/*************************************************************************/ /* tile_map.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_MAP_H #define TILE_MAP_H #include "scene/2d/node_2d.h" #include "scene/resources/tile_set.h" #include "self_list.h" #include "vset.h" class TileMap : public Node2D { OBJ_TYPE( TileMap, Node2D ); Ref<TileSet> tile_set; int cell_size; int quadrant_size; bool center_x,center_y; union PosKey { struct { int16_t x; int16_t y; }; uint32_t key; bool operator<(const PosKey& pk) const { return key<pk.key; } PosKey(int16_t p_x, int16_t p_y) { x=p_x; y=p_y; } PosKey() { key=0; } }; union Cell { struct { int32_t id:24; bool flip_h:1; bool flip_v:1; }; uint32_t _u32t; Cell() { _u32t=0; } }; Map<PosKey,Cell> tile_map; struct Quadrant { Vector2 pos; RID canvas_item; RID static_body; SelfList<Quadrant> dirty_list; VSet<PosKey> cells; void operator=(const Quadrant& q) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells; } Quadrant(const Quadrant& q) : dirty_list(this) { pos=q.pos; canvas_item=q.canvas_item; static_body=q.static_body; cells=q.cells;} Quadrant() : dirty_list(this) {} }; Map<PosKey,Quadrant> quadrant_map; SelfList<Quadrant>::List dirty_quadrant_list; bool pending_update; Rect2 rect_cache; bool rect_cache_dirty; float fp_adjust; float friction; float bounce; uint32_t collision_layer; Map<PosKey,Quadrant>::Element *_create_quadrant(const PosKey& p_qk); void _erase_quadrant(Map<PosKey,Quadrant>::Element *Q); void _make_quadrant_dirty(Map<PosKey,Quadrant>::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(); void _set_tile_data(const DVector<int>& p_data); DVector<int> _get_tile_data() const; protected: void _notification(int p_what); static void _bind_methods(); public: enum { INVALID_CELL=-1 }; void set_tileset(const Ref<TileSet>& p_tileset); Ref<TileSet> get_tileset() const; void set_cell_size(int p_size); int 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); 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; Rect2 get_item_rect() const; void set_collision_layer_mask(uint32_t p_layer); uint32_t get_collision_layer_mask() 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 clear(); TileMap(); ~TileMap(); }; #endif // TILE_MAP_H