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/*************************************************************************/
/* tile_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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# ifndef TILE_MAP_H
# define TILE_MAP_H
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# include "scene/2d/node_2d.h"
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# include "scene/gui/control.h"
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# include "scene/resources/tile_set.h"
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class TileSetAtlasSource ;
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struct TileMapQuadrant {
struct CoordsWorldComparator {
_ALWAYS_INLINE_ bool operator ( ) ( const Vector2i & p_a , const Vector2i & p_b ) const {
// We sort the cells by their world coords, as it is needed by rendering.
if ( p_a . y = = p_b . y ) {
return p_a . x > p_b . x ;
} else {
return p_a . y < p_b . y ;
}
}
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} ;
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// Dirty list element
SelfList < TileMapQuadrant > dirty_list_element ;
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// Quadrant layer and coords.
int layer = - 1 ;
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Vector2i coords ;
// TileMapCells
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RBSet < Vector2i > cells ;
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// We need those two maps to sort by world position for rendering
// This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead.
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RBMap < Vector2i , Vector2i > map_to_world ;
RBMap < Vector2i , Vector2i , CoordsWorldComparator > world_to_map ;
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// Debug.
RID debug_canvas_item ;
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// Rendering.
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List < RID > canvas_items ;
List < RID > occluders ;
// Physics.
List < RID > bodies ;
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// Navigation.
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HashMap < Vector2i , Vector < RID > > navigation_regions ;
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// Scenes.
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HashMap < Vector2i , String > scenes ;
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// Runtime TileData cache.
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HashMap < Vector2i , TileData * > runtime_tile_data_cache ;
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void operator = ( const TileMapQuadrant & q ) {
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layer = q . layer ;
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coords = q . coords ;
debug_canvas_item = q . debug_canvas_item ;
canvas_items = q . canvas_items ;
occluders = q . occluders ;
bodies = q . bodies ;
navigation_regions = q . navigation_regions ;
}
TileMapQuadrant ( const TileMapQuadrant & q ) :
dirty_list_element ( this ) {
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layer = q . layer ;
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coords = q . coords ;
debug_canvas_item = q . debug_canvas_item ;
canvas_items = q . canvas_items ;
occluders = q . occluders ;
bodies = q . bodies ;
navigation_regions = q . navigation_regions ;
}
TileMapQuadrant ( ) :
dirty_list_element ( this ) {
}
} ;
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class TileMap : public Node2D {
GDCLASS ( TileMap , Node2D ) ;
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public :
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class TerrainConstraint {
private :
const TileMap * tile_map ;
Vector2i base_cell_coords = Vector2i ( ) ;
int bit = - 1 ;
int terrain = - 1 ;
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int priority = 1 ;
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public :
bool operator < ( const TerrainConstraint & p_other ) const {
if ( base_cell_coords = = p_other . base_cell_coords ) {
return bit < p_other . bit ;
}
return base_cell_coords < p_other . base_cell_coords ;
}
String to_string ( ) const {
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return vformat ( " Constraint {pos:%s, bit:%d, terrain:%d, priority:%d} " , base_cell_coords , bit , terrain , priority ) ;
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}
Vector2i get_base_cell_coords ( ) const {
return base_cell_coords ;
}
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bool is_center_bit ( ) const {
return bit = = 0 ;
}
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HashMap < Vector2i , TileSet : : CellNeighbor > get_overlapping_coords_and_peering_bits ( ) const ;
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void set_terrain ( int p_terrain ) {
terrain = p_terrain ;
}
int get_terrain ( ) const {
return terrain ;
}
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void set_priority ( int p_priority ) {
priority = p_priority ;
}
int get_priority ( ) {
return priority ;
}
TerrainConstraint ( const TileMap * p_tile_map , const Vector2i & p_position , int p_terrain ) ; // For the center terrain bit
TerrainConstraint ( const TileMap * p_tile_map , const Vector2i & p_position , const TileSet : : CellNeighbor & p_bit , int p_terrain ) ; // For peering bits
TerrainConstraint ( ) { } ;
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} ;
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enum VisibilityMode {
VISIBILITY_MODE_DEFAULT ,
VISIBILITY_MODE_FORCE_SHOW ,
VISIBILITY_MODE_FORCE_HIDE ,
} ;
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private :
friend class TileSetPlugin ;
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// A compatibility enum to specify how is the data if formatted.
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enum DataFormat {
FORMAT_1 = 0 ,
FORMAT_2 ,
FORMAT_3
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} ;
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mutable DataFormat format = FORMAT_1 ; // Assume lowest possible format if none is present;
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static constexpr float FP_ADJUST = 0.00001 ;
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// Properties.
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Ref < TileSet > tile_set ;
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int quadrant_size = 16 ;
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bool collision_animatable = false ;
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VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT ;
VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT ;
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// Updates.
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bool pending_update = false ;
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// Rect.
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Rect2 rect_cache ;
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bool rect_cache_dirty = true ;
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Rect2i used_rect_cache ;
bool used_rect_cache_dirty = true ;
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// TileMap layers.
struct TileMapLayer {
String name ;
bool enabled = true ;
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Color modulate = Color ( 1 , 1 , 1 , 1 ) ;
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bool y_sort_enabled = false ;
int y_sort_origin = 0 ;
int z_index = 0 ;
RID canvas_item ;
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HashMap < Vector2i , TileMapCell > tile_map ;
HashMap < Vector2i , TileMapQuadrant > quadrant_map ;
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SelfList < TileMapQuadrant > : : List dirty_quadrant_list ;
} ;
LocalVector < TileMapLayer > layers ;
int selected_layer = - 1 ;
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// Mapping for RID to coords.
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HashMap < RID , Vector2i > bodies_coords ;
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// Quadrants and internals management.
Vector2i _coords_to_quadrant_coords ( int p_layer , const Vector2i & p_coords ) const ;
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HashMap < Vector2i , TileMapQuadrant > : : Iterator _create_quadrant ( int p_layer , const Vector2i & p_qk ) ;
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void _make_quadrant_dirty ( HashMap < Vector2i , TileMapQuadrant > : : Iterator Q ) ;
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void _make_all_quadrants_dirty ( ) ;
void _queue_update_dirty_quadrants ( ) ;
void _update_dirty_quadrants ( ) ;
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void _recreate_layer_internals ( int p_layer ) ;
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void _recreate_internals ( ) ;
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void _erase_quadrant ( HashMap < Vector2i , TileMapQuadrant > : : Iterator Q ) ;
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void _clear_layer_internals ( int p_layer ) ;
void _clear_internals ( ) ;
// Rect caching.
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void _recompute_rect_cache ( ) ;
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// Per-system methods.
bool _rendering_quadrant_order_dirty = false ;
void _rendering_notification ( int p_what ) ;
void _rendering_update_layer ( int p_layer ) ;
void _rendering_cleanup_layer ( int p_layer ) ;
void _rendering_update_dirty_quadrants ( SelfList < TileMapQuadrant > : : List & r_dirty_quadrant_list ) ;
void _rendering_create_quadrant ( TileMapQuadrant * p_quadrant ) ;
void _rendering_cleanup_quadrant ( TileMapQuadrant * p_quadrant ) ;
void _rendering_draw_quadrant_debug ( TileMapQuadrant * p_quadrant ) ;
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Transform2D last_valid_transform ;
Transform2D new_transform ;
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void _physics_notification ( int p_what ) ;
void _physics_update_dirty_quadrants ( SelfList < TileMapQuadrant > : : List & r_dirty_quadrant_list ) ;
void _physics_cleanup_quadrant ( TileMapQuadrant * p_quadrant ) ;
void _physics_draw_quadrant_debug ( TileMapQuadrant * p_quadrant ) ;
void _navigation_notification ( int p_what ) ;
void _navigation_update_dirty_quadrants ( SelfList < TileMapQuadrant > : : List & r_dirty_quadrant_list ) ;
void _navigation_cleanup_quadrant ( TileMapQuadrant * p_quadrant ) ;
void _navigation_draw_quadrant_debug ( TileMapQuadrant * p_quadrant ) ;
void _scenes_update_dirty_quadrants ( SelfList < TileMapQuadrant > : : List & r_dirty_quadrant_list ) ;
void _scenes_cleanup_quadrant ( TileMapQuadrant * p_quadrant ) ;
void _scenes_draw_quadrant_debug ( TileMapQuadrant * p_quadrant ) ;
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// Terrains.
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TileSet : : TerrainsPattern _get_best_terrain_pattern_for_constraints ( int p_terrain_set , const Vector2i & p_position , RBSet < TerrainConstraint > p_constraints ) ;
RBSet < TerrainConstraint > _get_terrain_constraints_from_added_pattern ( Vector2i p_position , int p_terrain_set , TileSet : : TerrainsPattern p_terrains_pattern ) const ;
RBSet < TerrainConstraint > _get_terrain_constraints_from_cells_list ( int p_layer , const RBSet < Vector2i > & p_on_map , int p_terrain_set , bool p_ignore_empty_terrains ) const ;
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// Set and get tiles from data arrays.
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void _set_tile_data ( int p_layer , const Vector < int > & p_data ) ;
Vector < int > _get_tile_data ( int p_layer ) const ;
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void _build_runtime_update_tile_data ( SelfList < TileMapQuadrant > : : List & r_dirty_quadrant_list ) ;
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void _tile_set_changed ( ) ;
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bool _tile_set_changed_deferred_update_needed = false ;
void _tile_set_changed_deferred_update ( ) ;
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protected :
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bool _set ( const StringName & p_name , const Variant & p_value ) ;
bool _get ( const StringName & p_name , Variant & r_ret ) const ;
void _get_property_list ( List < PropertyInfo > * p_list ) const ;
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void _notification ( int p_what ) ;
static void _bind_methods ( ) ;
public :
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static Vector2i transform_coords_layout ( Vector2i p_coords , TileSet : : TileOffsetAxis p_offset_axis , TileSet : : TileLayout p_from_layout , TileSet : : TileLayout p_to_layout ) ;
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enum {
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INVALID_CELL = - 1
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} ;
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# ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect ( ) const override ;
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# endif
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void set_tileset ( const Ref < TileSet > & p_tileset ) ;
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Ref < TileSet > get_tileset ( ) const ;
void set_quadrant_size ( int p_size ) ;
int get_quadrant_size ( ) const ;
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static void draw_tile ( RID p_canvas_item , Vector2i p_position , const Ref < TileSet > p_tile_set , int p_atlas_source_id , Vector2i p_atlas_coords , int p_alternative_tile , int p_frame = - 1 , Color p_modulation = Color ( 1.0 , 1.0 , 1.0 , 1.0 ) , const TileData * p_tile_data_override = nullptr ) ;
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// Layers management.
int get_layers_count ( ) const ;
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void add_layer ( int p_to_pos ) ;
void move_layer ( int p_layer , int p_to_pos ) ;
void remove_layer ( int p_layer ) ;
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void set_layer_name ( int p_layer , String p_name ) ;
String get_layer_name ( int p_layer ) const ;
void set_layer_enabled ( int p_layer , bool p_visible ) ;
bool is_layer_enabled ( int p_layer ) const ;
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void set_layer_modulate ( int p_layer , Color p_modulate ) ;
Color get_layer_modulate ( int p_layer ) const ;
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void set_layer_y_sort_enabled ( int p_layer , bool p_enabled ) ;
bool is_layer_y_sort_enabled ( int p_layer ) const ;
void set_layer_y_sort_origin ( int p_layer , int p_y_sort_origin ) ;
int get_layer_y_sort_origin ( int p_layer ) const ;
void set_layer_z_index ( int p_layer , int p_z_index ) ;
int get_layer_z_index ( int p_layer ) const ;
void set_selected_layer ( int p_layer_id ) ; // For editor use.
int get_selected_layer ( ) const ;
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void set_collision_animatable ( bool p_enabled ) ;
bool is_collision_animatable ( ) const ;
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// Debug visibility modes.
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void set_collision_visibility_mode ( VisibilityMode p_show_collision ) ;
VisibilityMode get_collision_visibility_mode ( ) ;
void set_navigation_visibility_mode ( VisibilityMode p_show_navigation ) ;
VisibilityMode get_navigation_visibility_mode ( ) ;
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// Cells accessors.
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void set_cell ( int p_layer , const Vector2i & p_coords , int p_source_id = - 1 , const Vector2i p_atlas_coords = TileSetSource : : INVALID_ATLAS_COORDS , int p_alternative_tile = 0 ) ;
void erase_cell ( int p_layer , const Vector2i & p_coords ) ;
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int get_cell_source_id ( int p_layer , const Vector2i & p_coords , bool p_use_proxies = false ) const ;
Vector2i get_cell_atlas_coords ( int p_layer , const Vector2i & p_coords , bool p_use_proxies = false ) const ;
int get_cell_alternative_tile ( int p_layer , const Vector2i & p_coords , bool p_use_proxies = false ) const ;
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// Helper method to make accessing the data easier.
TileData * get_cell_tile_data ( int p_layer , const Vector2i & p_coords , bool p_use_proxies = false ) const ;
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// Patterns.
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Ref < TileMapPattern > get_pattern ( int p_layer , TypedArray < Vector2i > p_coords_array ) ;
Vector2i map_pattern ( Vector2i p_position_in_tilemap , Vector2i p_coords_in_pattern , Ref < TileMapPattern > p_pattern ) ;
void set_pattern ( int p_layer , Vector2i p_position , const Ref < TileMapPattern > p_pattern ) ;
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// Terrains.
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HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_constraints ( const Vector < Vector2i > & p_to_replace , int p_terrain_set , const RBSet < TerrainConstraint > p_constraints ) ; // Not exposed.
HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_connect ( int p_layer , const Vector < Vector2i > & p_coords_array , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) ; // Not exposed.
HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_path ( int p_layer , const Vector < Vector2i > & p_coords_array , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) ; // Not exposed.
HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_pattern ( int p_layer , const Vector < Vector2i > & p_coords_array , int p_terrain_set , TileSet : : TerrainsPattern p_terrains_pattern , bool p_ignore_empty_terrains = true ) ; // Not exposed.
void set_cells_terrain_connect ( int p_layer , TypedArray < Vector2i > p_cells , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) ;
void set_cells_terrain_path ( int p_layer , TypedArray < Vector2i > p_path , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) ;
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// Not exposed to users
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TileMapCell get_cell ( int p_layer , const Vector2i & p_coords , bool p_use_proxies = false ) const ;
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HashMap < Vector2i , TileMapQuadrant > * get_quadrant_map ( int p_layer ) ;
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int get_effective_quadrant_size ( int p_layer ) const ;
//---
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virtual void set_y_sort_enabled ( bool p_enable ) override ;
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Vector2 map_to_world ( const Vector2i & p_pos ) const ;
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Vector2i world_to_map ( const Vector2 & p_pos ) const ;
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bool is_existing_neighbor ( TileSet : : CellNeighbor p_cell_neighbor ) const ;
Vector2i get_neighbor_cell ( const Vector2i & p_coords , TileSet : : CellNeighbor p_cell_neighbor ) const ;
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TypedArray < Vector2i > get_used_cells ( int p_layer ) const ;
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Rect2 get_used_rect ( ) ; // Not const because of cache
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// Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems
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virtual void set_light_mask ( int p_light_mask ) override ;
virtual void set_material ( const Ref < Material > & p_material ) override ;
virtual void set_use_parent_material ( bool p_use_parent_material ) override ;
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virtual void set_texture_filter ( CanvasItem : : TextureFilter p_texture_filter ) override ;
virtual void set_texture_repeat ( CanvasItem : : TextureRepeat p_texture_repeat ) override ;
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// For finding tiles from collision.
Vector2i get_coords_for_body_rid ( RID p_physics_body ) ;
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// Fixing and clearing methods.
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void fix_invalid_tiles ( ) ;
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// Clears tiles from a given layer
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void clear_layer ( int p_layer ) ;
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void clear ( ) ;
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// Force a TileMap update
void force_update ( int p_layer = - 1 ) ;
// Helpers?
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TypedArray < Vector2i > get_surrounding_tiles ( Vector2i coords ) ;
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void draw_cells_outline ( Control * p_control , RBSet < Vector2i > p_cells , Color p_color , Transform2D p_transform = Transform2D ( ) ) ;
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// Virtual function to modify the TileData at runtime
GDVIRTUAL2R ( bool , _use_tile_data_runtime_update , int , Vector2i ) ;
GDVIRTUAL3 ( _tile_data_runtime_update , int , Vector2i , TileData * ) ;
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// Configuration warnings.
TypedArray < String > get_configuration_warnings ( ) const override ;
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TileMap ( ) ;
~ TileMap ( ) ;
} ;
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VARIANT_ENUM_CAST ( TileMap : : VisibilityMode ) ;
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# endif // TILE_MAP_H