virtualx-engine/scene/2d/tile_map_layer_group.h
2024-02-12 10:11:45 +01:00

73 lines
3.1 KiB
C++

/**************************************************************************/
/* tile_map_layer_group.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_GROUP_H
#define TILE_MAP_LAYER_GROUP_H
#include "scene/2d/node_2d.h"
class TileSet;
class TileMapLayerGroup : public Node2D {
GDCLASS(TileMapLayerGroup, Node2D);
private:
mutable Vector<StringName> selected_layers;
bool highlight_selected_layer = true;
#ifdef TOOLS_ENABLED
void _cleanup_selected_layers();
#endif
void _tile_set_changed();
protected:
Ref<TileSet> tile_set;
virtual void remove_child_notify(Node *p_child) override;
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
// For editor use.
void set_selected_layers(Vector<StringName> p_layer_names);
Vector<StringName> get_selected_layers() const;
void set_highlight_selected_layer(bool p_highlight_selected_layer);
bool is_highlighting_selected_layer() const;
#endif
// Accessors.
void set_tileset(const Ref<TileSet> &p_tileset);
Ref<TileSet> get_tileset() const;
~TileMapLayerGroup();
};
#endif // TILE_MAP_LAYER_GROUP_H