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+/*************************************************************************/
+/* tile_set.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 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_SET_H
+#define TILE_SET_H
+
+#include "resource.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> texture;
+ Vector2 offset;
+ Rect2i region;
+ Vector<Ref<Shape2D> > shapes;
+ };
+
+ Map<int,Data> 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;
+
+ 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<Texture> &p_texture);
+ Ref<Texture> tile_get_texture(int p_id) const;
+
+ void tile_set_offset(int p_id,const Vector2 &p_offset);
+ Vector2 tile_get_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<Shape2D> &p_shape);
+ Ref<Shape2D> tile_get_shape(int p_id) const;
+
+ void tile_set_shapes(int p_id,const Vector<Ref<Shape2D> > &p_shapes);
+ Vector<Ref<Shape2D> > tile_get_shapes(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<int> *p_tiles) const;
+
+ void clear();
+
+ int get_last_unused_tile_id() const;
+
+ TileSet();
+};
+
+#endif // TILE_SET_H