1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
|
/*************************************************************************/
/* 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;
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 clear();
TileMap();
~TileMap();
};
#endif // TILE_MAP_H
|