is the built-in level editor. Its aim is to be intuitive\n" + "and simple to use, so it should be pretty straightforward.\n" + "\n" + "To open a level, first you'll have to select a level subset from\n" + "the menu (or create your own).\n" + "A level subset is basically a collection of levels.\n" + "They can then be played from the Contrib menu.\n" + "\n" + "To access the menu from the level editor, just press Esc.\n" + "\n" + "You are currently looking at the level. To scroll it, just\n" + "press the right mouse button and drag the mouse. It will move like\n" + "a strategy game.\n" + "You can also use the arrow keys and Page Up/Down.\n" + "\n" + "'+' and '-' keys can be used to zoom the level in/out.\n" + "\n" + "You probably already noticed those floating groups of buttons.\n" + "Each one serves a different purpose. To select a certain button\n" + "just press the Left mouse button on it. A few buttons have key\n" + "shortcuts. You can find them by pressing the Right mouse button on\n" + "a button. That will also show what that button does.\n" + "Groups of buttons can also be moved around by just dragging them,\n" + "while pressing the Left mouse button.\n" + "\n" + "Let's learn a bit of what each group of buttons does, shall we?\n" + "\n" + "To starting putting tiles and objects around use the bigger group\n" + "of buttons. Each button is a different tile. To put it on the level,\n" + "just press it and then left click in the level.\n" + "You can also copy tiles from the level by using the middle mouse button.\n" + "Use the mouse wheel to scroll that group of buttons. You will find\n" + "enemies and game objects in the bottom.\n") + }; + +char *text2[] = { + _("The Foreground/Interactive/Background buttons may be used to\n" + "see and edit the respective layer. Levels have three tiles layers:\n" + "Foreground - tiles are drawn on top of everything and have no contact\n" + "with the player.\n" + "Interactive - these are the tiles that have contact with the player.\n" + "Background - tiles are drawn underneath everything and have no contact\n" + "with the player.\n" + "The unselected layers will be drawn semi-transparently.\n" + "\n" + "Last, but not least, the group of buttons that's left serves\n" + "to do related actions with the level.\n" + "From left to right:\n" + "Mini arrows - can be used to choose other sectors.\n" + "Sectors are mini-levels, so to speak, that can be accessed using a door.\n" + "Big arrows - choose other level in the same level subset.\n" + "Diskette - save the level\n" + "Tux - test the level\n" + "Tools - set a few settings for the level, including resizing it.\n" + "\n" + "We have reached the end of this Howto.\n" + "\n" + "Don't forget to send us a few cool levels. :)\n" + "\n" + "Enjoy,\n" + " SuperTux development team\n" + "\n" + "PS: If you are looking for something more powerful, you might like to\n" + "try FlexLay. FlexLay is a level editor that supports several games,\n" + "including SuperTux. It is an independent project.\n" + "Webpage: http://pingus.seul.org/~grumbel/flexlay/") + }; + +char **text[] = { text1, text2 }; + + +bool done; +for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++) { - int xx,yy; - int x1, x2, y1, y2; - - le_level_changed = true; - - switch(le_selection_mode) - { - case CURSOR: - change(x,y,tm,c); - - base_type cursor_base; - cursor_base.x = x; - cursor_base.y = y; - cursor_base.width = 32; - cursor_base.height = 32; - - /* if there is a bad guy over there, remove it */ - // XXX TODO - for(std::vector::iterator it = le_level->get_sector("main")->gameobjects.begin(); - it != le_level->get_sector("main")->gameobjects.end(); ++it) { - BadGuy* badguy = dynamic_cast((*it)); - if (badguy) - { - if(rectcollision(cursor_base, badguy->base)) - { - delete (*it); - le_level->get_sector("main")->gameobjects.erase(std::remove(le_level->get_sector("main")->gameobjects.begin(), - le_level->get_sector("main")->gameobjects.end(), *it), - le_level->get_sector("main")->gameobjects.end()); - break; - } - } - } + draw(context); - break; - case SQUARE: - if(selection.x1 < selection.x2) - { - x1 = selection.x1; - x2 = selection.x2; - } - else - { - x1 = selection.x2; - x2 = selection.x1; - } - if(selection.y1 < selection.y2) - { - y1 = selection.y1; - y2 = selection.y2; - } - else - { - y1 = selection.y2; - y2 = selection.y1; - } - - x1 /= 32; - x2 /= 32; - y1 /= 32; - y2 /= 32; - - /* if there is a bad guy over there, remove it */ - // TODO FIXME - for(std::vector::iterator it = le_level->get_sector("main")->gameobjects.begin(); - it != le_level->get_sector("main")->gameobjects.end(); ++it /* will be at end of loop */) - { - MovingObject* pmobject = dynamic_cast (*it); - if (pmobject) - { - if(pmobject->base.x/32 >= x1 && pmobject->base.x/32 <= x2 - && pmobject->base.y/32 >= y1 && pmobject->base.y/32 <= y2) - { - delete (*it); - le_level->get_sector("main")->gameobjects.erase(std::remove(le_level->get_sector("main")->gameobjects.begin(), le_level->get_sector("main")->gameobjects.end(), *it), le_level->get_sector("main")->gameobjects.end()); - continue; - } - else - { - ++it; - } - } - } - - for(xx = x1; xx <= x2; xx++) - for(yy = y1; yy <= y2; yy++) - { - change(xx*32, yy*32, tm, c); + context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(screen->w/2, 60), CENTER_ALLIGN, LAYER_GUI); - } - break; - default: - break; - } - } -} + context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI); -void LevelEditor::testlevel() -{ - //Make sure a time value is set when testing the level - if(le_level->time_left == 0) - le_level->time_left = 250; + sprintf(str,_("Press any key to continue - Page %d/%d"), i+1, sizeof(text) / sizeof(text[0])); + context.draw_text(gold_text, str, Vector(screen->w/2, screen->h-60), CENTER_ALLIGN, LAYER_GUI); - le_level->save("test.stl"); + context.do_drawing(); - GameSession session("test.stl", ST_GL_TEST); - session.run(); - player_status.reset(); - - SoundManager::get()->halt_music(); - - Menu::set_current(NULL); -} + done = false; -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 done_; - char str[1024]; - char *text1[] = { - - " - Supertux level editor tutorial - ", - "", - "To make your map, click the ", - "tilegroup button and choose a ", - "tilegroup.", - "Pick a tile and simply hold down ", - "the left mouse button over the map", - "to \"paint\" your selection over", - "the screen.", - "", - "There are three layers for painting", - "tiles upon, Background layer,", - "the Interactive layer, and the", - "Foreground layer, which can be", - "toggled by the BkGrd, IntAct and", - "FrGrd buttons. The Foreground and", - "Background layers do not effect", - "Tux in the gameplay, but lie in", - "front of him or lie behind him in", - "his adventures.", - }; - - char *text2[] = { - - " - Supertux level editor tutorial - ", - "", - "The tiles placed on", - "the Interactive layer are those", - "which actually effect Tux in the", - "game.", - "", - "Click the objects menu to put ", - "bad guys and other objects in the", - "game. Unlike placing tiles, you", - "cannot \"paint\" enemies. Click", - "them onto the screen one at a time.", - "", - "To change the settings of your", - "level, click the button with the", - "screwdriver and wrench. From here", - "you can change the background,", - "music, length of the level,", - "and more." - }; - - char *text3[] = { - - " - Supertux level editor tutorial - ", - "", - "You may have more than one level.", - "Pressing the up and down buttons", - "above the button bar lets you", - "choose which one you are working on.", - "", - "If you would like to speed up your", - "level editing, a useful trick is", - "to learn the keyboard shortcuts.", - "They are easy to learn, just right-", - "click on the buttons.", - "", - "Have fun making levels! If you make", - "some good ones, send them to us on", - "the SuperTux mailing list!", - "- SuperTux team" - }; - - char **text[] = { text1, text2, text3 }; - - - for(int i = 0; i < 3; i++) + while(!done) { - context.draw_gradient(Color(0,0,0), Color(255,255,255), LAYER_BACKGROUND0); - drawinterface(context); - - context.draw_text(blue_text, "- Help -", Vector(screen->w/2, 30), CENTER_ALLIGN, LAYER_GUI); - - for(unsigned int t = 0; t < sizeof(text[i])/sizeof(char *); t++) - context.draw_text(white_text, text[i][t], Vector(5, 80+(t*white_text->get_height())), LEFT_ALLIGN, LAYER_GUI); - - sprintf(str,"Press any key to continue - Page %d/%d?", i, static_cast(sizeof(text))); - context.draw_text(gold_text, str, Vector(0, 0), LEFT_ALLIGN, LAYER_GUI); - - context.do_drawing(); - - done_ = 0; - - while(done_ == 0) - { - done_ = wait_for_event(event); - SDL_Delay(50); - } + done = wait_for_event(event); + SDL_Delay(50); } + } - show_selections = true; - le_show_grid = tmp_show_grid; - le_selection_mode = temp_le_selection_mode; - le_help_shown = false; +show_grid = show_grid_t; +mouse_cursor->set_state(MC_NORMAL); }