/*************************************************************************/ /* tile_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2015 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /*************************************************************************/ #ifndef TILE_MAP_H #define TILE_MAP_H #include "scene/2d/node_2d.h" #include "scene/2d/navigation2d.h" #include "scene/resources/tile_set.h" #include "self_list.h" #include "vset.h" class TileMap : public Node2D { OBJ_TYPE( TileMap, Node2D ); public: enum Mode { MODE_SQUARE, MODE_ISOMETRIC, MODE_CUSTOM }; enum HalfOffset { HALF_OFFSET_X, HALF_OFFSET_Y, HALF_OFFSET_DISABLED, }; enum TileOrigin { TILE_ORIGIN_TOP_LEFT, TILE_ORIGIN_CENTER }; private: Ref tile_set; Size2i cell_size; int quadrant_size; bool center_x,center_y; Mode mode; Matrix32 custom_transform; HalfOffset half_offset; bool use_kinematic; Navigation2D *navigation; union PosKey { struct { int16_t x; int16_t y; }; uint32_t key; //using a more precise comparison so the regions can be sorted later bool operator<(const PosKey& p_k) const { return (y==p_k.y) ? x < p_k.x : y < p_k.y; } PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; } PosKey() { x=0; y=0; } }; union Cell { struct { int32_t id:24; bool flip_h:1; bool flip_v:1; bool transpose:1; }; uint32_t _u32t; Cell() { _u32t=0; } }; Map tile_map; struct Quadrant { Vector2 pos; List canvas_items; RID body; SelfList dirty_list; struct NavPoly { int id; Matrix32 xform; }; struct Occluder { RID id; Matrix32 xform; }; Map navpoly_ids; Map occluder_instances; VSet cells; void operator=(const Quadrant& q) { pos=q.pos; canvas_items=q.canvas_items; body=q.body; cells=q.cells; navpoly_ids=q.navpoly_ids; occluder_instances=q.occluder_instances; } Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_items=q.canvas_items; body=q.body; cells=q.cells; occluder_instances=q.occluder_instances; navpoly_ids=q.navpoly_ids;} Quadrant() : dirty_list(this) {} }; Map quadrant_map; SelfList::List dirty_quadrant_list; bool pending_update; Rect2 rect_cache; bool rect_cache_dirty; bool quadrant_order_dirty; bool y_sort_mode; float fp_adjust; float friction; float bounce; uint32_t collision_layer; uint32_t collision_mask; TileOrigin tile_origin; int occluder_light_mask; void _fix_cell_transform(Matrix32& xform, const Cell& p_cell, const Vector2 &p_offset, const Size2 &p_sc); Map::Element *_create_quadrant(const PosKey& p_qk); void _erase_quadrant(Map::Element *Q); void _make_quadrant_dirty(Map::Element *Q); void _recreate_quadrants(); void _clear_quadrants(); void _update_dirty_quadrants(); void _update_quadrant_space(const RID& p_space); void _update_quadrant_transform(); void _recompute_rect_cache(); _FORCE_INLINE_ int _get_quadrant_size() const; void _set_tile_data(const DVector& p_data); DVector _get_tile_data() const; void _set_old_cell_size(int p_size) { set_cell_size(Size2(p_size,p_size)); } int _get_old_cell_size() const { return cell_size.x; } _FORCE_INLINE_ Vector2 _map_to_world(int p_x,int p_y,bool p_ignore_ofs=false) const; Array get_used_cells() const; protected: void _notification(int p_what); static void _bind_methods(); public: enum { INVALID_CELL=-1 }; void set_tileset(const Ref& p_tileset); Ref get_tileset() const; void set_cell_size(Size2 p_size); Size2 get_cell_size() const; void set_quadrant_size(int p_size); int get_quadrant_size() const; void set_center_x(bool p_enable); bool get_center_x() const; void set_center_y(bool p_enable); bool get_center_y() const; void set_cell(int p_x,int p_y,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false); int get_cell(int p_x,int p_y) const; bool is_cell_x_flipped(int p_x,int p_y) const; bool is_cell_y_flipped(int p_x,int p_y) const; bool is_cell_transposed(int p_x,int p_y) const; void set_cellv(const Vector2& p_pos,int p_tile,bool p_flip_x=false,bool p_flip_y=false,bool p_transpose=false); Rect2 get_item_rect() const; void set_collision_layer(uint32_t p_layer); uint32_t get_collision_layer() const; void set_collision_mask(uint32_t p_mask); uint32_t get_collision_mask() const; void set_collision_use_kinematic(bool p_use_kinematic); bool get_collision_use_kinematic() const; void set_collision_friction(float p_friction); float get_collision_friction() const; void set_collision_bounce(float p_bounce); float get_collision_bounce() const; void set_mode(Mode p_mode); Mode get_mode() const; void set_half_offset(HalfOffset p_half_offset); HalfOffset get_half_offset() const; void set_tile_origin(TileOrigin p_tile_origin); TileOrigin get_tile_origin() const; void set_custom_transform(const Matrix32& p_xform); Matrix32 get_custom_transform() const; Matrix32 get_cell_transform() const; Vector2 get_cell_draw_offset() const; Vector2 map_to_world(const Vector2& p_pos, bool p_ignore_ofs=false) const; Vector2 world_to_map(const Vector2& p_pos) const; void set_y_sort_mode(bool p_enable); bool is_y_sort_mode_enabled() const; void set_occluder_light_mask(int p_mask); int get_occluder_light_mask() const; void clear(); TileMap(); ~TileMap(); }; VARIANT_ENUM_CAST(TileMap::Mode); VARIANT_ENUM_CAST(TileMap::HalfOffset); VARIANT_ENUM_CAST(TileMap::TileOrigin); #endif // TILE_MAP_H