godot/scene/resources/tile_set.h

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/*************************************************************************/
/* tile_set.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
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/* */
/* 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"
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class TileSet : public Resource {
OBJ_TYPE( TileSet, Resource );
struct Data {
String name;
Ref<Texture> texture;
Vector2 offset;
Vector2 shape_offset;
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Rect2i region;
Vector<Ref<Shape2D> > shapes;
Vector2 occluder_offset;
Ref<OccluderPolygon2D> occluder;
Vector2 navigation_polygon_offset;
Ref<NavigationPolygon> navigation_polygon;
Ref<CanvasItemMaterial> material;
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};
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;
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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;
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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;
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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