/*************************************************************************/ /* tile_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_MAP_H #define TILE_MAP_H #include "scene/2d/node_2d.h" #include "scene/gui/control.h" #include "scene/resources/tile_set.h" class TileSetAtlasSource; struct TileMapQuadrant { struct CoordsWorldComparator { _ALWAYS_INLINE_ bool operator()(const Vector2i &p_a, const Vector2i &p_b) const { // We sort the cells by their local coords, as it is needed by rendering. if (p_a.y == p_b.y) { return p_a.x > p_b.x; } else { return p_a.y < p_b.y; } } }; // Dirty list element. SelfList dirty_list_element; // Quadrant layer and coords. int layer = -1; Vector2i coords; // TileMapCells RBSet cells; // We need those two maps to sort by local position for rendering // This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead. RBMap map_to_local; RBMap local_to_map; // Debug. RID debug_canvas_item; // Rendering. List canvas_items; HashMap occluders; // Physics. List bodies; // Navigation. HashMap> navigation_regions; // Scenes. HashMap scenes; // Runtime TileData cache. HashMap runtime_tile_data_cache; void operator=(const TileMapQuadrant &q) { layer = q.layer; coords = q.coords; debug_canvas_item = q.debug_canvas_item; canvas_items = q.canvas_items; occluders = q.occluders; bodies = q.bodies; navigation_regions = q.navigation_regions; } TileMapQuadrant(const TileMapQuadrant &q) : dirty_list_element(this) { layer = q.layer; coords = q.coords; debug_canvas_item = q.debug_canvas_item; canvas_items = q.canvas_items; occluders = q.occluders; bodies = q.bodies; navigation_regions = q.navigation_regions; } TileMapQuadrant() : dirty_list_element(this) { } }; class TileMap : public Node2D { GDCLASS(TileMap, Node2D); public: class TerrainConstraint { private: const TileMap *tile_map; Vector2i base_cell_coords = Vector2i(); int bit = -1; int terrain = -1; int priority = 1; public: bool operator<(const TerrainConstraint &p_other) const { if (base_cell_coords == p_other.base_cell_coords) { return bit < p_other.bit; } return base_cell_coords < p_other.base_cell_coords; } String to_string() const { return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority); } Vector2i get_base_cell_coords() const { return base_cell_coords; } bool is_center_bit() const { return bit == 0; } HashMap get_overlapping_coords_and_peering_bits() const; void set_terrain(int p_terrain) { terrain = p_terrain; } int get_terrain() const { return terrain; } void set_priority(int p_priority) { priority = p_priority; } int get_priority() { return priority; } TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); // For the center terrain bit TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits TerrainConstraint(){}; }; enum VisibilityMode { VISIBILITY_MODE_DEFAULT, VISIBILITY_MODE_FORCE_SHOW, VISIBILITY_MODE_FORCE_HIDE, }; private: friend class TileSetPlugin; // A compatibility enum to specify how is the data if formatted. enum DataFormat { FORMAT_1 = 0, FORMAT_2, FORMAT_3 }; mutable DataFormat format = FORMAT_1; // Assume lowest possible format if none is present; static constexpr float FP_ADJUST = 0.00001; // Properties. Ref tile_set; int quadrant_size = 16; bool collision_animatable = false; VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT; VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT; // Updates. bool pending_update = false; // Rect. Rect2 rect_cache; bool rect_cache_dirty = true; Rect2i used_rect_cache; bool used_rect_cache_dirty = true; // TileMap layers. struct TileMapLayer { String name; bool enabled = true; Color modulate = Color(1, 1, 1, 1); bool y_sort_enabled = false; int y_sort_origin = 0; int z_index = 0; RID canvas_item; HashMap tile_map; HashMap quadrant_map; SelfList::List dirty_quadrant_list; }; LocalVector layers; int selected_layer = -1; // Mapping for RID to coords. HashMap bodies_coords; // Quadrants and internals management. Vector2i _coords_to_quadrant_coords(int p_layer, const Vector2i &p_coords) const; HashMap::Iterator _create_quadrant(int p_layer, const Vector2i &p_qk); void _make_quadrant_dirty(HashMap::Iterator Q); void _make_all_quadrants_dirty(); void _queue_update_dirty_quadrants(); void _update_dirty_quadrants(); void _recreate_layer_internals(int p_layer); void _recreate_internals(); void _erase_quadrant(HashMap::Iterator Q); void _clear_layer_internals(int p_layer); void _clear_internals(); // Rect caching. void _recompute_rect_cache(); // Per-system methods. bool _rendering_quadrant_order_dirty = false; void _rendering_notification(int p_what); void _rendering_update_layer(int p_layer); void _rendering_cleanup_layer(int p_layer); void _rendering_update_dirty_quadrants(SelfList::List &r_dirty_quadrant_list); void _rendering_create_quadrant(TileMapQuadrant *p_quadrant); void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant); void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant); Transform2D last_valid_transform; Transform2D new_transform; void _physics_notification(int p_what); void _physics_update_dirty_quadrants(SelfList::List &r_dirty_quadrant_list); void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant); void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant); void _navigation_notification(int p_what); void _navigation_update_dirty_quadrants(SelfList::List &r_dirty_quadrant_list); void _navigation_cleanup_quadrant(TileMapQuadrant *p_quadrant); void _navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant); void _scenes_update_dirty_quadrants(SelfList::List &r_dirty_quadrant_list); void _scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant); void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant); // Terrains. TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, RBSet p_constraints, TileSet::TerrainsPattern p_current_pattern); RBSet _get_terrain_constraints_from_added_pattern(Vector2i p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const; RBSet _get_terrain_constraints_from_painted_cells_list(int p_layer, const RBSet &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const; // Set and get tiles from data arrays. void _set_tile_data(int p_layer, const Vector &p_data); Vector _get_tile_data(int p_layer) const; void _build_runtime_update_tile_data(SelfList::List &r_dirty_quadrant_list); void _tile_set_changed(); bool _tile_set_changed_deferred_update_needed = false; void _tile_set_changed_deferred_update(); 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 _notification(int p_what); static void _bind_methods(); public: static Vector2i transform_coords_layout(Vector2i p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout); enum { INVALID_CELL = -1 }; #ifdef TOOLS_ENABLED virtual Rect2 _edit_get_rect() const override; #endif void set_tileset(const Ref &p_tileset); Ref get_tileset() const; void set_quadrant_size(int p_size); int get_quadrant_size() const; static void draw_tile(RID p_canvas_item, Vector2i p_position, const Ref p_tile_set, int p_atlas_source_id, Vector2i p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr); // Layers management. int get_layers_count() const; void add_layer(int p_to_pos); void move_layer(int p_layer, int p_to_pos); void remove_layer(int p_layer); void set_layer_name(int p_layer, String p_name); String get_layer_name(int p_layer) const; void set_layer_enabled(int p_layer, bool p_visible); bool is_layer_enabled(int p_layer) const; void set_layer_modulate(int p_layer, Color p_modulate); Color get_layer_modulate(int p_layer) const; void set_layer_y_sort_enabled(int p_layer, bool p_enabled); bool is_layer_y_sort_enabled(int p_layer) const; void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin); int get_layer_y_sort_origin(int p_layer) const; void set_layer_z_index(int p_layer, int p_z_index); int get_layer_z_index(int p_layer) const; void set_selected_layer(int p_layer_id); // For editor use. int get_selected_layer() const; void set_collision_animatable(bool p_enabled); bool is_collision_animatable() const; // Debug visibility modes. void set_collision_visibility_mode(VisibilityMode p_show_collision); VisibilityMode get_collision_visibility_mode(); void set_navigation_visibility_mode(VisibilityMode p_show_navigation); VisibilityMode get_navigation_visibility_mode(); // Cells accessors. void set_cell(int p_layer, const Vector2i &p_coords, int p_source_id = -1, const Vector2i p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0); void erase_cell(int p_layer, const Vector2i &p_coords); int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const; Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const; int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const; // Helper method to make accessing the data easier. TileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const; // Patterns. Ref get_pattern(int p_layer, TypedArray p_coords_array); Vector2i map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, Ref p_pattern); void set_pattern(int p_layer, Vector2i p_position, const Ref p_pattern); // Terrains. HashMap terrain_fill_constraints(int p_layer, const Vector &p_to_replace, int p_terrain_set, const RBSet p_constraints); // Not exposed. HashMap terrain_fill_connect(int p_layer, const Vector &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed. HashMap terrain_fill_path(int p_layer, const Vector &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed. HashMap terrain_fill_pattern(int p_layer, const Vector &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true); // Not exposed. void set_cells_terrain_connect(int p_layer, TypedArray p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); void set_cells_terrain_path(int p_layer, TypedArray p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // Not exposed to users TileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const; HashMap *get_quadrant_map(int p_layer); int get_effective_quadrant_size(int p_layer) const; //--- virtual void set_y_sort_enabled(bool p_enable) override; Vector2 map_to_local(const Vector2i &p_pos) const; Vector2i local_to_map(const Vector2 &p_pos) const; bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const; Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const; TypedArray get_used_cells(int p_layer) const; Rect2i get_used_rect(); // Not const because of cache // Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems virtual void set_light_mask(int p_light_mask) override; virtual void set_material(const Ref &p_material) override; virtual void set_use_parent_material(bool p_use_parent_material) override; virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override; virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override; // For finding tiles from collision. Vector2i get_coords_for_body_rid(RID p_physics_body); // Fixing and clearing methods. void fix_invalid_tiles(); // Clears tiles from a given layer void clear_layer(int p_layer); void clear(); // Force a TileMap update void force_update(int p_layer = -1); // Helpers? TypedArray get_surrounding_tiles(Vector2i coords); void draw_cells_outline(Control *p_control, RBSet p_cells, Color p_color, Transform2D p_transform = Transform2D()); // Virtual function to modify the TileData at runtime GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i); GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *); // Configuration warnings. PackedStringArray get_configuration_warnings() const override; TileMap(); ~TileMap(); }; VARIANT_ENUM_CAST(TileMap::VisibilityMode); #endif // TILE_MAP_H