/**************************************************************************/ /* tile_map_layer.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* 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_LAYER_H #define TILE_MAP_LAYER_H #include "scene/resources/2d/tile_set.h" class TileSetAtlasSource; class TileMap; enum TileMapLayerDataFormat { TILE_MAP_LAYER_DATA_FORMAT_0 = 0, TILE_MAP_LAYER_DATA_FORMAT_MAX, }; class TerrainConstraint { private: Ref tile_set; Vector2i base_cell_coords; 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() const { return priority; } TerrainConstraint(Ref p_tile_set, const Vector2i &p_position, int p_terrain); // For the center terrain bit TerrainConstraint(Ref p_tile_set, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits TerrainConstraint(){}; }; #ifdef DEBUG_ENABLED class DebugQuadrant; #endif // DEBUG_ENABLED class RenderingQuadrant; struct CellData { Vector2i coords; TileMapCell cell; // Debug. SelfList debug_quadrant_list_element; // Rendering. Ref rendering_quadrant; SelfList rendering_quadrant_list_element; LocalVector occluders; // Physics. LocalVector bodies; // Navigation. LocalVector navigation_regions; // Scenes. String scene; // Runtime TileData cache. TileData *runtime_tile_data_cache = nullptr; // List elements. SelfList dirty_list_element; bool operator<(const CellData &p_other) const { return coords < p_other.coords; } // For those, copy everything but SelfList elements. void operator=(const CellData &p_other) { coords = p_other.coords; cell = p_other.cell; occluders = p_other.occluders; bodies = p_other.bodies; navigation_regions = p_other.navigation_regions; scene = p_other.scene; runtime_tile_data_cache = p_other.runtime_tile_data_cache; } CellData(const CellData &p_other) : debug_quadrant_list_element(this), rendering_quadrant_list_element(this), dirty_list_element(this) { coords = p_other.coords; cell = p_other.cell; occluders = p_other.occluders; bodies = p_other.bodies; navigation_regions = p_other.navigation_regions; scene = p_other.scene; runtime_tile_data_cache = p_other.runtime_tile_data_cache; } CellData() : debug_quadrant_list_element(this), rendering_quadrant_list_element(this), dirty_list_element(this) { } }; // We use another comparator for Y-sorted layers with reversed X drawing order. struct CellDataYSortedXReversedComparator { _FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const { return p_a.coords.x == p_b.coords.x ? (p_a.coords.y < p_b.coords.y) : (p_a.coords.x > p_b.coords.x); } }; #ifdef DEBUG_ENABLED class DebugQuadrant : public RefCounted { GDCLASS(DebugQuadrant, RefCounted); public: Vector2i quadrant_coords; SelfList::List cells; RID canvas_item; SelfList dirty_quadrant_list_element; DebugQuadrant() : dirty_quadrant_list_element(this) { } ~DebugQuadrant() { cells.clear(); } }; #endif // DEBUG_ENABLED class RenderingQuadrant : public RefCounted { GDCLASS(RenderingQuadrant, RefCounted); public: struct CoordsWorldComparator { _ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &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; } } }; Vector2i quadrant_coords; SelfList::List cells; List canvas_items; Vector2 canvas_items_position; SelfList dirty_quadrant_list_element; RenderingQuadrant() : dirty_quadrant_list_element(this) { } ~RenderingQuadrant() { cells.clear(); } }; class TileMapLayer : public Node2D { GDCLASS(TileMapLayer, Node2D); public: enum HighlightMode { HIGHLIGHT_MODE_DEFAULT, HIGHLIGHT_MODE_ABOVE, HIGHLIGHT_MODE_BELOW, }; enum DebugVisibilityMode { DEBUG_VISIBILITY_MODE_DEFAULT, DEBUG_VISIBILITY_MODE_FORCE_SHOW, DEBUG_VISIBILITY_MODE_FORCE_HIDE, }; enum DirtyFlags { DIRTY_FLAGS_LAYER_ENABLED = 0, DIRTY_FLAGS_LAYER_IN_TREE, DIRTY_FLAGS_LAYER_IN_CANVAS, DIRTY_FLAGS_LAYER_LOCAL_TRANSFORM, DIRTY_FLAGS_LAYER_VISIBILITY, DIRTY_FLAGS_LAYER_SELF_MODULATE, DIRTY_FLAGS_LAYER_Y_SORT_ENABLED, DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN, DIRTY_FLAGS_LAYER_X_DRAW_ORDER_REVERSED, DIRTY_FLAGS_LAYER_Z_INDEX, DIRTY_FLAGS_LAYER_LIGHT_MASK, DIRTY_FLAGS_LAYER_TEXTURE_FILTER, DIRTY_FLAGS_LAYER_TEXTURE_REPEAT, DIRTY_FLAGS_LAYER_RENDERING_QUADRANT_SIZE, DIRTY_FLAGS_LAYER_COLLISION_ENABLED, DIRTY_FLAGS_LAYER_USE_KINEMATIC_BODIES, DIRTY_FLAGS_LAYER_COLLISION_VISIBILITY_MODE, DIRTY_FLAGS_LAYER_OCCLUSION_ENABLED, DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED, DIRTY_FLAGS_LAYER_NAVIGATION_MAP, DIRTY_FLAGS_LAYER_NAVIGATION_VISIBILITY_MODE, DIRTY_FLAGS_LAYER_RUNTIME_UPDATE, DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE, // For compatibility. DIRTY_FLAGS_LAYER_GROUP_SELECTED_LAYERS, DIRTY_FLAGS_LAYER_GROUP_HIGHLIGHT_SELECTED, DIRTY_FLAGS_TILE_SET, DIRTY_FLAGS_MAX, }; private: static constexpr float FP_ADJUST = 0.00001; // Properties. HashMap tile_map_layer_data; bool enabled = true; Ref tile_set; HighlightMode highlight_mode = HIGHLIGHT_MODE_DEFAULT; int y_sort_origin = 0; bool x_draw_order_reversed = false; int rendering_quadrant_size = 16; bool collision_enabled = true; bool use_kinematic_bodies = false; DebugVisibilityMode collision_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT; bool occlusion_enabled = true; bool navigation_enabled = true; RID navigation_map_override; DebugVisibilityMode navigation_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT; // Internal. bool pending_update = false; // For keeping compatibility with TileMap. TileMap *tile_map_node = nullptr; int layer_index_in_tile_map_node = -1; // Dirty flag. Allows knowing what was modified since the last update. struct { bool flags[DIRTY_FLAGS_MAX] = { false }; SelfList::List cell_list; } dirty; // Rect cache. mutable Rect2 rect_cache; mutable bool rect_cache_dirty = true; mutable Rect2i used_rect_cache; mutable bool used_rect_cache_dirty = true; // Runtime tile data. bool _runtime_update_tile_data_was_cleaned_up = false; void _build_runtime_update_tile_data(bool p_force_cleanup); void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_use_tilemap_for_runtime, bool p_auto_add_to_dirty_list = false); bool _runtime_update_needs_all_cells_cleaned_up = false; void _clear_runtime_update_tile_data(); void _clear_runtime_update_tile_data_for_cell(CellData &r_cell_data); // Per-system methods. #ifdef DEBUG_ENABLED HashMap> debug_quadrant_map; Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const; bool _debug_was_cleaned_up = false; void _debug_update(bool p_force_cleanup); void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList::List &r_dirty_debug_quadrant_list); #endif // DEBUG_ENABLED HashMap> rendering_quadrant_map; bool _rendering_was_cleaned_up = false; void _rendering_update(bool p_force_cleanup); void _rendering_notification(int p_what); void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList::List &r_dirty_rendering_quadrant_list); void _rendering_occluders_clear_cell(CellData &r_cell_data); void _rendering_occluders_update_cell(CellData &r_cell_data); #ifdef DEBUG_ENABLED void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data); #endif // DEBUG_ENABLED HashMap bodies_coords; // Mapping for RID to coords. bool _physics_was_cleaned_up = false; void _physics_update(bool p_force_cleanup); void _physics_notification(int p_what); void _physics_clear_cell(CellData &r_cell_data); void _physics_update_cell(CellData &r_cell_data); #ifdef DEBUG_ENABLED void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data); #endif // DEBUG_ENABLED bool _navigation_was_cleaned_up = false; void _navigation_update(bool p_force_cleanup); void _navigation_notification(int p_what); void _navigation_clear_cell(CellData &r_cell_data); void _navigation_update_cell(CellData &r_cell_data); #ifdef DEBUG_ENABLED void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data); #endif // DEBUG_ENABLED bool _scenes_was_cleaned_up = false; void _scenes_update(bool p_force_cleanup); void _scenes_clear_cell(CellData &r_cell_data); void _scenes_update_cell(CellData &r_cell_data); #ifdef DEBUG_ENABLED void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data); #endif // DEBUG_ENABLED // Terrains. TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet &p_constraints, TileSet::TerrainsPattern p_current_pattern) const; RBSet _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const; RBSet _get_terrain_constraints_from_painted_cells_list(const RBSet &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const; void _tile_set_changed(); void _renamed(); void _update_notify_local_transform(); // Internal updates. void _queue_internal_update(); void _deferred_internal_update(); void _internal_update(bool p_force_cleanup); virtual void _physics_interpolated_changed() override; protected: void _notification(int p_what); static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; virtual void _update_self_texture_filter(RS::CanvasItemTextureFilter p_texture_filter) override; virtual void _update_self_texture_repeat(RS::CanvasItemTextureRepeat p_texture_repeat) override; public: #ifdef TOOLS_ENABLED virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override; #endif // TileMap node. void set_as_tile_map_internal_node(int p_index); int get_index_in_tile_map() const { return layer_index_in_tile_map_node; } const HashMap &get_tile_map_layer_data() const { return tile_map_layer_data; } // Rect caching. Rect2 get_rect(bool &r_changed) const; // Terrains. HashMap terrain_fill_constraints(const Vector &p_to_replace, int p_terrain_set, const RBSet &p_constraints) const; // Not exposed. HashMap terrain_fill_connect(const Vector &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true) const; // Not exposed. HashMap terrain_fill_path(const Vector &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true) const; // Not exposed. HashMap terrain_fill_pattern(const Vector &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true) const; // Not exposed. // Not exposed to users. TileMapCell get_cell(const Vector2i &p_coords) const; static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref p_tile_set, int p_atlas_source_id, const 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, real_t p_normalized_animation_offset = 0.0); ////////////// Exposed functions ////////////// // --- Cells manipulation --- // Generic cells manipulations and data access. void set_cell(const Vector2i &p_coords, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i &p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0); void erase_cell(const Vector2i &p_coords); void fix_invalid_tiles(); void clear(); 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; TileData *get_cell_tile_data(const Vector2i &p_coords) const; // Helper method to make accessing the data easier. TypedArray get_used_cells() const; TypedArray get_used_cells_by_id(int p_source_id = TileSet::INVALID_SOURCE, const Vector2i &p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE) const; Rect2i get_used_rect() const; bool is_cell_flipped_h(const Vector2i &p_coords) const; bool is_cell_flipped_v(const Vector2i &p_coords) const; bool is_cell_transposed(const Vector2i &p_coords) const; // Patterns. Ref get_pattern(TypedArray p_coords_array); void set_pattern(const Vector2i &p_position, const Ref p_pattern); // Terrains. void set_cells_terrain_connect(TypedArray p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); void set_cells_terrain_path(TypedArray p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true); // --- Physics helpers --- bool has_body_rid(RID p_physics_body) const; Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision. // --- Runtime --- void update_internals(); void notify_runtime_tile_data_update(); GDVIRTUAL1R(bool, _use_tile_data_runtime_update, Vector2i); GDVIRTUAL2(_tile_data_runtime_update, Vector2i, TileData *); // --- Shortcuts to methods defined in TileSet --- Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref p_pattern); TypedArray get_surrounding_cells(const Vector2i &p_coords); Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const; Vector2 map_to_local(const Vector2i &p_pos) const; Vector2i local_to_map(const Vector2 &p_pos) const; // --- Accessors --- void set_tile_map_data_from_array(const Vector &p_data); Vector get_tile_map_data_as_array() const; void set_enabled(bool p_enabled); bool is_enabled() const; void set_tile_set(const Ref &p_tile_set); Ref get_tile_set() const; void set_highlight_mode(HighlightMode p_highlight_mode); HighlightMode get_highlight_mode() const; virtual void set_self_modulate(const Color &p_self_modulate) override; virtual void set_y_sort_enabled(bool p_y_sort_enabled) override; void set_y_sort_origin(int p_y_sort_origin); int get_y_sort_origin() const; void set_x_draw_order_reversed(bool p_x_draw_order_reversed); bool is_x_draw_order_reversed() const; virtual void set_z_index(int p_z_index) override; virtual void set_light_mask(int p_light_mask) override; void set_rendering_quadrant_size(int p_size); int get_rendering_quadrant_size() const; void set_collision_enabled(bool p_enabled); bool is_collision_enabled() const; void set_use_kinematic_bodies(bool p_use_kinematic_bodies); bool is_using_kinematic_bodies() const; void set_collision_visibility_mode(DebugVisibilityMode p_show_collision); DebugVisibilityMode get_collision_visibility_mode() const; void set_occlusion_enabled(bool p_enabled); bool is_occlusion_enabled() const; void set_navigation_enabled(bool p_enabled); bool is_navigation_enabled() const; void set_navigation_map(RID p_map); RID get_navigation_map() const; void set_navigation_visibility_mode(DebugVisibilityMode p_show_navigation); DebugVisibilityMode get_navigation_visibility_mode() const; TileMapLayer(); ~TileMapLayer(); }; VARIANT_ENUM_CAST(TileMapLayer::DebugVisibilityMode); #endif // TILE_MAP_LAYER_H