pandemonium_engine/modules/layered_tile_map/layered_tile_map.h

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#ifndef LAYERED_TILE_MAP_H
#define LAYERED_TILE_MAP_H
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/*************************************************************************/
/* layered_tile_map.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 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. */
/*************************************************************************/
#include "layered_tile_map_layer.h"
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#include "layered_tile_set.h"
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#include "modules/modules_enabled.gen.h"
#ifdef MODULE_FASTNOISE_ENABLED
#include "modules/fastnoise/fastnoise_noise_params.h"
#include "modules/fastnoise/noise.h"
#endif
class Control;
class LayeredTileMapLayer;
class TerrainConstraint;
enum LayeredTileMapDataFormat {
TILE_MAP_DATA_FORMAT_1 = 0,
TILE_MAP_DATA_FORMAT_2,
TILE_MAP_DATA_FORMAT_3,
TILE_MAP_DATA_FORMAT_MAX,
};
class LayeredTileMap : public YSort {
GDCLASS(LayeredTileMap, YSort)
public:
// Kept for compatibility, but should use LayeredTileMapLayer::VisibilityMode instead.
enum VisibilityMode {
VISIBILITY_MODE_DEFAULT,
VISIBILITY_MODE_FORCE_SHOW,
VISIBILITY_MODE_FORCE_HIDE,
};
private:
friend class LayeredTileSetPlugin;
// A compatibility enum to specify how is the data if formatted.
mutable LayeredTileMapDataFormat format = LayeredTileMapDataFormat::TILE_MAP_DATA_FORMAT_3;
static constexpr float FP_ADJUST = 0.00001;
// Properties.
Ref<LayeredTileSet> tile_set;
int rendering_quadrant_size = 16;
bool collision_animatable = false;
VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
// Layers.
LocalVector<LayeredTileMapLayer *> layers;
LayeredTileMapLayer *default_layer; // Dummy layer to fetch default values.
// Transforms for collision_animatable.
Transform2D last_valid_transform;
Transform2D new_transform;
//VertexLights2D
#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
bool _use_vertex_lights;
#endif
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//RAO
#ifdef MODULE_FASTNOISE_ENABLED
bool _use_rao;
real_t _rao_strength;
Ref<FastnoiseNoiseParams> _noise_params;
Ref<FastNoise> _rao_noise;
#endif
void _tile_set_changed();
void _emit_changed();
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// Kept for compatibility with TileMap. With TileMapLayers as individual nodes, the format is stored directly in the array.
void _set_tile_map_data_using_compatibility_format(int p_layer, LayeredTileMapDataFormat p_format, const Vector<int> &p_data);
Vector<int> _get_tile_map_data_using_compatibility_format(int p_layer) const;
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;
bool _property_can_revert(const StringName &p_name) const;
bool _property_get_revert(const StringName &p_name, Variant &r_property) const;
void _notification(int p_what);
static void _bind_methods();
public:
#ifdef TOOLS_ENABLED
virtual Rect2 _edit_get_rect() const;
#endif
#ifndef DISABLE_DEPRECATED
void force_update(int p_layer);
#endif
void set_rendering_quadrant_size(int p_size);
int get_rendering_quadrant_size() const;
static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<LayeredTileSet> 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 LayeredTileData *p_tile_data_override = nullptr, real_t p_normalized_animation_offset = 0.0);
// Accessors.
void set_tileset(const Ref<LayeredTileSet> &p_tileset);
Ref<LayeredTileSet> get_tileset() const;
// Layers management.
int get_layers_count() const;
void add_layer(int p_to_pos);
void move_layer(int p_layer, int p_to_pos);
void remove_layer(int p_layer);
LayeredTileMapLayer *get_layer(const int p_layer) const;
void set_layer_name(int p_layer, String p_name);
String get_layer_name(int p_layer) const;
void set_layer_enabled(int p_layer, bool p_visible);
bool is_layer_enabled(int p_layer) const;
void set_layer_modulate(int p_layer, Color p_modulate);
Color get_layer_modulate(int p_layer) const;
void set_layer_y_sort_enabled(int p_layer, bool p_enabled);
bool is_layer_y_sort_enabled(int p_layer) const;
void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin);
int get_layer_y_sort_origin(int p_layer) const;
void set_layer_z_index(int p_layer, int p_z_index);
int get_layer_z_index(int p_layer) const;
void set_layer_navigation_enabled(int p_layer, bool p_enabled);
bool is_layer_navigation_enabled(int p_layer) const;
void set_layer_navigation_map(int p_layer, RID p_map);
RID get_layer_navigation_map(int p_layer) const;
void set_collision_animatable(bool p_collision_animatable);
bool is_collision_animatable() const;
// Debug visibility modes.
void set_collision_visibility_mode(VisibilityMode p_show_collision);
VisibilityMode get_collision_visibility_mode() const;
void set_navigation_visibility_mode(VisibilityMode p_show_navigation);
VisibilityMode get_navigation_visibility_mode() const;
// Cells accessors.
void set_cell(int p_layer, const Vector2i &p_coords, int p_source_id = LayeredTileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = LayeredTileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
void erase_cell(int p_layer, const Vector2i &p_coords);
int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
// Helper method to make accessing the data easier.
LayeredTileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
// Patterns.
Ref<LayeredTileMapPattern> get_pattern(int p_layer, PoolVector2iArray p_coords_array);
Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<LayeredTileMapPattern> p_pattern);
void set_pattern(int p_layer, const Vector2i &p_position, const Ref<LayeredTileMapPattern> p_pattern);
// Terrains (Not exposed).
HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints);
HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_connect(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_path(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
HashMap<Vector2i, LayeredTileSet::TerrainsPattern> terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, LayeredTileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true);
// Terrains (exposed).
void set_cells_terrain_connect(int p_layer, PoolVector2iArray p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
void set_cells_terrain_path(int p_layer, PoolVector2iArray p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
//VertexLights2D
#ifdef MODULE_VERTEX_LIGHTS_2D_ENABLED
void set_use_vertex_lights(const bool p_use);
bool get_use_vertex_lights() const;
#endif
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//RAO
#ifdef MODULE_FASTNOISE_ENABLED
void rao_set_use(bool p_rao);
bool rao_get_use() const;
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void rao_set_strength(const real_t p_strength);
real_t rao_get_strength() const;
void rao_set_noise_params(const Ref<FastnoiseNoiseParams> &noise);
Ref<FastnoiseNoiseParams> rao_get_noise_params();
#endif
// Not exposed to users.
LayeredTileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
int get_effective_quadrant_size(int p_layer) const;
virtual void set_y_sort_enabled(bool p_enable);
Vector2 map_to_local(const Vector2i &p_pos) const;
Vector2i local_to_map(const Vector2 &p_pos) const;
bool is_existing_neighbor(LayeredTileSet::CellNeighbor p_cell_neighbor) const;
Vector2i get_neighbor_cell(const Vector2i &p_coords, LayeredTileSet::CellNeighbor p_cell_neighbor) const;
PoolVector2iArray get_used_cells(int p_layer) const;
PoolVector2iArray get_used_cells_by_id(int p_layer, int p_source_id = LayeredTileSet::INVALID_SOURCE, const Vector2i p_atlas_coords = LayeredTileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = LayeredTileSetSource::INVALID_TILE_ALTERNATIVE) const;
Rect2i get_used_rect() const;
// Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems.
virtual void set_light_mask(int p_light_mask);
virtual void set_self_modulate(const Color &p_self_modulate);
// For finding tiles from collision.
Vector2i get_coords_for_body_rid(RID p_physics_body);
// For getting their layers as well.
int get_layer_for_body_rid(RID p_physics_body);
// Fixing and clearing methods.
void fix_invalid_tiles();
#ifdef TOOLS_ENABLED
// Moving layers outside of TileMap.
LayeredTileMapLayer *duplicate_layer_from_internal(int p_layer);
#endif // TOOLS_ENABLED
// Clears tiles from a given layer.
void clear_layer(int p_layer);
void clear();
// Force a LayeredTileMap update.
void update_internals();
void notify_runtime_tile_data_update(int p_layer = -1);
// Helpers?
PoolVector2iArray get_surrounding_cells(const Vector2i &p_coords);
// Virtual function to modify the LayeredTileData at runtime.
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bool use_tile_data_runtime_update(const int p_layer, const Vector2i &p_coords);
void tile_data_runtime_update(const int p_layer, const Vector2i &p_coords, LayeredTileData *p_tile_data);
// Configuration warnings.
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String get_configuration_warning() const;
LayeredTileMap();
~LayeredTileMap();
};
VARIANT_ENUM_CAST(LayeredTileMap::VisibilityMode);
#endif // TILE_MAP_H