153 lines
5.7 KiB
C++
153 lines
5.7 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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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 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 "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/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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bool one_way_collision;
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ShapeData() {
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one_way_collision = false;
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}
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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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Color modulate;
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// Default modulate for back-compat
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explicit TileData()
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: modulate(1, 1, 1) {}
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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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static void _bind_methods();
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public:
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void create_tile(int p_id);
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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_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_transform);
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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_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_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);
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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_color);
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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 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 remove_tile(int p_id);
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bool has_tile(int p_id) const;
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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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#endif // TILE_SET_H
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