godot/scene/resources/tile_set.h
Rémi Verschelde d8223ffa75 Welcome in 2017, dear changelog reader!
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!

(cherry picked from commit c7bc44d5ad)
2017-01-12 19:15:30 +01:00

126 lines
4.8 KiB
C++

/*************************************************************************/
/* tile_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 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_SET_H
#define TILE_SET_H
#include "resource.h"
#include "scene/resources/shape_2d.h"
#include "scene/resources/texture.h"
#include "scene/2d/light_occluder_2d.h"
#include "scene/2d/navigation_polygon.h"
class TileSet : public Resource {
OBJ_TYPE( TileSet, Resource );
struct Data {
String name;
Ref<Texture> texture;
Vector2 offset;
Vector2 shape_offset;
Rect2i region;
Vector<Ref<Shape2D> > shapes;
Vector2 occluder_offset;
Ref<OccluderPolygon2D> occluder;
Vector2 navigation_polygon_offset;
Ref<NavigationPolygon> navigation_polygon;
Ref<CanvasItemMaterial> material;
};
Map<int,Data> tile_map;
protected:
bool _set(const StringName& p_name, const Variant& p_value);
bool _get(const StringName& p_name,Variant &r_ret) const;
void _get_property_list( List<PropertyInfo> *p_list) const;
void _tile_set_shapes(int p_id,const Array& p_shapes);
Array _tile_get_shapes(int p_id) const;
Array _get_tiles_ids() const;
static void _bind_methods();
public:
void create_tile(int p_id);
void tile_set_name(int p_id,const String &p_name);
String tile_get_name(int p_id) const;
void tile_set_texture(int p_id, const Ref<Texture> &p_texture);
Ref<Texture> tile_get_texture(int p_id) const;
void tile_set_texture_offset(int p_id,const Vector2 &p_offset);
Vector2 tile_get_texture_offset(int p_id) const;
void tile_set_shape_offset(int p_id,const Vector2 &p_offset);
Vector2 tile_get_shape_offset(int p_id) const;
void tile_set_region(int p_id,const Rect2 &p_region);
Rect2 tile_get_region(int p_id) const;
void tile_set_shape(int p_id,const Ref<Shape2D> &p_shape);
Ref<Shape2D> tile_get_shape(int p_id) const;
void tile_set_material(int p_id,const Ref<CanvasItemMaterial> &p_material);
Ref<CanvasItemMaterial> tile_get_material(int p_id) const;
void tile_set_occluder_offset(int p_id,const Vector2& p_offset);
Vector2 tile_get_occluder_offset(int p_id) const;
void tile_set_light_occluder(int p_id,const Ref<OccluderPolygon2D> &p_light_occluder);
Ref<OccluderPolygon2D> tile_get_light_occluder(int p_id) const;
void tile_set_navigation_polygon_offset(int p_id,const Vector2& p_offset);
Vector2 tile_get_navigation_polygon_offset(int p_id) const;
void tile_set_navigation_polygon(int p_id,const Ref<NavigationPolygon> &p_navigation_polygon);
Ref<NavigationPolygon> tile_get_navigation_polygon(int p_id) const;
void tile_set_shapes(int p_id,const Vector<Ref<Shape2D> > &p_shapes);
Vector<Ref<Shape2D> > tile_get_shapes(int p_id) const;
void remove_tile(int p_id);
bool has_tile(int p_id) const;
int find_tile_by_name(const String& p_name) const;
void get_tile_list(List<int> *p_tiles) const;
void clear();
int get_last_unused_tile_id() const;
TileSet();
};
#endif // TILE_SET_H