/*************************************************************************/ /* tile_set.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* 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_SET_H #define TILE_SET_H #include "resource.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/navigation_polygon.h" #include "scene/resources/shape_2d.h" #include "scene/resources/texture.h" class TileSet : public Resource { OBJ_TYPE(TileSet, Resource); struct Data { String name; Ref texture; Vector2 offset; Vector2 shape_offset; Rect2i region; Vector > shapes; Vector2 one_way_collision_direction; float one_way_collision_max_depth; Vector2 occluder_offset; Ref occluder; Vector2 navigation_polygon_offset; Ref navigation_polygon; Ref material; Color modulate; explicit Data() : one_way_collision_max_depth(0.0f), modulate(1, 1, 1) {} }; Map tile_map; protected: 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 *p_list) const; void _tile_set_shapes(int p_id, const Array &p_shapes); Array _tile_get_shapes(int p_id) const; Array _get_tiles_ids() const; static void _bind_methods(); public: void create_tile(int p_id); void tile_set_name(int p_id, const String &p_name); String tile_get_name(int p_id) const; void tile_set_texture(int p_id, const Ref &p_texture); Ref tile_get_texture(int p_id) const; void tile_set_texture_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_texture_offset(int p_id) const; void tile_set_shape_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_shape_offset(int p_id) const; void tile_set_region(int p_id, const Rect2 &p_region); Rect2 tile_get_region(int p_id) const; void tile_set_shape(int p_id, const Ref &p_shape); Ref tile_get_shape(int p_id) const; void tile_set_material(int p_id, const Ref &p_material); Ref tile_get_material(int p_id) const; void tile_set_modulate(int p_id, const Color &p_color); Color tile_get_modulate(int p_id) const; void tile_set_occluder_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_occluder_offset(int p_id) const; void tile_set_light_occluder(int p_id, const Ref &p_light_occluder); Ref tile_get_light_occluder(int p_id) const; void tile_set_navigation_polygon_offset(int p_id, const Vector2 &p_offset); Vector2 tile_get_navigation_polygon_offset(int p_id) const; void tile_set_navigation_polygon(int p_id, const Ref &p_navigation_polygon); Ref tile_get_navigation_polygon(int p_id) const; void tile_set_shapes(int p_id, const Vector > &p_shapes); Vector > tile_get_shapes(int p_id) const; void tile_set_one_way_collision_direction(int p_id, Vector2 p_direction); Vector2 tile_get_one_way_collision_direction(int p_id) const; void tile_set_one_way_collision_max_depth(int p_id, float p_max_depth); float tile_get_one_way_collision_max_depth(int p_id) const; void remove_tile(int p_id); bool has_tile(int p_id) const; int find_tile_by_name(const String &p_name) const; void get_tile_list(List *p_tiles) const; void clear(); int get_last_unused_tile_id() const; TileSet(); }; #endif // TILE_SET_H