X-Git-Url: https://git.octo.it/?a=blobdiff_plain;f=src%2Fleveleditor.cpp;h=b84b4c474506caee335abfac80c86476d26d1f41;hb=717f10b21efba0b9b3dcd844df219c652a18797a;hp=05b6f343847837617bcbd60690c5cf05fb88dca1;hpb=939742ef3b91b0d5b232f9165086bdfc298f8c81;p=supertux.git diff --git a/src/leveleditor.cpp b/src/leveleditor.cpp index 05b6f3438..b84b4c474 100644 --- a/src/leveleditor.cpp +++ b/src/leveleditor.cpp @@ -1,8 +1,7 @@ // $Id$ // // SuperTux -// Copyright (C) 2003 Ricardo Cruz -// Copyright (C) 2003 Tobias Glaesser +// Copyright (C) 2005 Matthias Braun // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License @@ -16,1272 +15,1041 @@ // // 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. +// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA +// 02111-1307, USA. + +/*************************************************************************** + 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. * + * * + ***************************************************************************/ +#if 0 +#include -#include -#include #include -#include -#include -#include -#include -#include -#include +#include + +#include "gui/mousecursor.h" +#include "gui/menu.h" +#include "gui/button.h" +#include "audio/sound_manager.h" +#include "app/gettext.h" +#include "app/setup.h" +#include "app/globals.h" +#include "sprite/sprite.h" #include "leveleditor.h" - -#include "screen.h" -#include "defines.h" -#include "globals.h" -#include "setup.h" -#include "menu.h" -#include "level.h" -#include "gameloop.h" -#include "badguy.h" -#include "scene.h" -#include "button.h" -#include "tile.h" #include "resources.h" -#include "music_manager.h" +#include "tile.h" +#include "tile_manager.h" +#include "sector.h" +#include "game_session.h" +#include "object_factory.h" +#include "object/gameobjs.h" +#include "object/camera.h" +#include "object/tilemap.h" +#include "object/background.h" + +LevelEditor::LevelEditor() +{ + show_grid = true; + + selection.clear(); + selection_end = selection_ini = Vector(0,0); + left_button = middle_button = mouse_moved = false; + level = 0; + level_subset = 0; + + cur_layer = LAYER_TILES; + level_changed = false; + + sector = 0; + zoom = 1.0; + + /* Creating menus */ + level_subsets = FileSystem::dsubdirs("/levels", "info"); + subset_menu = new Menu(); + subset_menu->add_label(_("Load Subset")); + 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_WIDTH - 140, 100), + Vector(32,32), Vector(4,8)); + + tiles_board->add_button(Button(img_rubber_bt, _("Eraser"), SDLKey(SDLK_DELETE)), 0); + unsigned int id; + for(id = 1; id < tile_manager->get_max_tileid(); id++) + { + const Tile* tile = tile_manager->get(id); + if(!tile) + continue; -/* definitions to aid development */ + Surface* surface = tile->get_editor_image(); + if(!surface) + continue; -/* definitions that affect gameplay */ -#define KEY_CURSOR_SPEED 32 -#define KEY_CURSOR_FASTSPEED 64 + Button button = Button(surface, "", SDLKey(0)); + tiles_board->add_button(button, id); + } + gameobjs_first_id = id; + + for(Factories::iterator i = object_factories->begin(); + i != object_factories->end(); ++i) { + +// Surface *img = badguy.get_image(); +// FIXME: get image from object. Using the rubber in the meanwhile. + tiles_board->add_button(Button(img_rubber_bt, i->first, + SDLKey(SDLK_1+id)), id++); + } -/* when pagedown/up pressed speed:*/ -#define PAGE_CURSOR_SPEED 13*32 + tiles_layer = new ButtonGroup(Vector(12, SCREEN_HEIGHT-64), Vector(80,20), Vector(1,3)); + tiles_layer->add_button(Button(img_foreground_bt, _("Edtit foreground tiles"), + SDLK_F10), LAYER_FOREGROUNDTILES); + tiles_layer->add_button(Button(img_interactive_bt, _("Edit interactive tiles"), + SDLK_F11), LAYER_TILES, true); + tiles_layer->add_button(Button(img_background_bt, _("Edit background tiles"), + SDLK_F12), LAYER_BACKGROUNDTILES); + + level_options = new ButtonGroup(Vector(SCREEN_WIDTH-164, SCREEN_HEIGHT-36), Vector(32,32), Vector(5,1)); + level_options->add_pair_of_buttons(Button(img_next_sector_bt, _("Next sector"), SDLKey(0)), BT_NEXT_SECTOR, + Button(img_previous_sector_bt, _("Prevous sector"), SDLKey(0)), BT_PREVIOUS_SECTOR); + level_options->add_pair_of_buttons(Button(img_next_level_bt, _("Next level"), SDLKey(0)), BT_NEXT_LEVEL, + Button(img_previous_level_bt, _("Prevous level"), SDLKey(0)), BT_PREVIOUS_LEVEL); + level_options->add_button(Button(img_save_level_bt, _("Save level"), SDLK_F5), BT_LEVEL_SAVE); + level_options->add_button(Button(img_test_level_bt, _("Test level"), SDLK_F6), BT_LEVEL_TEST); + level_options->add_button(Button(img_setup_level_bt, _("Setup level"), SDLK_F7), BT_LEVEL_SETUP); +} -#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 +LevelEditor::~LevelEditor() +{ +free_buttons_gfx(); -/* look */ -#define SELECT_W 2 // size of the selections lines -#define SELECT_CLR 0, 255, 0, 255 // lines color (R, G, B, A) +delete tiles_board; +delete tiles_layer; +delete level_options; -/* own declerations */ -/* crutial ones (main loop) */ -int le_init(); -void le_quit(); -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); +delete subset_menu; +delete create_subset_menu; +delete main_menu; +delete settings_menu; -void le_highlight_selection(); +delete level; +delete level_subset; +} -void apply_level_settings_menu(); -void update_subset_settings_menu(); -void save_subset_settings_menu(); +void LevelEditor::load_buttons_gfx() +{ +img_foreground_bt = new Surface(datadir + "/images/leveleditor/foreground.png", true); +img_interactive_bt = new Surface(datadir + "/images/leveleditor/interactive.png", true); +img_background_bt = new Surface(datadir + "/images/leveleditor/background.png", true); -static Level* le_current_level; +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); -struct LevelEditorWorld -{ - std::vector bad_guys; - void arrays_free(void) - { - bad_guys.clear(); - } +img_rubber_bt = new Surface(datadir + "/images/leveleditor/rubber.png", true); - void add_bad_guy(float x, float y, BadGuyKind kind) - { - bad_guys.push_back(BadGuy(x,y,kind, false /* stay_on_platform */)); - } +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); +} - void activate_bad_guys() - { - for (std::vector::iterator i = le_current_level->badguy_data.begin(); - i != le_current_level->badguy_data.end(); - ++i) - { - add_bad_guy(i->x, i->y, i->kind); - } - } -}; - -/* leveleditor internals */ -static string_list_type level_subsets; -static bool le_level_changed; /* if changes, ask for saving, when quiting*/ -static int pos_x, cursor_x, cursor_y, fire; -static int le_level; -static LevelEditorWorld le_world; -static LevelSubset le_level_subset; -static int le_show_grid; -static int le_frame; -static Surface* le_selection; -static int done; -static unsigned int le_current_tile; -static bool le_mouse_pressed[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 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 Timer select_tilegroup_menu_effect; -static std::map tilegroups_map; -static std::string cur_tilegroup; - -static square selection; -static int le_selection_mode; -static SDL_Event event; -TileMapType active_tm; - -void le_set_defaults() +void LevelEditor::free_buttons_gfx() { - if(le_current_level != NULL) - { - /* Set defaults: */ +delete img_foreground_bt; +delete img_interactive_bt; +delete img_background_bt; - if(le_current_level->time_left == 0) - le_current_level->time_left = 255; - } +delete img_save_level_bt; +delete img_test_level_bt; +delete img_setup_level_bt; + +delete img_rubber_bt; + +delete img_previous_level_bt; +delete img_next_level_bt; +delete img_previous_sector_bt; +delete img_next_sector_bt; } -int leveleditor(int levelnb) +void LevelEditor::run(const std::string filename) { - int last_time, now_time, i; + sound_manager->halt_music(); + Menu::set_current(0); - le_level = levelnb; - if(le_init() != 0) - return 1; + DrawingContext context; - /* Clear screen: */ - - clearscreen(0, 0, 0); - updatescreen(); - - music_manager->halt_music(); + if(!filename.empty()) + { + level_nb = -1; + load_level(filename); + } + else + Menu::set_current(main_menu); - while (SDL_PollEvent(&event)) - {} + mouse_cursor->set_state(MC_NORMAL); - while(true) + done = false; + while(!done) { - last_time = SDL_GetTicks(); - le_frame++; + events(); + action(); + draw(context); + } - le_checkevents(); + if(level_changed) + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); +} - if(Menu::current() == select_tilegroup_menu) +void LevelEditor::events() +{ + mouse_moved = false; + + SDL_Event event; + while(SDL_PollEvent(&event)) + { + Menu* menu = Menu::current(); + if(menu) + { + menu->event(event); + menu->action(); + if(menu == main_menu) { - if(select_tilegroup_menu_effect.check()) - { - select_tilegroup_menu->set_pos(screen->w - 64 + select_tilegroup_menu_effect.get_left(), - 82,-0.5,0.5); - } - else - select_tilegroup_menu->set_pos(screen->w - 64,82,-0.5,0.5); + switch (main_menu->check()) + { + case MN_ID_RETURN: + Menu::set_current(0); + break; + case MN_ID_QUIT: + done = true; + break; + } } + else if(menu == create_subset_menu) + { + // activate or deactivate Create button if any filename as been specified + if(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input[0] == '\0') + create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_DEACTIVE; + else + create_subset_menu->get_item_by_id(MN_ID_CREATE_SUBSET).kind = MN_ACTION; + + if(create_subset_menu->check() == MN_ID_CREATE_SUBSET) + { // applying settings: + std::string subset_name = create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input; + LevelSubset::create(subset_name); + + delete level_subset; + level_subset = new LevelSubset(); + level_subset->load(create_subset_menu->get_item_by_id(MN_ID_FILENAME_SUBSET).input); + + level_subset->title = create_subset_menu->get_item_by_id(MN_ID_TITLE_SUBSET).input; + level_subset->description = create_subset_menu->get_item_by_id(MN_ID_DESCRIPTION_SUBSET).input; + //FIXME: generate better level filenames + level_subset->add_level(subset_name+'/'+"new_level.stl"); + Level* newlevel = new Level(); + newlevel->add_sector(create_sector("main", 25, 19)); + newlevel->save(level_subset->get_level_filename(0)); + level_subset->save(); + + load_level(0); - if(le_current_level != NULL) + 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 == subset_menu) { - /* making events results to be in order */ - if(pos_x < 0) - pos_x = 0; - if(pos_x > (le_current_level->width * 32) - screen->w) - pos_x = (le_current_level->width * 32) - screen->w; - - /* draw the level */ - le_drawlevel(); + int i = subset_menu->check(); + if(i >= 0) + { + std::set::iterator it = level_subsets.begin(); + for(int t = 0; t < i; t++) + it++; + load_level_subset(*it); + Menu::set_current(0); + } } - else - clearscreen(0, 0, 0); - - /* draw editor interface */ - le_drawinterface(); - - Menu* menu = Menu::current(); - if(menu) + else if(menu == settings_menu) { - menu->draw(); - menu->action(); + if(settings_menu->check() == MN_ID_APPLY_SETTINGS) + { // applying settings: + level_changed = true; + + 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); + } + } + } + // check for events in buttons + else if(tiles_board->event(event)) + { + std::vector vector; + vector.push_back(tiles_board->selected_id()); - if(menu == leveleditor_menu) - { - switch (leveleditor_menu->check()) - { - case MNID_RETURNLEVELEDITOR: - Menu::set_current(0); - break; - case MNID_SUBSETSETTINGS: - update_subset_settings_menu(); - break; - case MNID_QUITLEVELEDITOR: - done = 1; - break; - } - } - else if(menu == level_settings_menu) + selection.clear(); + selection.push_back(vector); + continue; + } + else if(tiles_layer->event(event)) + { + cur_layer = tiles_layer->selected_id(); + continue; + } + else if(level_options->event(event)) + { + switch(level_options->selected_id()) + { + case 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 { - switch (level_settings_menu->check()) - { - case MNID_SUBSETSETTINGS: - apply_level_settings_menu(); - Menu::set_current(leveleditor_menu); - break; - - default: - //show_menu = true; - break; - } + char str[1024]; + sprintf(str,_("Level %d doesn't exist. Create it?"), level_nb + 2); + if(confirm_dialog(NULL, str)) + { + level_subset->add_level("new_level.stl"); + Level* newlevel = new Level(); + newlevel->add_sector(create_sector("main", 25, 19)); + newlevel->save(level_subset->get_level_filename(level_nb + 1)); + level_subset->save(); + load_level(level_nb + 1); + } } - else if(menu == select_tilegroup_menu) - { - int it = -1; - switch (it = select_tilegroup_menu->check()) - { - default: - if(it != -1) - { - if(select_tilegroup_menu->item[it].kind == MN_ACTION) - cur_tilegroup = select_tilegroup_menu->item[it].text; - - Menu::set_current(0); - } - 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"; + load_sector(sectornum+1); + break; + case BT_PREVIOUS_SECTOR: + std::cerr << "previous sector.\n"; + if(sectornum > 0) + load_sector(sectornum-1); + break; + } + level_options->set_unselected(); + continue; + } + else + { + switch(event.type) + { + case SDL_MOUSEMOTION: + mouse_moved = true; + mouse_x = event.motion.x; + mouse_y = event.motion.y; + if(SDL_GetMouseState(NULL, NULL)&SDL_BUTTON(SDL_BUTTON_RIGHT)) + { // movement like in strategy games + scroll.x += -1 * event.motion.xrel; + scroll.y += -1 * event.motion.yrel; } - else if(menu == subset_load_menu) + break; + + case SDL_MOUSEBUTTONDOWN: + mouse_moved = true; + mouse_x = event.motion.x; + mouse_y = event.motion.y; + if(event.button.button == SDL_BUTTON_LEFT) + left_button = true; + else if(event.button.button == SDL_BUTTON_MIDDLE) { - switch (i = subset_load_menu->check()) - { - case 0: - break; - default: - if(i != -1) - { - le_level_subset.load(level_subsets.item[i-2]); - leveleditor_menu->item[3].kind = MN_GOTO; - le_level = 1; - le_world.arrays_free(); - le_current_level = new Level; - if(le_current_level->load(le_level_subset.name.c_str(), le_level) != 0) - { - le_quit(); - return 1; - } - le_set_defaults(); - le_current_level->load_gfx(); - le_world.activate_bad_guys(); - - // FIXME:? - Menu::set_current(leveleditor_menu); - } - break; - } + middle_button = true; + selection_ini = Vector(event.button.x, event.button.y); } - else if(menu == subset_new_menu) + break; + + case SDL_MOUSEBUTTONUP: + mouse_moved = true; + mouse_x = event.motion.x; + mouse_y = event.motion.y; + if(event.button.button == SDL_BUTTON_LEFT) + left_button = false; + else if(event.button.button == SDL_BUTTON_MIDDLE) { - if(subset_new_menu->item[2].input[0] == '\0') - subset_new_menu->item[3].kind = MN_DEACTIVE; - else + middle_button = false; + selection_end = Vector(event.button.x, event.button.y); + + 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; + } + + selection.clear(); + std::vector vector; + + TileMap* tilemap = 0; + if(cur_layer == LAYER_FOREGROUNDTILES) + tilemap = foregrounds; + else if(cur_layer == LAYER_TILES) + tilemap = solids; + else if(cur_layer == LAYER_BACKGROUNDTILES) + tilemap = backgrounds; + + for(int x = 0; x < (int)((selection_end.x - selection_ini.x)*zoom / 32) + 1; x++) + { + vector.clear(); + for(int y = 0; y < (int)((selection_end.y - selection_ini.y)*zoom / 32) + 1; y++) { - subset_new_menu->item[3].kind = MN_ACTION; - - switch (i = subset_new_menu->check()) - { - case 3: - LevelSubset::create(subset_new_menu->item[2].input); - le_level_subset.load(subset_new_menu->item[2].input); - leveleditor_menu->item[3].kind = MN_GOTO; - le_level = 1; - le_world.arrays_free(); - le_current_level = new Level; - if(le_current_level->load(le_level_subset.name.c_str(), le_level) != 0) - { - le_quit(); - return 1; - } - le_set_defaults(); - le_current_level->load_gfx(); - le_world.activate_bad_guys(); - subset_new_menu->item[2].change_input(""); - // FIXME:? show_menu = true; - Menu::set_current(leveleditor_menu); - break; - } + vector.push_back(tilemap->get_tile(x + + (int)(((selection_ini.x+scroll.x)*zoom)/32), + y + (int)(((selection_ini.y+scroll.y)*zoom)/32))->getID()); } + selection.push_back(vector); + } } - else if(menu == subset_settings_menu) - { - if(le_level_subset.title.compare(subset_settings_menu->item[2].input) == 0 && le_level_subset.description.compare(subset_settings_menu->item[3].input) == 0 ) - subset_settings_menu->item[5].kind = MN_DEACTIVE; - else - subset_settings_menu->item[5].kind = MN_ACTION; + break; - switch (i = subset_settings_menu->check()) - { - case 5: - save_subset_settings_menu(); - //FIXME:show_menu = true; - Menu::set_current(leveleditor_menu); - break; - } + case SDL_KEYDOWN: // key pressed + switch(event.key.keysym.sym) + { + case SDLK_ESCAPE: + Menu::set_current(main_menu); + break; + /* scrolling related events: */ + case SDLK_HOME: + scroll.x = 0; + break; + case SDLK_END: + scroll.x = sector->solids->get_height()*32 - SCREEN_WIDTH; + break; + case SDLK_LEFT: + scroll.x -= 80; + break; + case SDLK_RIGHT: + scroll.x += 80; + break; + case SDLK_UP: + scroll.y -= 80; + break; + case SDLK_DOWN: + scroll.y += 80; + break; + case SDLK_PAGEUP: + scroll.x -= 450; + break; + case SDLK_PAGEDOWN: + scroll.x += 450; + break; + case SDLK_PLUS: + case SDLK_KP_PLUS: + zoom += 0.10; + break; + case SDLK_MINUS: + case SDLK_KP_MINUS: + zoom -= 0.10; + break; + + case SDLK_F1: + show_help(); + break; + case SDLK_F2: + show_grid = !show_grid; + break; + default: + break; } - } + break; - mouse_cursor->draw(); + case SDL_QUIT: // window closed + done = true; + break; - if(done) - { - le_quit(); - return 0; + default: + break; } - - ++global_frame_counter; - - SDL_Delay(25); - now_time = SDL_GetTicks(); - if (now_time < last_time + FPS) - SDL_Delay(last_time + FPS - now_time); /* delay some time */ - - flipscreen(); + } } - - return done; } -int le_init() +void LevelEditor::action() { - int i; - level_subsets = dsubdirs("/levels", "info"); + 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); - active_tm = TM_IA; - - le_show_grid = true; - - /* level_changed = NO;*/ - fire = DOWN; - done = 0; - le_frame = 0; /* support for frames in some tiles, like waves and bad guys */ - le_level_changed = false; - le_current_level = NULL; - - le_current_tile = 0; - le_mouse_pressed[LEFT] = false; - le_mouse_pressed[RIGHT] = false; - - le_selection = new Surface(datadir + "/images/leveleditor/select.png", USE_ALPHA); - - select_tilegroup_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-64,64); - 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-64,80); - - 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_F4,0,0),TM_BG); - le_tilemap_panel->additem(new Button("/images/icons/intact.png","Interactive",SDLK_F4,0,0),TM_IA); - le_tilemap_panel->additem(new Button("/images/icons/frgrd.png","Foreground",SDLK_F4,0,0),TM_FG); - - 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(); - - leveleditor_menu->additem(MN_LABEL,"Level Editor Menu",0,0); - leveleditor_menu->additem(MN_HL,"",0,0); - leveleditor_menu->additem(MN_ACTION,"Return To Level Editor",0,0,MNID_RETURNLEVELEDITOR); - leveleditor_menu->additem(MN_DEACTIVE,"Level Subset Settings",0,subset_settings_menu,MNID_SUBSETSETTINGS); - leveleditor_menu->additem(MN_GOTO,"Load Level Subset",0,subset_load_menu); - leveleditor_menu->additem(MN_GOTO,"New Level Subset",0,subset_new_menu); - leveleditor_menu->additem(MN_HL,"",0,0); - leveleditor_menu->additem(MN_ACTION,"Quit Level Editor",0,0,MNID_QUITLEVELEDITOR); - - Menu::set_current(leveleditor_menu); - - subset_load_menu->additem(MN_LABEL, "Load Level Subset", 0, 0); - subset_load_menu->additem(MN_HL, "", 0, 0); - - for(i = 0; i < level_subsets.num_items; ++i) + if(sector) { - subset_load_menu->additem(MN_ACTION,level_subsets.item[i],0,0); + // don't scroll before the start or after the level's end + float width = sector->solids->get_width() * 32; + float height = sector->solids->get_height() * 32; + + if(scroll.x < -SCREEN_WIDTH/2) + scroll.x = -SCREEN_WIDTH/2; + if(scroll.x > width - SCREEN_WIDTH/2) + scroll.x = width - SCREEN_WIDTH/2; + if(scroll.y < -SCREEN_HEIGHT/2) + scroll.y = -SCREEN_HEIGHT/2; + if(scroll.y > height - SCREEN_HEIGHT/2) + scroll.y = height - SCREEN_HEIGHT/2; + + // set camera translation, since BadGuys like it + sector->camera->set_scrolling((int)scroll.x, (int)scroll.y); + + if(left_button && mouse_moved) + for(unsigned int x = 0; x < selection.size(); x++) + for(unsigned int y = 0; y < selection[x].size(); y++) + change((int)(scroll.x + mouse_x) + (x*32), + (int)(scroll.y + mouse_y) + (y*32), selection[x][y], + cur_layer); } - 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); - subset_new_menu->additem(MN_ACTION,"Create",0,0); - 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); - subset_settings_menu->additem(MN_TEXTFIELD,"Description",0,0); - subset_settings_menu->additem(MN_HL,"",0,0); - subset_settings_menu->additem(MN_ACTION,"Save Changes",0,0); - 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); - level_settings_menu->additem(MN_TEXTFIELD,"Author ",0,0); - level_settings_menu->additem(MN_STRINGSELECT,"Theme ",0,0); - level_settings_menu->additem(MN_STRINGSELECT,"Song ",0,0); - level_settings_menu->additem(MN_STRINGSELECT,"Bg-Image",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Length ",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Time ",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Gravity",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Top Red ",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Top Green ",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Top Blue ",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Bottom Red ",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Bottom Green",0,0); - level_settings_menu->additem(MN_NUMFIELD,"Bottom Blue",0,0); - 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,"Select Tilegroup",0,0); - select_tilegroup_menu->additem(MN_HL,"",0,0); - std::vector* tilegroups = TileManager::tilegroups(); - for(std::vector::iterator it = tilegroups->begin(); it != tilegroups->end(); ++it ) - { - - select_tilegroup_menu->additem(MN_ACTION,const_cast((*it).name.c_str()),0,0); - tilegroups_map[(*it).name] = new ButtonPanel(screen->w - 64,96, 64, 318); - i = 0; - for(std::vector::iterator sit = (*it).tiles.begin(); sit != (*it).tiles.end(); ++sit, ++i) - tilegroups_map[(*it).name]->additem(new Button(const_cast(("images/tilesets/" + TileManager::instance()->get(*sit)->filenames[0]).c_str()), const_cast((*it).name.c_str()),(SDLKey)(i+'a'),0,0,32,32),(*sit)); - } - select_tilegroup_menu->additem(MN_HL,"",0,0); - - SDL_EnableKeyRepeat(SDL_DEFAULT_REPEAT_DELAY, SDL_DEFAULT_REPEAT_INTERVAL); - - return 0; } -void update_level_settings_menu() -{ - char str[80]; - int i; - - level_settings_menu->item[2].change_input(le_current_level->name.c_str()); - level_settings_menu->item[3].change_input(le_current_level->author.c_str()); - sprintf(str,"%d",le_current_level->width); - - string_list_copy(level_settings_menu->item[4].list, dsubdirs("images/themes", "solid0.png")); - string_list_copy(level_settings_menu->item[5].list, dfiles("music/",NULL, "-fast")); - string_list_copy(level_settings_menu->item[6].list, dfiles("images/background",NULL, NULL)); - string_list_add_item(level_settings_menu->item[6].list,""); - if((i = string_list_find(level_settings_menu->item[4].list,le_current_level->theme.c_str())) != -1) - level_settings_menu->item[3].list->active_item = i; - if((i = string_list_find(level_settings_menu->item[5].list,le_current_level->song_title.c_str())) != -1) - level_settings_menu->item[4].list->active_item = i; - if((i = string_list_find(level_settings_menu->item[6].list,le_current_level->bkgd_image.c_str())) != -1) - level_settings_menu->item[5].list->active_item = i; - - level_settings_menu->item[7].change_input(str); - sprintf(str,"%d",le_current_level->time_left); - level_settings_menu->item[8].change_input(str); - sprintf(str,"%2.0f",le_current_level->gravity); - level_settings_menu->item[9].change_input(str); - sprintf(str,"%d",le_current_level->bkgd_top.red); - level_settings_menu->item[10].change_input(str); - sprintf(str,"%d",le_current_level->bkgd_top.green); - level_settings_menu->item[11].change_input(str); - sprintf(str,"%d",le_current_level->bkgd_top.blue); - level_settings_menu->item[12].change_input(str); - sprintf(str,"%d",le_current_level->bkgd_bottom.red); - level_settings_menu->item[13].change_input(str); - sprintf(str,"%d",le_current_level->bkgd_bottom.green); - level_settings_menu->item[14].change_input(str); - sprintf(str,"%d",le_current_level->bkgd_bottom.blue); - level_settings_menu->item[15].change_input(str); -} +#define FADING_TIME .6 -void update_subset_settings_menu() +void LevelEditor::draw(DrawingContext& context) { - 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()); -} + context.draw_text(white_text, _("Level Editor"), Vector(10, 5), LEFT_ALLIGN, LAYER_GUI); + mouse_cursor->draw(context); -void apply_level_settings_menu() -{ - int i; - i = false; + // draw a filled background + context.draw_filled_rect(Vector(0,0), Vector(SCREEN_WIDTH,SCREEN_HEIGHT), Color(60,60,60), LAYER_BACKGROUND0-1); - le_current_level->name = level_settings_menu->item[2].input; - le_current_level->author = level_settings_menu->item[3].input; - - if(le_current_level->bkgd_image.compare(string_list_active(level_settings_menu->item[6].list)) != 0) + if(level_name_timer.check()) { - le_current_level->bkgd_image = string_list_active(level_settings_menu->item[6].list); - i = true; - } + context.push_transform(); + if(level_name_timer.get_timeleft() < FADING_TIME) + context.set_alpha(int(level_name_timer.get_timeleft() * 255 / FADING_TIME)); - if(le_current_level->theme.compare(string_list_active(level_settings_menu->item[4].list)) != 0) - { - le_current_level->theme = string_list_active(level_settings_menu->item[4].list); - i = true; - } + context.draw_text(gold_text, level->name, Vector(SCREEN_WIDTH/2, 30), CENTER_ALLIGN, LAYER_GUI); + if(level_nb != -1) + { + char str[128]; + sprintf(str, "%i/%i", level_nb+1, level_subset->get_num_levels()); + context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, 50), CENTER_ALLIGN, LAYER_GUI); + } - if(i) - { - le_current_level->free_gfx(); - le_current_level->load_gfx(); + 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); - le_current_level->song_title = string_list_active(level_settings_menu->item[5].list); - - le_current_level->change_size(atoi(level_settings_menu->item[7].input)); - le_current_level->time_left = atoi(level_settings_menu->item[8].input); - le_current_level->gravity = atof(level_settings_menu->item[9].input); - le_current_level->bkgd_top.red = atoi(level_settings_menu->item[10].input); - le_current_level->bkgd_top.green = atoi(level_settings_menu->item[11].input); - le_current_level->bkgd_top.blue = atoi(level_settings_menu->item[12].input); - le_current_level->bkgd_bottom.red = atoi(level_settings_menu->item[13].input); - le_current_level->bkgd_bottom.green = atoi(level_settings_menu->item[14].input); - le_current_level->bkgd_bottom.blue = atoi(level_settings_menu->item[15].input); -} - -void save_subset_settings_menu() -{ - le_level_subset.title = subset_settings_menu->item[2].input; - le_level_subset.description = subset_settings_menu->item[3].input; - le_level_subset.save(); -} - -void le_goto_level(int levelnb) -{ - le_world.arrays_free(); - - le_current_level->cleanup(); - if(le_current_level->load(le_level_subset.name.c_str(), levelnb) != 0) - { - le_current_level->load(le_level_subset.name.c_str(), le_level); - } + Menu* menu = Menu::current(); + if(menu) + menu->draw(context); else { - le_level = levelnb; + tiles_board->draw(context); + tiles_layer->draw(context); + level_options->draw(context); } - le_set_defaults(); - - le_current_level->free_gfx(); - le_current_level->load_gfx(); - - le_world.activate_bad_guys(); -} - -void le_quit(void) -{ - /*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 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_tilemap_panel; - - if(le_current_level != NULL) + // draw selection + if(sector) { - le_current_level->free_gfx(); - le_current_level->cleanup(); - le_world.arrays_free(); - } -} + if(!middle_button) + { + context.set_drawing_effect(SEMI_TRANSPARENT); -void le_drawinterface() -{ - int x,y; - char str[80]; + if(selection.size()) + { + if(selection[0][0] == 0 && selection.size() == 1) + context.draw_surface(img_rubber_bt, Vector(mouse_x - 8, + mouse_y - 8), LAYER_GUI-2); + else if(selection[0][0] >= gameobjs_first_id || selection[0][0] < 0) + { + // FIXME: this should draw an object image near cursor + #if 0 + int id = selection[0][0]; + + if(id == OBJ_TRAMPOLINE) + context.draw_surface(img_trampoline[0].get_frame(0), Vector(mouse_x - 8, + mouse_y - 8), LAYER_GUI-2); + else if(id == OBJ_FLYING_PLATFORM) + context.draw_surface(img_flying_platform->get_frame(0), Vector(mouse_x - 8, + mouse_y - 8), LAYER_GUI-2); + else + if(id == OBJ_DOOR) + /*context.draw_surface(door->get_frame(0), Vector(mouse_x - 8, + mouse_y - 8), LAYER_GUI-2);*/ + ; + else + { + BadGuyKind kind = BadGuyKind((-id)-1); + BadGuy badguy(kind, 0,0); + badguy.activate(LEFT); + Surface *img = badguy.get_image(); - if(le_current_level != NULL) - { - /* draw a grid (if selected) */ - if(le_show_grid) + context.draw_surface(img, Vector(mouse_x - 8, + mouse_y - 8), LAYER_GUI-2); + } + #endif + } + else + { + for(unsigned int x = 0; x < selection.size(); x++) + for(unsigned int y = 0; y < selection[x].size(); y++) { + const Tile* tile = tile_manager->get(selection[x][y]); + tile->draw(context, + Vector(mouse_x + x*32 - 8, mouse_y + y*32 - 8), + LAYER_GUI-2); + } + } + } + context.set_drawing_effect(NONE_EFFECT); + } + else + context.draw_filled_rect(Vector(std::min((int)selection_ini.x, mouse_x)*zoom, + std::min((int)selection_ini.y, mouse_y))*zoom, + Vector(abs(mouse_x - (int)selection_ini.x)*zoom, + abs(mouse_y - (int)selection_ini.y)*zoom), + Color(170,255,170,128), LAYER_GUI-2); + + if(show_grid) + { + for(int x = 0; x < SCREEN_WIDTH / (32*zoom); x++) { - for(x = 0; x < 19; x++) - fillrect(x*32 - ((int)pos_x % 32), 0, 1, screen->h, 225, 225, 225,255); - for(y = 0; y < 15; y++) - fillrect(0, y*32, screen->w - 32, 1, 225, 225, 225,255); + int pos = (int)(x*32*zoom) - ((int)scroll.x % 32); + context.draw_filled_rect(Vector (pos, 0), Vector(1, SCREEN_HEIGHT), + Color(225, 225, 225), LAYER_GUI-50); } - } + for(int y = 0; y < SCREEN_HEIGHT / (32*zoom); y++) + { + int pos = (int)(y*32*zoom) - ((int)scroll.y % 32); + context.draw_filled_rect(Vector (0, pos), Vector(SCREEN_WIDTH, 1), + Color(225, 225, 225), LAYER_GUI-50); + } + } - if(le_selection_mode == CURSOR) - le_selection->draw( cursor_x - pos_x, cursor_y); - else if(le_selection_mode == SQUARE) - { - int w, h; - le_highlight_selection(); - /* draw current selection */ - w = selection.x2 - selection.x1; - h = selection.y2 - selection.y1; - fillrect(selection.x1 - pos_x, selection.y1, w, SELECT_W, SELECT_CLR); - fillrect(selection.x1 - pos_x + w, selection.y1, SELECT_W, h, SELECT_CLR); - fillrect(selection.x1 - pos_x, selection.y1 + h, w, SELECT_W, SELECT_CLR); - fillrect(selection.x1 - pos_x, selection.y1, SELECT_W, h, SELECT_CLR); - } + context.push_transform(); + context.set_translation(scroll); + context.set_zooming(zoom); + 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(); - /* draw button bar */ - fillrect(screen->w - 64, 0, 64, screen->h, 50, 50, 50,255); - Tile::draw(19 * 32, 14 * 32, le_current_tile); - - if(TileManager::instance()->get(le_current_tile)->editor_images.size() > 0) - TileManager::instance()->get(le_current_tile)->editor_images[0]->draw( 19 * 32, 14 * 32); + if(tilemap->get_layer() != cur_layer) + context.set_drawing_effect(SEMI_TRANSPARENT); + (*i)->draw(context); - if(le_current_level != NULL) - { - le_save_level_bt->draw(); - le_exit_bt->draw(); - le_test_level_bt->draw(); - le_next_level_bt->draw(); - le_previous_level_bt->draw(); - le_rubber_bt->draw(); - le_select_mode_one_bt->draw(); - le_select_mode_two_bt->draw(); - le_settings_bt->draw(); - le_move_right_bt->draw(); - le_move_left_bt->draw(); - le_tilegroup_bt->draw(); - if(!cur_tilegroup.empty()) - tilegroups_map[cur_tilegroup]->draw(); - le_tilemap_panel->draw(); - - sprintf(str, "%d/%d", le_level,le_level_subset.levels); - white_text->drawf(str, -10, 16, A_RIGHT, A_TOP, 0); - - white_small_text->draw("F1 for Help", 10, 430, 1); - } - else - { - if(!Menu::current()) - white_small_text->draw("No Level Subset loaded - Press ESC and choose one in the menu", 10, 430, 1); + 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 - white_small_text->draw("No Level Subset loaded", 10, 430, 1); + (*i)->draw(context); + } + + context.pop_transform(); } + else + context.draw_filled_rect(Vector(0,0), Vector(SCREEN_WIDTH,SCREEN_HEIGHT),Color(0,0,0), LAYER_BACKGROUND0); + context.do_drawing(); } -void le_drawlevel() +void LevelEditor::load_level_subset(std::string filename) { - unsigned int y,x,i,s; - Uint8 a; + delete level_subset; + level_subset = new LevelSubset(); + level_subset->load(filename.c_str()); + load_level(0); +} - /* Draw the real background */ - if(le_current_level->bkgd_image[0] != '\0') - { - s = pos_x / 30; - le_current_level->img_bkgd->draw_part(s,0,0,0, - le_current_level->img_bkgd->w - s - 32, le_current_level->img_bkgd->h); - le_current_level->img_bkgd->draw_part(0,0,screen->w - s - 32 ,0,s, - le_current_level->img_bkgd->h); - } - else +void LevelEditor::load_level(std::string filename) +{ + if(level_changed) { - drawgradient(le_current_level->bkgd_top, le_current_level->bkgd_bottom); + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; } - /* clearscreen(current_level.bkgd_red, current_level.bkgd_green, current_level.bkgd_blue); */ - - for (y = 0; y < 15; ++y) - for (x = 0; x < 20; ++x) - { - - if(active_tm == TM_BG) - a = 255; - else - a = 128; - - Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->bg_tiles[y][x + (int)(pos_x / 32)],a); - - if(active_tm == TM_IA) - a = 255; - else - a = 128; - - Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->ia_tiles[y][x + (int)(pos_x / 32)],a); - - if(active_tm == TM_FG) - a = 255; - else - a = 128; - - Tile::draw(32*x - fmodf(pos_x, 32), y * 32, le_current_level->fg_tiles[y][x + (int)(pos_x / 32)],a); - - /* draw whats inside stuff when cursor is selecting those */ - /* (draw them all the time - is this the right behaviour?) */ - if(TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images.size() > 0) - TileManager::instance()->get(le_current_level->ia_tiles[y][x + (int)(pos_x / 32)])->editor_images[0]->draw( x * 32 - ((int)pos_x % 32), y*32); + level_filename = filename; - } + delete level; + level = new Level(); + level->load(filename); + + sectornum = 0; + load_sector(0); + level_name_timer.start(3000); + scroll.x = scroll.y = 0; + level_changed = false; + + settings_menu->get_item_by_id(MN_ID_NAME).change_input(level->name.c_str()); + settings_menu->get_item_by_id(MN_ID_AUTHOR).change_input(level->author.c_str()); +} - /* Draw the Bad guys: */ - for (i = 0; i < le_world.bad_guys.size(); ++i) +void LevelEditor::load_level(int nb) +{ + if(level_changed) { - /* to support frames: img_bsod_left[(frame / 5) % 4] */ - - scroll_x = pos_x; - le_world.bad_guys[i].draw(); + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; } + level_nb = nb; + level_filename = level_subset->get_level_filename(level_nb); - /* Draw the player: */ - /* for now, the position is fixed at (100, 240) */ - largetux.walk_right->draw( 100 - pos_x, 240); + load_level(level_filename); } -void le_checkevents() +void LevelEditor::load_sector(size_t num) { - SDLKey key; - SDLMod keymod; - Button* pbutton; - int x,y; + assert(num <= level->get_sector_count()); + + if(num >= level->get_sector_count()) + { + if(!confirm_dialog(NULL, _("No more sectors exist. Create another?"))) + return; + Sector* sector_ = create_sector("new_sector",25,19); + level->add_sector(sector_); + num = level->get_sector_count()-1; + } - keymod = SDL_GetModState(); + sector = level->get_sector(num); - while(SDL_PollEvent(&event)) - { - if (Menu::current()) - { - Menu::current()->event(event); - } - else - { - mouse_cursor->set_state(MC_NORMAL); - - /* testing SDL_KEYDOWN, SDL_KEYUP and SDL_QUIT events*/ - if(event.type == SDL_KEYDOWN - || ((event.type == SDL_MOUSEBUTTONDOWN || SDL_MOUSEMOTION) - && (event.motion.x > 0 - && event.motion.x < screen->w - 64 && - event.motion.y > 0 && event.motion.y < screen->h))) - { - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - key = event.key.keysym.sym; - switch(key) - { - case SDLK_ESCAPE: - Menu::set_current(leveleditor_menu); - case SDLK_LEFT: - if(fire == DOWN) - cursor_x -= KEY_CURSOR_SPEED; - else - cursor_x -= KEY_CURSOR_FASTSPEED; - - if(cursor_x < pos_x + MOUSE_LEFT_MARGIN) - pos_x = cursor_x - MOUSE_LEFT_MARGIN; - - break; - case SDLK_RIGHT: - if(fire == DOWN) - cursor_x += KEY_CURSOR_SPEED; - else - cursor_x += KEY_CURSOR_FASTSPEED; - - if(cursor_x > pos_x + MOUSE_RIGHT_MARGIN-32) - pos_x = cursor_x - MOUSE_RIGHT_MARGIN+32; - - break; - case SDLK_UP: - if(fire == DOWN) - cursor_y -= KEY_CURSOR_SPEED; - else - cursor_y -= KEY_CURSOR_FASTSPEED; - - if(cursor_y < 0) - cursor_y = 0; - break; - case SDLK_DOWN: - if(fire == DOWN) - cursor_y += KEY_CURSOR_SPEED; - else - cursor_y += KEY_CURSOR_FASTSPEED; - - if(cursor_y > screen->h-32) - cursor_y = screen->h-32; - break; - case SDLK_LCTRL: - fire =UP; - break; - case SDLK_F1: - le_showhelp(); - break; - case SDLK_HOME: - cursor_x = 0; - pos_x = cursor_x; - break; - case SDLK_END: - cursor_x = (le_current_level->width * 32) - 32; - pos_x = cursor_x; - break; - case SDLK_F9: - le_show_grid = !le_show_grid; - break; - default: - break; - } - break; - case SDL_KEYUP: /* key released */ - switch(event.key.keysym.sym) - { - case SDLK_LCTRL: - fire = DOWN; - break; - default: - break; - } - break; - case SDL_MOUSEBUTTONDOWN: - if(event.button.button == SDL_BUTTON_LEFT) - { - le_mouse_pressed[LEFT] = true; - - selection.x1 = event.motion.x + pos_x; - selection.y1 = event.motion.y; - selection.x2 = event.motion.x + pos_x; - selection.y2 = event.motion.y; - } - else if(event.button.button == SDL_BUTTON_RIGHT) - { - le_mouse_pressed[RIGHT] = true; - } - break; - case SDL_MOUSEBUTTONUP: - if(event.button.button == SDL_BUTTON_LEFT) - le_mouse_pressed[LEFT] = false; - else if(event.button.button == SDL_BUTTON_RIGHT) - le_mouse_pressed[RIGHT] = false; - break; - case SDL_MOUSEMOTION: - - if(!Menu::current()) - { - x = event.motion.x; - y = event.motion.y; - - cursor_x = ((int)(pos_x + x) / 32) * 32; - cursor_y = ((int) y / 32) * 32; - - if(le_mouse_pressed[LEFT]) - { - selection.x2 = x + pos_x; - selection.y2 = y; - } - - if(le_mouse_pressed[RIGHT]) - { - pos_x += -1 * event.motion.xrel; - } - } - break; - case SDL_QUIT: // window closed - done = 1; - break; - default: - break; - } - } - } + /* Load sector stuff */ - if(le_current_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; + sector->update_game_objects(); - if(!Menu::current()) - { - /* Check for button events */ - le_test_level_bt->event(event); - if(le_test_level_bt->get_state() == BUTTON_CLICKED) - le_testlevel(); - le_save_level_bt->event(event); - if(le_save_level_bt->get_state() == BUTTON_CLICKED) - le_current_level->save(le_level_subset.name.c_str(),le_level); - le_exit_bt->event(event); - if(le_exit_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(leveleditor_menu); - } - le_next_level_bt->event(event); - if(le_next_level_bt->get_state() == BUTTON_CLICKED) - { - if(le_level < le_level_subset.levels) - { - le_goto_level(++le_level); - } - else - { - Level new_lev; - char str[1024]; - int d = 0; - sprintf(str,"Level %d doesn't exist.",le_level+1); - white_text->drawf(str,0,-18,A_HMIDDLE,A_VMIDDLE,2); - white_text->drawf("Do you want to create it?",0,0,A_HMIDDLE,A_VMIDDLE,2); - red_text->drawf("(Y)es/(N)o",0,20,A_HMIDDLE,A_VMIDDLE,2); - flipscreen(); - while(d == 0) - { - while(SDL_PollEvent(&event)) - switch(event.type) - { - case SDL_KEYDOWN: // key pressed - switch(event.key.keysym.sym) - { - case SDLK_y: - 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); - d = 1; - break; - case SDLK_n: - d = 1; - break; - default: - break; - } - break; - default: - break; - } - SDL_Delay(50); - } - } - } - le_previous_level_bt->event(event); - if(le_previous_level_bt->get_state() == BUTTON_CLICKED) - { - if(le_level > 1) - le_goto_level(--le_level); - } - le_rubber_bt->event(event); - if(le_rubber_bt->get_state() == BUTTON_CLICKED) - le_current_tile = 0; - le_select_mode_one_bt->event(event); - if(le_select_mode_one_bt->get_state() == BUTTON_CLICKED) - le_selection_mode = CURSOR; - le_select_mode_two_bt->event(event); - if(le_select_mode_two_bt->get_state() == BUTTON_CLICKED) - le_selection_mode = SQUARE; - - le_tilegroup_bt->event(event); - if(le_tilegroup_bt->get_state() == 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); - } - - 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(); - } - } - if((pbutton = le_tilemap_panel->event(event)) != NULL) - { - if(pbutton->get_state() == BUTTON_CLICKED) - { - active_tm = static_cast(pbutton->get_tag()); - } - } - } - else - { - le_settings_bt->event(event); - if(le_settings_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(0); - } - le_tilegroup_bt->event(event); - if(le_tilegroup_bt->get_state() == BUTTON_CLICKED) - { - Menu::set_current(0); - } - } - } - - if(!Menu::current()) - { - le_move_left_bt->event(event); - le_move_right_bt->event(event); + foregrounds = solids = backgrounds = 0; + /* Point foregrounds, backgrounds, solids to its layer */ + for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); i != sector->gameobjects.end(); i++) + { + TileMap* tilemap = dynamic_cast (*i); + if(tilemap) + { + 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(le_mouse_pressed[LEFT]) - { - le_change(cursor_x, cursor_y, active_tm, le_current_tile); - } - } - } + if(!foregrounds) + { + TileMap* tilemap = new TileMap(LAYER_FOREGROUNDTILES, false, solids->get_width(), solids->get_height()); + sector->add_object(tilemap); + sector->update_game_objects(); } - if(!Menu::current()) + if(!backgrounds) { - if(le_move_left_bt->get_state() == BUTTON_PRESSED) - { - pos_x -= 192; - } - else if(le_move_left_bt->get_state() == BUTTON_HOVER) - { - pos_x -= 64; - } - - if(le_move_right_bt->get_state() == BUTTON_PRESSED) - { - pos_x += 192; - } - else if(le_move_right_bt->get_state() == BUTTON_HOVER) - { - pos_x += 64; - } + TileMap* tilemap = new TileMap(LAYER_BACKGROUNDTILES, false, solids->get_width(), solids->get_height()); + sector->add_object(tilemap); + sector->update_game_objects(); } + char str[64]; + sprintf(str, "%i", solids->get_width()); + settings_menu->get_item_by_id(MN_ID_WIDTH).change_input(str); + sprintf(str, "%i", solids->get_height()); + settings_menu->get_item_by_id(MN_ID_HEIGHT).change_input(str); + + sectornum = num; } -void le_highlight_selection() +void LevelEditor::save_level() { - int x1, x2, y1, y2; + level->save(level_filename); + level_changed = false; +} - if(selection.x1 < selection.x2) - { - x1 = selection.x1; - x2 = selection.x2; - } - else - { - x1 = selection.x2; - x2 = selection.x1; +void LevelEditor::test_level() +{ + if(level_changed) { + if(confirm_dialog(NULL, _("Level not saved. Wanna to?"))) + save_level(); + else + return; + } + + GameSession session(level_filename, ST_GL_TEST); + session.run(); + // player_status.reset(); + sound_manager->halt_music(); +} + +void LevelEditor::change(int x, int y, int newtile, int layer) +{ + (void) layer; + // find the tilemap of the current layer, and then change the tile + if(x < 0 || (unsigned int)x >= sector->solids->get_width()*32 || + y < 0 || (unsigned int)y >= sector->solids->get_height()*32) + return; + + 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(newtile >= gameobjs_first_id) // add object + { + // remove an active tile or object that might be there + change(x, y, 0, LAYER_TILES); + + int id = 0; + GameObject* object = 0; + for(Factories::iterator i = object_factories->begin(); i != + object_factories->end(); ++i) { + if(id == newtile - gameobjs_first_id) { + object = create_object(i->first, Vector(x, y)); + break; + } + id++; } - if(selection.y1 < selection.y2) - { - y1 = selection.y1; - y2 = selection.y2; + if(object) { + sector->add_object(object); + sector->update_game_objects(); } - else - { - y1 = selection.y2; - y2 = selection.y1; + } else if(cur_layer == LAYER_FOREGROUNDTILES) { + foregrounds->change(x/32, y/32, newtile); + } else if(cur_layer == LAYER_TILES) { + // remove a bad guy if it's there + // we /32 in order to round numbers + for(Sector::GameObjects::iterator i = sector->gameobjects.begin(); + i < sector->gameobjects.end(); i++) { +// FIXME: if there is a game objs in here, remove it! +#if 0 + BadGuy* badguy = dynamic_cast (*i); + if(badguy) + if((int)badguy->base.x/32 == x/32 && (int)badguy->base.y/32 == y/32) + sector->gameobjects.erase(i); + Trampoline* trampoline = dynamic_cast (*i); + if(trampoline) + { + if((int)trampoline->base.x/32 == x/32 && (int)trampoline->base.y/32 == y/32) + sector->gameobjects.erase(i); + } + 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); + 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 } - - x1 /= 32; - x2 /= 32; - y1 /= 32; - y2 /= 32; - - fillrect(x1*32-pos_x, y1*32,32* (x2 - x1 + 1),32 * (y2 - y1 + 1),173,234,177,103); + sector->update_game_objects(); + solids->change(x/32, y/32, newtile); + } else if(cur_layer == LAYER_BACKGROUNDTILES) + backgrounds->change(x/32, y/32, newtile); } -void le_change(float x, float y, int tm, unsigned int c) +void LevelEditor::show_help() { - if(le_current_level != NULL) + DrawingContext context; + + bool show_grid_t = show_grid; + show_grid = false; + mouse_cursor->set_state(MC_HIDE); + + + char str[1024]; + const char *text1[] = { + _("This is the built-in level editor. Its aim is to be intuitive\n" + "and simple to use, so it should be pretty straightforward.\n" + "\n" + "To open a level, first you'll have to select a level subset from\n" + "the menu (or create your own).\n" + "A level subset is basically a collection of levels.\n" + "They can then be played from the Contrib menu.\n" + "\n" + "To access the menu from the level editor, just press Esc.\n" + "\n" + "You are currently looking at the level. To scroll it, just\n" + "press the right mouse button and drag the mouse. It will move like\n" + "a strategy game.\n" + "You can also use the arrow keys and Page Up/Down.\n" + "\n" + "'+' and '-' keys can be used to zoom the level in/out.\n" + "\n" + "You probably already noticed those floating groups of buttons.\n" + "Each one serves a different purpose. To select a certain button\n" + "just press the Left mouse button on it. A few buttons have key\n" + "shortcuts. You can find them by pressing the Right mouse button on\n" + "a button. That will also show what that button does.\n" + "Groups of buttons can also be moved around by just dragging them,\n" + "while pressing the Left mouse button.\n" + "\n" + "Let's learn a bit of what each group of buttons does, shall we?\n" + "\n" + "To starting putting tiles and objects around use the bigger group\n" + "of buttons. Each button is a different tile. To put it on the level,\n" + "just press it and then left click in the level.\n" + "You can also copy tiles from the level by using the middle mouse button.\n" + "Use the mouse wheel to scroll that group of buttons. You will find\n" + "enemies and game objects in the bottom.\n") + }; + + const char *text2[] = { + _("The Foreground/Interactive/Background buttons may be used to\n" + "see and edit the respective layer. Levels have three tiles layers:\n" + "Foreground - tiles are drawn on top of everything and have no contact\n" + "with the player.\n" + "Interactive - these are the tiles that have contact with the player.\n" + "Background - tiles are drawn underneath everything and have no contact\n" + "with the player.\n" + "The unselected layers will be drawn semi-transparently.\n" + "\n" + "Last, but not least, the group of buttons that's left serves\n" + "to do related actions with the level.\n" + "From left to right:\n" + "Mini arrows - can be used to choose other sectors.\n" + "Sectors are mini-levels, so to speak, that can be accessed using a door.\n" + "Big arrows - choose other level in the same level subset.\n" + "Diskette - save the level\n" + "Tux - test the level\n" + "Tools - set a few settings for the level, including resizing it.\n" + "\n" + "We have reached the end of this Howto.\n" + "\n" + "Don't forget to send us a few cool levels. :)\n" + "\n" + "Enjoy,\n" + " SuperTux development team\n" + "\n" + "PS: If you are looking for something more powerful, you might like to\n" + "try FlexLay. FlexLay is a level editor that supports several games,\n" + "including SuperTux. It is an independent project.\n" + "Webpage: http://pingus.seul.org/~grumbel/flexlay/") + }; + + const char **text[] = { text1, text2 }; + + + bool done; + for(unsigned int i = 0; i < sizeof(text) / sizeof(text[0]); i++) { - int xx,yy; - int x1, x2, y1, y2; - unsigned int i; - - /* level_changed = true; */ - - switch(le_selection_mode) - { - case CURSOR: - le_current_level->change(x,y,tm,c); + draw(context); - yy = ((int)y / 32); - xx = ((int)x / 32); + context.draw_text(blue_text, _("- Level Editor's Help -"), Vector(SCREEN_WIDTH/2, 60), CENTER_ALLIGN, LAYER_GUI); - /* if there is a bad guy over there, remove it */ - for(i = 0; i < le_world.bad_guys.size(); ++i) - if(xx == le_world.bad_guys[i].base.x/32 && yy == le_world.bad_guys[i].base.y/32) - le_world.bad_guys.erase(le_world.bad_guys.begin() + i); + context.draw_text(white_small_text, *text[i], Vector(20, 120), LEFT_ALLIGN, LAYER_GUI); - if(c == '0') /* if it's a bad guy */ - le_world.add_bad_guy(xx*32, yy*32, BAD_SNOWBALL); - else if(c == '1') - le_world.add_bad_guy(xx*32, yy*32, BAD_MRICEBLOCK); - else if(c == '2') - le_world.add_bad_guy(xx*32, yy*32, BAD_JUMPY); - - 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; - } + sprintf(str,_("Press any key to continue - Page %d/%d"), i+1, sizeof(text) / sizeof(text[0])); + context.draw_text(gold_text, str, Vector(SCREEN_WIDTH/2, SCREEN_HEIGHT-60), CENTER_ALLIGN, LAYER_GUI); - x1 /= 32; - x2 /= 32; - y1 /= 32; - y2 /= 32; + context.do_drawing(); - /* if there is a bad guy over there, remove it */ - for(i = 0; i < le_world.bad_guys.size(); ++i) - if(le_world.bad_guys[i].base.x/32 >= x1 && le_world.bad_guys[i].base.x/32 <= x2 - && le_world.bad_guys[i].base.y/32 >= y1 && le_world.bad_guys[i].base.y/32 <= y2) - le_world.bad_guys.erase(static_cast::iterator>(&le_world.bad_guys[i])); + done = false; - for(xx = x1; xx <= x2; xx++) - for(yy = y1; yy <= y2; yy++) - { - le_current_level->change(xx*32, yy*32, tm, c); - - if(c == '0') // if it's a bad guy - le_world.add_bad_guy(xx*32, yy*32, BAD_SNOWBALL); - else if(c == '1') - le_world.add_bad_guy(xx*32, yy*32, BAD_MRICEBLOCK); - else if(c == '2') - le_world.add_bad_guy(xx*32, yy*32, BAD_JUMPY); - } - break; - default: - break; - } + while(!done) { + SDL_Event event; + done = wait_for_event(event); + SDL_Delay(50); } + } + + show_grid = show_grid_t; + mouse_cursor->set_state(MC_NORMAL); } -void le_testlevel() +Sector* +LevelEditor::create_sector(const std::string& name, size_t width, size_t height) { - le_current_level->save("test", le_level); + Sector* sector = new Sector; + sector->set_name(name); - GameSession session("test",le_level, ST_GL_TEST); - session.run(); - - music_manager->halt_music(); - - Menu::set_current(leveleditor_menu); - le_world.arrays_free(); - le_current_level->load_gfx(); - le_world.activate_bad_guys(); + sector->add_object(new TileMap(LAYER_BACKGROUNDTILES, false, width, height)); + sector->add_object(new TileMap(LAYER_TILES, true, width, height)); + sector->add_object(new TileMap(LAYER_FOREGROUNDTILES, false, width, height)); + sector->add_object(new Camera(sector)); + sector->update_game_objects(); + + return sector; } -void le_showhelp() -{ - SDL_Event event; - unsigned int i, done_; - char *text[] = { - " - This is SuperTux's built-in level editor -", - "It has been designed to be light and easy to use from the start.", - "", - "When you first load the level editor you are given a menu where you", - "can load level subsets, create a new level subset, edit the current", - "subset's settings, or simply quit the editor. You can access this menu", - "from the level editor at any time by pressing the escape key.", - "", - "To your right is your button bar. The center of this contains many", - "tiles you can use to make your level. To select a tile, click on it", - "with your left mouse button; your selection will be shown in the", - "bottom right corner of the button box. Click anywhere on your level", - "with the left mouse button to place that tile down. If you right click", - "a tile in the button bar, you can find out what its keyboard shortcut", - "is. The three buttons FGD, BGD and EMY let you pick from foreground,", - "background, and enemy tiles. The eraser lets you remove tiles.", - "The left and right arrow keys scroll back and forth through your level.", - "The button with the wrench and screwdriver, lets you change the", - "settings of your level, including how long it is or what music it will", - "play. When you are ready to give your level a test, click on the little", - "running Tux. If you like the changes you have made to your level,", - "press the red save key to keep them.", - "To change which level in your subset you are editing, press the white", - "up and down arrow keys at the top of the button box.", - "", - "Have fun making levels! If you make some good ones, send them to us on", - "the SuperTux mailing list!", - "- SuperTux team" - }; - - - blue_text->drawf("- Help -", 0, 30, A_HMIDDLE, A_TOP, 2); - - for(i = 0; i < sizeof(text)/sizeof(char *); i++) - white_small_text->draw(text[i], 5, 80+(i*white_small_text->h), 1); - - gold_text->drawf("Press Any Key to Continue", 0, 440, A_HMIDDLE, A_TOP, 1); - - flipscreen(); - - done_ = 0; - - while(done_ == 0) - { - done_ = wait_for_event(event); - SDL_Delay(50); - } -} +#endif