a7f49ac9a1
Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
271 lines
9.8 KiB
C++
271 lines
9.8 KiB
C++
/*************************************************************************/
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/* tile_set.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TILE_SET_H
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#define TILE_SET_H
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#include "core/array.h"
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#include "core/resource.h"
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#include "scene/2d/light_occluder_2d.h"
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#include "scene/2d/navigation_polygon.h"
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#include "scene/resources/convex_polygon_shape_2d.h"
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#include "scene/resources/shape_2d.h"
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#include "scene/resources/texture.h"
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class TileSet : public Resource {
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GDCLASS(TileSet, Resource);
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public:
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struct ShapeData {
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Ref<Shape2D> shape;
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Transform2D shape_transform;
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Vector2 autotile_coord;
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bool one_way_collision;
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float one_way_collision_margin;
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ShapeData() {
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one_way_collision = false;
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one_way_collision_margin = 1.0;
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}
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};
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enum BitmaskMode {
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BITMASK_2X2,
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BITMASK_3X3_MINIMAL,
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BITMASK_3X3
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};
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enum AutotileBindings {
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BIND_TOPLEFT = 1,
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BIND_TOP = 2,
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BIND_TOPRIGHT = 4,
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BIND_LEFT = 8,
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BIND_CENTER = 16,
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BIND_RIGHT = 32,
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BIND_BOTTOMLEFT = 64,
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BIND_BOTTOM = 128,
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BIND_BOTTOMRIGHT = 256,
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BIND_IGNORE_TOPLEFT = 1 << 16,
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BIND_IGNORE_TOP = 1 << 17,
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BIND_IGNORE_TOPRIGHT = 1 << 18,
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BIND_IGNORE_LEFT = 1 << 19,
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BIND_IGNORE_CENTER = 1 << 20,
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BIND_IGNORE_RIGHT = 1 << 21,
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BIND_IGNORE_BOTTOMLEFT = 1 << 22,
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BIND_IGNORE_BOTTOM = 1 << 23,
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BIND_IGNORE_BOTTOMRIGHT = 1 << 24
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};
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enum TileMode {
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SINGLE_TILE,
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AUTO_TILE,
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ATLAS_TILE
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};
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struct AutotileData {
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BitmaskMode bitmask_mode;
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Size2 size;
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int spacing;
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Vector2 icon_coord;
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Map<Vector2, uint32_t> flags;
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Map<Vector2, Ref<OccluderPolygon2D> > occluder_map;
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Map<Vector2, Ref<NavigationPolygon> > navpoly_map;
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Map<Vector2, int> priority_map;
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Map<Vector2, int> z_index_map;
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// Default size to prevent invalid value
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explicit AutotileData() :
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bitmask_mode(BITMASK_2X2),
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size(64, 64),
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spacing(0),
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icon_coord(0, 0) {}
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};
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private:
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struct TileData {
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String name;
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Ref<Texture> texture;
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Ref<Texture> normal_map;
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Vector2 offset;
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Rect2i region;
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Vector<ShapeData> shapes_data;
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Vector2 occluder_offset;
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Ref<OccluderPolygon2D> occluder;
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Vector2 navigation_polygon_offset;
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Ref<NavigationPolygon> navigation_polygon;
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Ref<ShaderMaterial> material;
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TileMode tile_mode;
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Color modulate;
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AutotileData autotile_data;
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int z_index;
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// Default modulate for back-compat
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explicit TileData() :
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tile_mode(SINGLE_TILE),
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modulate(1, 1, 1),
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z_index(0) {}
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};
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Map<int, TileData> tile_map;
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _tile_set_shapes(int p_id, const Array &p_shapes);
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Array _tile_get_shapes(int p_id) const;
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Array _get_tiles_ids() const;
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void _decompose_convex_shape(Ref<Shape2D> p_shape);
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static void _bind_methods();
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public:
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void create_tile(int p_id);
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void autotile_set_bitmask_mode(int p_id, BitmaskMode p_mode);
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BitmaskMode autotile_get_bitmask_mode(int p_id) const;
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void tile_set_name(int p_id, const String &p_name);
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String tile_get_name(int p_id) const;
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void tile_set_texture(int p_id, const Ref<Texture> &p_texture);
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Ref<Texture> tile_get_texture(int p_id) const;
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void tile_set_normal_map(int p_id, const Ref<Texture> &p_normal_map);
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Ref<Texture> tile_get_normal_map(int p_id) const;
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void tile_set_texture_offset(int p_id, const Vector2 &p_offset);
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Vector2 tile_get_texture_offset(int p_id) const;
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void tile_set_region(int p_id, const Rect2 &p_region);
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Rect2 tile_get_region(int p_id) const;
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void tile_set_tile_mode(int p_id, TileMode p_tile_mode);
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TileMode tile_get_tile_mode(int p_id) const;
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void autotile_set_icon_coordinate(int p_id, Vector2 coord);
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Vector2 autotile_get_icon_coordinate(int p_id) const;
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void autotile_set_spacing(int p_id, int p_spacing);
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int autotile_get_spacing(int p_id) const;
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void autotile_set_size(int p_id, Size2 p_size);
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Size2 autotile_get_size(int p_id) const;
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void autotile_clear_bitmask_map(int p_id);
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void autotile_set_subtile_priority(int p_id, const Vector2 &p_coord, int p_priority);
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int autotile_get_subtile_priority(int p_id, const Vector2 &p_coord);
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const Map<Vector2, int> &autotile_get_priority_map(int p_id) const;
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void autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index);
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int autotile_get_z_index(int p_id, const Vector2 &p_coord);
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const Map<Vector2, int> &autotile_get_z_index_map(int p_id) const;
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void autotile_set_bitmask(int p_id, Vector2 p_coord, uint32_t p_flag);
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uint32_t autotile_get_bitmask(int p_id, Vector2 p_coord);
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const Map<Vector2, uint32_t> &autotile_get_bitmask_map(int p_id);
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Vector2 autotile_get_subtile_for_bitmask(int p_id, uint16_t p_bitmask, const Node *p_tilemap_node = NULL, const Vector2 &p_tile_location = Vector2());
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Vector2 atlastile_get_subtile_by_priority(int p_id, const Node *p_tilemap_node = NULL, const Vector2 &p_tile_location = Vector2());
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void tile_set_shape(int p_id, int p_shape_id, const Ref<Shape2D> &p_shape);
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Ref<Shape2D> tile_get_shape(int p_id, int p_shape_id) const;
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void tile_set_shape_transform(int p_id, int p_shape_id, const Transform2D &p_offset);
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Transform2D tile_get_shape_transform(int p_id, int p_shape_id) const;
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void tile_set_shape_offset(int p_id, int p_shape_id, const Vector2 &p_offset);
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Vector2 tile_get_shape_offset(int p_id, int p_shape_id) const;
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void tile_set_shape_one_way(int p_id, int p_shape_id, bool p_one_way);
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bool tile_get_shape_one_way(int p_id, int p_shape_id) const;
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void tile_set_shape_one_way_margin(int p_id, int p_shape_id, float p_margin);
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float tile_get_shape_one_way_margin(int p_id, int p_shape_id) const;
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void tile_clear_shapes(int p_id);
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void tile_add_shape(int p_id, const Ref<Shape2D> &p_shape, const Transform2D &p_transform, bool p_one_way = false, const Vector2 &p_autotile_coord = Vector2());
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int tile_get_shape_count(int p_id) const;
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void tile_set_shapes(int p_id, const Vector<ShapeData> &p_shapes);
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Vector<ShapeData> tile_get_shapes(int p_id) const;
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void tile_set_material(int p_id, const Ref<ShaderMaterial> &p_material);
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Ref<ShaderMaterial> tile_get_material(int p_id) const;
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void tile_set_modulate(int p_id, const Color &p_modulate);
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Color tile_get_modulate(int p_id) const;
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void tile_set_occluder_offset(int p_id, const Vector2 &p_offset);
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Vector2 tile_get_occluder_offset(int p_id) const;
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void tile_set_light_occluder(int p_id, const Ref<OccluderPolygon2D> &p_light_occluder);
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Ref<OccluderPolygon2D> tile_get_light_occluder(int p_id) const;
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void autotile_set_light_occluder(int p_id, const Ref<OccluderPolygon2D> &p_light_occluder, const Vector2 &p_coord);
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Ref<OccluderPolygon2D> autotile_get_light_occluder(int p_id, const Vector2 &p_coord) const;
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const Map<Vector2, Ref<OccluderPolygon2D> > &autotile_get_light_oclusion_map(int p_id) const;
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void tile_set_navigation_polygon_offset(int p_id, const Vector2 &p_offset);
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Vector2 tile_get_navigation_polygon_offset(int p_id) const;
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void tile_set_navigation_polygon(int p_id, const Ref<NavigationPolygon> &p_navigation_polygon);
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Ref<NavigationPolygon> tile_get_navigation_polygon(int p_id) const;
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void autotile_set_navigation_polygon(int p_id, const Ref<NavigationPolygon> &p_navigation_polygon, const Vector2 &p_coord);
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Ref<NavigationPolygon> autotile_get_navigation_polygon(int p_id, const Vector2 &p_coord) const;
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const Map<Vector2, Ref<NavigationPolygon> > &autotile_get_navigation_map(int p_id) const;
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void tile_set_z_index(int p_id, int p_z_index);
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int tile_get_z_index(int p_id) const;
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void remove_tile(int p_id);
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bool has_tile(int p_id) const;
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bool is_tile_bound(int p_drawn_id, int p_neighbor_id);
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int find_tile_by_name(const String &p_name) const;
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void get_tile_list(List<int> *p_tiles) const;
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void clear();
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int get_last_unused_tile_id() const;
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TileSet();
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};
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VARIANT_ENUM_CAST(TileSet::AutotileBindings);
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VARIANT_ENUM_CAST(TileSet::BitmaskMode);
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VARIANT_ENUM_CAST(TileSet::TileMode);
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#endif // TILE_SET_H
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