/*************************************************************************/ /* tile_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 "core/templates/self_list.h" #include "core/templates/vset.h" #include "scene/2d/node_2d.h" #include "scene/gui/control.h" #include "scene/resources/tile_set.h" class TileSetAtlasSource; union TileMapCell { struct { int32_t source_id : 16; int16_t coord_x : 16; int16_t coord_y : 16; int32_t alternative_tile : 16; }; uint64_t _u64t; TileMapCell(int p_source_id = -1, Vector2i p_atlas_coords = TileSetAtlasSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetAtlasSource::INVALID_TILE_ALTERNATIVE) { source_id = p_source_id; set_atlas_coords(p_atlas_coords); alternative_tile = p_alternative_tile; } Vector2i get_atlas_coords() const { return Vector2i(coord_x, coord_y); } void set_atlas_coords(const Vector2i &r_coords) { coord_x = r_coords.x; coord_y = r_coords.y; } bool operator<(const TileMapCell &p_other) const { if (source_id == p_other.source_id) { if (coord_x == p_other.coord_x) { if (coord_y == p_other.coord_y) { return alternative_tile < p_other.alternative_tile; } else { return coord_y < p_other.coord_y; } } else { return coord_x < p_other.coord_x; } } else { return source_id < p_other.source_id; } } bool operator!=(const TileMapCell &p_other) const { return !(source_id == p_other.source_id && coord_x == p_other.coord_x && coord_y == p_other.coord_y && alternative_tile == p_other.alternative_tile); } }; struct TileMapQuadrant { struct CoordsWorldComparator { _ALWAYS_INLINE_ bool operator()(const Vector2i &p_a, const Vector2i &p_b) const { // We sort the cells by their world 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 coords. Vector2i coords; // TileMapCells Set cells; // We need those two maps to sort by world position for rendering // This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead. Map map_to_world; Map world_to_map; // Debug. RID debug_canvas_item; // Rendering List canvas_items; List occluders; // Physics. List bodies; // Navigation Map> navigation_regions; void operator=(const TileMapQuadrant &q) { 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) { 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 TileMapPattern : public Object { GDCLASS(TileMapPattern, Object); Vector2i size; Map pattern; protected: static void _bind_methods(); public: void set_cell(const Vector2i &p_coords, int p_source_id, const Vector2i p_atlas_coords, int p_alternative_tile = 0); bool has_cell(const Vector2i &p_coords) const; void remove_cell(const Vector2i &p_coords, bool p_update_size = true); int get_cell_source_id(const Vector2i &p_coords) const; Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const; int get_cell_alternative_tile(const Vector2i &p_coords) const; TypedArray get_used_cells() const; Vector2i get_size() const; void set_size(const Vector2i &p_size); bool is_empty() const; void clear(); }; class TileMap : public Node2D { GDCLASS(TileMap, Node2D); public: private: friend class TileSetPlugin; enum DataFormat { FORMAT_1 = 0, FORMAT_2, FORMAT_3 }; Ref tile_set; int quadrant_size; Transform2D custom_transform; // Map of cells Map tile_map; Vector2i _coords_to_quadrant_coords(const Vector2i &p_coords) const; Map quadrant_map; SelfList::List dirty_quadrant_list; bool pending_update = false; Rect2 rect_cache; bool rect_cache_dirty = true; Rect2 used_size_cache; bool used_size_cache_dirty; mutable DataFormat format; void _fix_cell_transform(Transform2D &xform, const TileMapCell &p_cell, const Vector2 &p_offset, const Size2 &p_sc); Map::Element *_create_quadrant(const Vector2i &p_qk); void _erase_quadrant(Map::Element *Q); void _make_all_quadrants_dirty(bool p_update = true); void _make_quadrant_dirty(Map::Element *Q, bool p_update = true); void _recreate_quadrants(); void _clear_quadrants(); void _recompute_rect_cache(); void _update_all_items_material_state(); void _set_tile_data(const Vector &p_data); Vector _get_tile_data() const; void _tile_set_changed(); 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; void set_cell(const Vector2i &p_coords, int p_source_id = -1, const Vector2i p_atlas_coords = TileSetAtlasSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetAtlasSource::INVALID_TILE_ALTERNATIVE); int get_cell_source_id(const Vector2i &p_coords) const; Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const; int get_cell_alternative_tile(const Vector2i &p_coords) const; TileMapPattern *get_pattern(TypedArray p_coords_array); Vector2i map_pattern(Vector2i p_position_in_tilemap, Vector2i p_coords_in_pattern, const TileMapPattern *p_pattern); void set_pattern(Vector2i p_position, const TileMapPattern *p_pattern); // Not exposed to users TileMapCell get_cell(const Vector2i &p_coords) const; Map &get_quadrant_map(); int get_effective_quadrant_size() const; void update_dirty_quadrants(); Vector2 map_to_world(const Vector2 &p_pos) const; Vector2i world_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() const; Rect2 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; void fix_invalid_tiles(); void clear(); // Helpers TypedArray get_surrounding_tiles(Vector2i coords); void draw_cells_outline(Control *p_control, Set p_cells, Color p_color, Transform2D p_transform = Transform2D()); TileMap(); ~TileMap(); }; #endif // TILE_MAP_H