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/**************************************************************************/
/* tile_map_layer.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. */
/* */
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/* the following conditions: */
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/* 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. */
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/**************************************************************************/
# ifndef TILE_MAP_LAYER_H
# define TILE_MAP_LAYER_H
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# include "scene/resources/2d/tile_set.h"
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class TileSetAtlasSource ;
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class TileMap ;
enum TileMapLayerDataFormat {
TILE_MAP_LAYER_DATA_FORMAT_0 = 0 ,
TILE_MAP_LAYER_DATA_FORMAT_MAX ,
} ;
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class TerrainConstraint {
private :
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Ref < TileSet > tile_set ;
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Vector2i base_cell_coords ;
int bit = - 1 ;
int terrain = - 1 ;
int priority = 1 ;
public :
bool operator < ( const TerrainConstraint & p_other ) const {
if ( base_cell_coords = = p_other . base_cell_coords ) {
return bit < p_other . bit ;
}
return base_cell_coords < p_other . base_cell_coords ;
}
String to_string ( ) const {
return vformat ( " Constraint {pos:%s, bit:%d, terrain:%d, priority:%d} " , base_cell_coords , bit , terrain , priority ) ;
}
Vector2i get_base_cell_coords ( ) const {
return base_cell_coords ;
}
bool is_center_bit ( ) const {
return bit = = 0 ;
}
HashMap < Vector2i , TileSet : : CellNeighbor > get_overlapping_coords_and_peering_bits ( ) const ;
void set_terrain ( int p_terrain ) {
terrain = p_terrain ;
}
int get_terrain ( ) const {
return terrain ;
}
void set_priority ( int p_priority ) {
priority = p_priority ;
}
int get_priority ( ) const {
return priority ;
}
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TerrainConstraint ( Ref < TileSet > p_tile_set , const Vector2i & p_position , int p_terrain ) ; // For the center terrain bit
TerrainConstraint ( Ref < TileSet > p_tile_set , const Vector2i & p_position , const TileSet : : CellNeighbor & p_bit , int p_terrain ) ; // For peering bits
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TerrainConstraint ( ) { } ;
} ;
# ifdef DEBUG_ENABLED
class DebugQuadrant ;
# endif // DEBUG_ENABLED
class RenderingQuadrant ;
struct CellData {
Vector2i coords ;
TileMapCell cell ;
// Debug.
SelfList < CellData > debug_quadrant_list_element ;
// Rendering.
Ref < RenderingQuadrant > rendering_quadrant ;
SelfList < CellData > rendering_quadrant_list_element ;
LocalVector < RID > occluders ;
// Physics.
LocalVector < RID > bodies ;
// Navigation.
LocalVector < RID > navigation_regions ;
// Scenes.
String scene ;
// Runtime TileData cache.
TileData * runtime_tile_data_cache = nullptr ;
// List elements.
SelfList < CellData > dirty_list_element ;
bool operator < ( const CellData & p_other ) const {
return coords < p_other . coords ;
}
// For those, copy everything but SelfList elements.
void operator = ( const CellData & p_other ) {
coords = p_other . coords ;
cell = p_other . cell ;
occluders = p_other . occluders ;
bodies = p_other . bodies ;
navigation_regions = p_other . navigation_regions ;
scene = p_other . scene ;
runtime_tile_data_cache = p_other . runtime_tile_data_cache ;
}
CellData ( const CellData & p_other ) :
debug_quadrant_list_element ( this ) ,
rendering_quadrant_list_element ( this ) ,
dirty_list_element ( this ) {
coords = p_other . coords ;
cell = p_other . cell ;
occluders = p_other . occluders ;
bodies = p_other . bodies ;
navigation_regions = p_other . navigation_regions ;
scene = p_other . scene ;
runtime_tile_data_cache = p_other . runtime_tile_data_cache ;
}
CellData ( ) :
debug_quadrant_list_element ( this ) ,
rendering_quadrant_list_element ( this ) ,
dirty_list_element ( this ) {
}
} ;
// For compatibility reasons, we use another comparator for Y-sorted layers.
struct CellDataYSortedComparator {
_FORCE_INLINE_ bool operator ( ) ( const CellData & p_a , const CellData & p_b ) const {
return p_a . coords . x = = p_b . coords . x ? ( p_a . coords . y < p_b . coords . y ) : ( p_a . coords . x > p_b . coords . x ) ;
}
} ;
# ifdef DEBUG_ENABLED
class DebugQuadrant : public RefCounted {
GDCLASS ( DebugQuadrant , RefCounted ) ;
public :
Vector2i quadrant_coords ;
SelfList < CellData > : : List cells ;
RID canvas_item ;
SelfList < DebugQuadrant > dirty_quadrant_list_element ;
DebugQuadrant ( ) :
dirty_quadrant_list_element ( this ) {
}
~ DebugQuadrant ( ) {
cells . clear ( ) ;
}
} ;
# endif // DEBUG_ENABLED
class RenderingQuadrant : public RefCounted {
GDCLASS ( RenderingQuadrant , RefCounted ) ;
public :
struct CoordsWorldComparator {
_ALWAYS_INLINE_ bool operator ( ) ( const Vector2 & p_a , const Vector2 & p_b ) const {
// We sort the cells by their local coords, as it is needed by rendering.
if ( p_a . y = = p_b . y ) {
return p_a . x > p_b . x ;
} else {
return p_a . y < p_b . y ;
}
}
} ;
Vector2i quadrant_coords ;
SelfList < CellData > : : List cells ;
List < RID > canvas_items ;
Vector2 canvas_items_position ;
SelfList < RenderingQuadrant > dirty_quadrant_list_element ;
RenderingQuadrant ( ) :
dirty_quadrant_list_element ( this ) {
}
~ RenderingQuadrant ( ) {
cells . clear ( ) ;
}
} ;
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class TileMapLayer : public Node2D {
GDCLASS ( TileMapLayer , Node2D ) ;
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public :
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enum HighlightMode {
HIGHLIGHT_MODE_DEFAULT ,
HIGHLIGHT_MODE_ABOVE ,
HIGHLIGHT_MODE_BELOW ,
} ;
enum DebugVisibilityMode {
DEBUG_VISIBILITY_MODE_DEFAULT ,
DEBUG_VISIBILITY_MODE_FORCE_SHOW ,
DEBUG_VISIBILITY_MODE_FORCE_HIDE ,
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} ;
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enum DirtyFlags {
DIRTY_FLAGS_LAYER_ENABLED = 0 ,
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DIRTY_FLAGS_LAYER_IN_TREE ,
DIRTY_FLAGS_LAYER_IN_CANVAS ,
DIRTY_FLAGS_LAYER_LOCAL_TRANSFORM ,
DIRTY_FLAGS_LAYER_VISIBILITY ,
DIRTY_FLAGS_LAYER_SELF_MODULATE ,
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DIRTY_FLAGS_LAYER_Y_SORT_ENABLED ,
DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN ,
DIRTY_FLAGS_LAYER_Z_INDEX ,
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DIRTY_FLAGS_LAYER_LIGHT_MASK ,
DIRTY_FLAGS_LAYER_TEXTURE_FILTER ,
DIRTY_FLAGS_LAYER_TEXTURE_REPEAT ,
DIRTY_FLAGS_LAYER_RENDERING_QUADRANT_SIZE ,
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DIRTY_FLAGS_LAYER_COLLISION_ENABLED ,
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DIRTY_FLAGS_LAYER_USE_KINEMATIC_BODIES ,
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DIRTY_FLAGS_LAYER_COLLISION_VISIBILITY_MODE ,
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DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED ,
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DIRTY_FLAGS_LAYER_NAVIGATION_MAP ,
DIRTY_FLAGS_LAYER_NAVIGATION_VISIBILITY_MODE ,
DIRTY_FLAGS_LAYER_RUNTIME_UPDATE ,
DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE , // For compatibility.
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DIRTY_FLAGS_LAYER_GROUP_SELECTED_LAYERS ,
DIRTY_FLAGS_LAYER_GROUP_HIGHLIGHT_SELECTED ,
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DIRTY_FLAGS_TILE_SET ,
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DIRTY_FLAGS_MAX ,
} ;
private :
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// Properties.
HashMap < Vector2i , CellData > tile_map_layer_data ;
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bool enabled = true ;
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Ref < TileSet > tile_set ;
HighlightMode highlight_mode = HIGHLIGHT_MODE_DEFAULT ;
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int y_sort_origin = 0 ;
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int rendering_quadrant_size = 16 ;
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bool collision_enabled = true ;
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bool use_kinematic_bodies = false ;
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DebugVisibilityMode collision_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT ;
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bool navigation_enabled = true ;
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RID navigation_map_override ;
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DebugVisibilityMode navigation_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT ;
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// Internal.
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bool pending_update = false ;
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// For keeping compatibility with TileMap.
TileMap * tile_map_node = nullptr ;
int layer_index_in_tile_map_node = - 1 ;
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// Dirty flag. Allows knowing what was modified since the last update.
struct {
bool flags [ DIRTY_FLAGS_MAX ] = { false } ;
SelfList < CellData > : : List cell_list ;
} dirty ;
// Rect cache.
mutable Rect2 rect_cache ;
mutable bool rect_cache_dirty = true ;
mutable Rect2i used_rect_cache ;
mutable bool used_rect_cache_dirty = true ;
// Runtime tile data.
bool _runtime_update_tile_data_was_cleaned_up = false ;
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void _build_runtime_update_tile_data ( bool p_force_cleanup ) ;
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void _build_runtime_update_tile_data_for_cell ( CellData & r_cell_data , bool p_use_tilemap_for_runtime , bool p_auto_add_to_dirty_list = false ) ;
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bool _runtime_update_needs_all_cells_cleaned_up = false ;
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void _clear_runtime_update_tile_data ( ) ;
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void _clear_runtime_update_tile_data_for_cell ( CellData & r_cell_data ) ;
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// Per-system methods.
# ifdef DEBUG_ENABLED
HashMap < Vector2i , Ref < DebugQuadrant > > debug_quadrant_map ;
Vector2i _coords_to_debug_quadrant_coords ( const Vector2i & p_coords ) const ;
bool _debug_was_cleaned_up = false ;
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void _debug_update ( bool p_force_cleanup ) ;
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void _debug_quadrants_update_cell ( CellData & r_cell_data , SelfList < DebugQuadrant > : : List & r_dirty_debug_quadrant_list ) ;
# endif // DEBUG_ENABLED
HashMap < Vector2i , Ref < RenderingQuadrant > > rendering_quadrant_map ;
bool _rendering_was_cleaned_up = false ;
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void _rendering_update ( bool p_force_cleanup ) ;
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void _rendering_notification ( int p_what ) ;
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void _rendering_quadrants_update_cell ( CellData & r_cell_data , SelfList < RenderingQuadrant > : : List & r_dirty_rendering_quadrant_list ) ;
void _rendering_occluders_clear_cell ( CellData & r_cell_data ) ;
void _rendering_occluders_update_cell ( CellData & r_cell_data ) ;
# ifdef DEBUG_ENABLED
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void _rendering_draw_cell_debug ( const RID & p_canvas_item , const Vector2 & p_quadrant_pos , const CellData & r_cell_data ) ;
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# endif // DEBUG_ENABLED
HashMap < RID , Vector2i > bodies_coords ; // Mapping for RID to coords.
bool _physics_was_cleaned_up = false ;
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void _physics_update ( bool p_force_cleanup ) ;
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void _physics_notification ( int p_what ) ;
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void _physics_clear_cell ( CellData & r_cell_data ) ;
void _physics_update_cell ( CellData & r_cell_data ) ;
# ifdef DEBUG_ENABLED
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void _physics_draw_cell_debug ( const RID & p_canvas_item , const Vector2 & p_quadrant_pos , const CellData & r_cell_data ) ;
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# endif // DEBUG_ENABLED
bool _navigation_was_cleaned_up = false ;
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void _navigation_update ( bool p_force_cleanup ) ;
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void _navigation_notification ( int p_what ) ;
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void _navigation_clear_cell ( CellData & r_cell_data ) ;
void _navigation_update_cell ( CellData & r_cell_data ) ;
# ifdef DEBUG_ENABLED
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void _navigation_draw_cell_debug ( const RID & p_canvas_item , const Vector2 & p_quadrant_pos , const CellData & r_cell_data ) ;
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# endif // DEBUG_ENABLED
bool _scenes_was_cleaned_up = false ;
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void _scenes_update ( bool p_force_cleanup ) ;
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void _scenes_clear_cell ( CellData & r_cell_data ) ;
void _scenes_update_cell ( CellData & r_cell_data ) ;
# ifdef DEBUG_ENABLED
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void _scenes_draw_cell_debug ( const RID & p_canvas_item , const Vector2 & p_quadrant_pos , const CellData & r_cell_data ) ;
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# endif // DEBUG_ENABLED
// Terrains.
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TileSet : : TerrainsPattern _get_best_terrain_pattern_for_constraints ( int p_terrain_set , const Vector2i & p_position , const RBSet < TerrainConstraint > & p_constraints , TileSet : : TerrainsPattern p_current_pattern ) const ;
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RBSet < TerrainConstraint > _get_terrain_constraints_from_added_pattern ( const Vector2i & p_position , int p_terrain_set , TileSet : : TerrainsPattern p_terrains_pattern ) const ;
RBSet < TerrainConstraint > _get_terrain_constraints_from_painted_cells_list ( const RBSet < Vector2i > & p_painted , int p_terrain_set , bool p_ignore_empty_terrains ) const ;
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void _tile_set_changed ( ) ;
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void _renamed ( ) ;
void _update_notify_local_transform ( ) ;
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// Internal updates.
void _queue_internal_update ( ) ;
void _deferred_internal_update ( ) ;
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void _internal_update ( bool p_force_cleanup ) ;
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protected :
void _notification ( int p_what ) ;
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static void _bind_methods ( ) ;
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virtual void _update_self_texture_filter ( RS : : CanvasItemTextureFilter p_texture_filter ) override ;
virtual void _update_self_texture_repeat ( RS : : CanvasItemTextureRepeat p_texture_repeat ) override ;
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public :
// TileMap node.
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void set_as_tile_map_internal_node ( int p_index ) ;
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int get_index_in_tile_map ( ) const {
return layer_index_in_tile_map_node ;
}
const HashMap < Vector2i , CellData > & get_tile_map_layer_data ( ) const {
return tile_map_layer_data ;
}
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// Rect caching.
Rect2 get_rect ( bool & r_changed ) const ;
// Terrains.
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HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_constraints ( const Vector < Vector2i > & p_to_replace , int p_terrain_set , const RBSet < TerrainConstraint > & p_constraints ) const ; // Not exposed.
HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_connect ( const Vector < Vector2i > & p_coords_array , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) const ; // Not exposed.
HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_path ( const Vector < Vector2i > & p_coords_array , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) const ; // Not exposed.
HashMap < Vector2i , TileSet : : TerrainsPattern > terrain_fill_pattern ( const Vector < Vector2i > & p_coords_array , int p_terrain_set , TileSet : : TerrainsPattern p_terrains_pattern , bool p_ignore_empty_terrains = true ) const ; // Not exposed.
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// Not exposed to users.
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TileMapCell get_cell ( const Vector2i & p_coords ) const ;
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////////////// Exposed functions //////////////
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// --- Cells manipulation ---
// Generic cells manipulations and data access.
void set_cell ( const Vector2i & p_coords , int p_source_id = TileSet : : INVALID_SOURCE , const Vector2i & p_atlas_coords = TileSetSource : : INVALID_ATLAS_COORDS , int p_alternative_tile = 0 ) ;
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void erase_cell ( const Vector2i & p_coords ) ;
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void fix_invalid_tiles ( ) ;
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void clear ( ) ;
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int get_cell_source_id ( const Vector2i & p_coords ) const ;
Vector2i get_cell_atlas_coords ( const Vector2i & p_coords ) const ;
int get_cell_alternative_tile ( const Vector2i & p_coords ) const ;
TileData * get_cell_tile_data ( const Vector2i & p_coords ) const ; // Helper method to make accessing the data easier.
TypedArray < Vector2i > get_used_cells ( ) const ;
TypedArray < Vector2i > get_used_cells_by_id ( int p_source_id = TileSet : : INVALID_SOURCE , const Vector2i & p_atlas_coords = TileSetSource : : INVALID_ATLAS_COORDS , int p_alternative_tile = TileSetSource : : INVALID_TILE_ALTERNATIVE ) const ;
Rect2i get_used_rect ( ) const ;
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// Patterns.
Ref < TileMapPattern > get_pattern ( TypedArray < Vector2i > p_coords_array ) ;
void set_pattern ( const Vector2i & p_position , const Ref < TileMapPattern > p_pattern ) ;
// Terrains.
void set_cells_terrain_connect ( TypedArray < Vector2i > p_cells , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) ;
void set_cells_terrain_path ( TypedArray < Vector2i > p_path , int p_terrain_set , int p_terrain , bool p_ignore_empty_terrains = true ) ;
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// --- Physics helpers ---
bool has_body_rid ( RID p_physics_body ) const ;
Vector2i get_coords_for_body_rid ( RID p_physics_body ) const ; // For finding tiles from collision.
// --- Runtime ---
void update_internals ( ) ;
void notify_runtime_tile_data_update ( ) ;
GDVIRTUAL1R ( bool , _use_tile_data_runtime_update , Vector2i ) ;
GDVIRTUAL2 ( _tile_data_runtime_update , Vector2i , TileData * ) ;
// --- Shortcuts to methods defined in TileSet ---
Vector2i map_pattern ( const Vector2i & p_position_in_tilemap , const Vector2i & p_coords_in_pattern , Ref < TileMapPattern > p_pattern ) ;
TypedArray < Vector2i > get_surrounding_cells ( const Vector2i & p_coords ) ;
Vector2i get_neighbor_cell ( const Vector2i & p_coords , TileSet : : CellNeighbor p_cell_neighbor ) const ;
Vector2 map_to_local ( const Vector2i & p_pos ) const ;
Vector2i local_to_map ( const Vector2 & p_pos ) const ;
// --- Accessors ---
void set_tile_map_data_from_array ( const Vector < uint8_t > & p_data ) ;
Vector < uint8_t > get_tile_map_data_as_array ( ) const ;
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void set_enabled ( bool p_enabled ) ;
bool is_enabled ( ) const ;
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void set_tile_set ( const Ref < TileSet > & p_tile_set ) ;
Ref < TileSet > get_tile_set ( ) const ;
void set_highlight_mode ( HighlightMode p_highlight_mode ) ;
HighlightMode get_highlight_mode ( ) const ;
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virtual void set_self_modulate ( const Color & p_self_modulate ) override ;
virtual void set_y_sort_enabled ( bool p_y_sort_enabled ) override ;
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void set_y_sort_origin ( int p_y_sort_origin ) ;
int get_y_sort_origin ( ) const ;
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virtual void set_z_index ( int p_z_index ) override ;
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virtual void set_light_mask ( int p_light_mask ) override ;
void set_rendering_quadrant_size ( int p_size ) ;
int get_rendering_quadrant_size ( ) const ;
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void set_collision_enabled ( bool p_enabled ) ;
bool is_collision_enabled ( ) const ;
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void set_use_kinematic_bodies ( bool p_use_kinematic_bodies ) ;
bool is_using_kinematic_bodies ( ) const ;
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void set_collision_visibility_mode ( DebugVisibilityMode p_show_collision ) ;
DebugVisibilityMode get_collision_visibility_mode ( ) const ;
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void set_navigation_enabled ( bool p_enabled ) ;
bool is_navigation_enabled ( ) const ;
void set_navigation_map ( RID p_map ) ;
RID get_navigation_map ( ) const ;
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void set_navigation_visibility_mode ( DebugVisibilityMode p_show_navigation ) ;
DebugVisibilityMode get_navigation_visibility_mode ( ) const ;
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TileMapLayer ( ) ;
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~ TileMapLayer ( ) ;
} ;
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VARIANT_ENUM_CAST ( TileMapLayer : : DebugVisibilityMode ) ;
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# endif // TILE_MAP_LAYER_H