godot/scene/resources/tile_set.h

235 lines
8.6 KiB
C++

/*************************************************************************/
/* tile_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2017 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 "core/array.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 {
GDCLASS(TileSet, Resource);
public:
struct ShapeData {
Ref<Shape2D> shape;
Transform2D shape_transform;
Vector2 autotile_coord;
bool one_way_collision;
ShapeData() {
one_way_collision = false;
}
};
enum BitmaskMode {
BITMASK_2X2,
BITMASK_3X3
};
enum AutotileBindings {
BIND_TOPLEFT = 1,
BIND_TOP = 2,
BIND_TOPRIGHT = 4,
BIND_LEFT = 8,
BIND_CENTER = 16,
BIND_RIGHT = 32,
BIND_BOTTOMLEFT = 64,
BIND_BOTTOM = 128,
BIND_BOTTOMRIGHT = 256
};
struct AutotileData {
BitmaskMode bitmask_mode;
int spacing;
Size2 size;
Vector2 icon_coord;
Map<Vector2, uint16_t> flags;
Map<Vector2, Ref<OccluderPolygon2D> > ocludder_map;
Map<Vector2, Ref<NavigationPolygon> > navpoly_map;
Map<Vector2, int> priority_map;
// Default size to prevent invalid value
explicit AutotileData() :
size(64, 64),
icon_coord(0, 0) {
bitmask_mode = BITMASK_2X2;
}
};
private:
struct TileData {
String name;
Ref<Texture> texture;
Ref<Texture> normal_map;
Vector2 offset;
Rect2i region;
Vector<ShapeData> shapes_data;
Vector2 occluder_offset;
Ref<OccluderPolygon2D> occluder;
Vector2 navigation_polygon_offset;
Ref<NavigationPolygon> navigation_polygon;
Ref<ShaderMaterial> material;
Color modulate;
bool is_autotile;
AutotileData autotile_data;
// Default modulate for back-compat
explicit TileData() :
modulate(1, 1, 1),
is_autotile(false) {}
};
Map<int, TileData> 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<PropertyInfo> *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 autotile_set_bitmask_mode(int p_id, BitmaskMode p_mode);
BitmaskMode autotile_get_bitmask_mode(int p_id) const;
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<Texture> &p_texture);
Ref<Texture> tile_get_texture(int p_id) const;
void tile_set_normal_map(int p_id, const Ref<Texture> &p_normal_map);
Ref<Texture> tile_get_normal_map(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_region(int p_id, const Rect2 &p_region);
Rect2 tile_get_region(int p_id) const;
void tile_set_is_autotile(int p_id, bool p_is_autotile);
bool tile_get_is_autotile(int p_id) const;
void autotile_set_icon_coordinate(int p_id, Vector2 coord);
Vector2 autotile_get_icon_coordinate(int p_id) const;
void autotile_set_spacing(int p_id, int p_spacing);
int autotile_get_spacing(int p_id) const;
void autotile_set_size(int p_id, Size2 p_size);
Size2 autotile_get_size(int p_id) const;
void autotile_clear_bitmask_map(int p_id);
void autotile_set_subtile_priority(int p_id, const Vector2 &p_coord, int p_priority);
int autotile_get_subtile_priority(int p_id, const Vector2 &p_coord);
const Map<Vector2, int> &autotile_get_priority_map(int p_id) const;
void autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag);
uint16_t autotile_get_bitmask(int p_id, Vector2 p_coord);
const Map<Vector2, uint16_t> &autotile_get_bitmask_map(int p_id);
Vector2 autotile_get_subtile_for_bitmask(int p_id, uint16_t p_bitmask, const Node *p_tilemap_node = NULL, const Vector2 &p_tile_location = Vector2());
void tile_set_shape(int p_id, int p_shape_id, const Ref<Shape2D> &p_shape);
Ref<Shape2D> tile_get_shape(int p_id, int p_shape_id) const;
void tile_set_shape_transform(int p_id, int p_shape_id, const Transform2D &p_offset);
Transform2D tile_get_shape_transform(int p_id, int p_shape_id) const;
void tile_set_shape_offset(int p_id, int p_shape_id, const Vector2 &p_offset);
Vector2 tile_get_shape_offset(int p_id, int p_shape_id) const;
void tile_set_shape_one_way(int p_id, int p_shape_id, bool p_one_way);
bool tile_get_shape_one_way(int p_id, int p_shape_id) const;
void tile_clear_shapes(int p_id);
void tile_add_shape(int p_id, const Ref<Shape2D> &p_shape, const Transform2D &p_transform, bool p_one_way = false, const Vector2 &p_autotile_coord = Vector2());
int tile_get_shape_count(int p_id) const;
void tile_set_shapes(int p_id, const Vector<ShapeData> &p_shapes);
Vector<ShapeData> tile_get_shapes(int p_id) const;
void tile_set_material(int p_id, const Ref<ShaderMaterial> &p_material);
Ref<ShaderMaterial> tile_get_material(int p_id) const;
void tile_set_modulate(int p_id, const Color &p_modulate);
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<OccluderPolygon2D> &p_light_occluder);
Ref<OccluderPolygon2D> tile_get_light_occluder(int p_id) const;
void autotile_set_light_occluder(int p_id, const Ref<OccluderPolygon2D> &p_light_occluder, const Vector2 &p_coord);
Ref<OccluderPolygon2D> autotile_get_light_occluder(int p_id, const Vector2 &p_coord) const;
const Map<Vector2, Ref<OccluderPolygon2D> > &autotile_get_light_oclusion_map(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<NavigationPolygon> &p_navigation_polygon);
Ref<NavigationPolygon> tile_get_navigation_polygon(int p_id) const;
void autotile_set_navigation_polygon(int p_id, const Ref<NavigationPolygon> &p_navigation_polygon, const Vector2 &p_coord);
Ref<NavigationPolygon> autotile_get_navigation_polygon(int p_id, const Vector2 &p_coord) const;
const Map<Vector2, Ref<NavigationPolygon> > &autotile_get_navigation_map(int p_id) const;
void remove_tile(int p_id);
bool has_tile(int p_id) const;
bool is_tile_bound(int p_drawn_id, int p_neighbor_id);
int find_tile_by_name(const String &p_name) const;
void get_tile_list(List<int> *p_tiles) const;
void clear();
int get_last_unused_tile_id() const;
TileSet();
};
VARIANT_ENUM_CAST(TileSet::AutotileBindings);
VARIANT_ENUM_CAST(TileSet::BitmaskMode);
#endif // TILE_SET_H