diff --git a/doc/classes/TileMapLayer.xml b/doc/classes/TileMapLayer.xml
index 6cbec9c2aaa..e814d76b73e 100644
--- a/doc/classes/TileMapLayer.xml
+++ b/doc/classes/TileMapLayer.xml
@@ -22,6 +22,21 @@
[b]Note:[/b] If the properties of [param tile_data] object should change over time, use [method notify_runtime_tile_data_update] to notify the [TileMapLayer] it needs an update.
+
+
+
+
+
+ Called when this [TileMapLayer]'s cells need an internal update. This update may be caused from individual cells being modified or by a change in the [member tile_set] (causing all cells to be queued for an update). The first call to this function is always for initializing all the [TileMapLayer]'s cells. [param coords] contains the coordinates of all modified cells, roughly in the order they were modified. [param forced_cleanup] is [code]true[/code] when the [TileMapLayer]'s internals should be fully cleaned up. This is the case when:
+ - The layer is disabled;
+ - The layer is not visible;
+ - [member tile_set] is set to [code]null[/code];
+ - The node is removed from the tree;
+ - The node is freed.
+ Note that any internal update happening while one of these conditions is verified is considered to be a "cleanup". See also [method update_internals].
+ [b]Warning:[/b] Implementing this method may degrade the [TileMapLayer]'s performance.
+
+
diff --git a/scene/2d/tile_map_layer.cpp b/scene/2d/tile_map_layer.cpp
index 30bd59c1a26..c4a2f35d318 100644
--- a/scene/2d/tile_map_layer.cpp
+++ b/scene/2d/tile_map_layer.cpp
@@ -1460,6 +1460,24 @@ void TileMapLayer::_clear_runtime_update_tile_data_for_cell(CellData &r_cell_dat
}
}
+void TileMapLayer::_update_cells_callback(bool p_force_cleanup) {
+ if (!GDVIRTUAL_IS_OVERRIDDEN(_update_cells)) {
+ return;
+ }
+
+ // Check if we should cleanup everything.
+ bool forced_cleanup = p_force_cleanup || !enabled || tile_set.is_null() || !is_visible_in_tree();
+
+ // List all the dirty cell's positions to notify script of cell updates.
+ TypedArray dirty_cell_positions;
+ for (SelfList *cell_data_list_element = dirty.cell_list.first(); cell_data_list_element; cell_data_list_element = cell_data_list_element->next()) {
+ CellData &cell_data = *cell_data_list_element->self();
+ dirty_cell_positions.push_back(cell_data.coords);
+ }
+
+ GDVIRTUAL_CALL(_update_cells, dirty_cell_positions, forced_cleanup);
+}
+
TileSet::TerrainsPattern TileMapLayer::_get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet &p_constraints, TileSet::TerrainsPattern p_current_pattern) const {
if (tile_set.is_null()) {
return TileSet::TerrainsPattern();
@@ -1673,6 +1691,10 @@ void TileMapLayer::_internal_update(bool p_force_cleanup) {
// This may add cells to the dirty list if a runtime modification has been notified.
_build_runtime_update_tile_data(p_force_cleanup);
+ // Callback for implementing custom subsystems.
+ // This may add to the dirty list if some cells are changed inside _update_cells.
+ _update_cells_callback(p_force_cleanup);
+
// Update all subsystems.
_rendering_update(p_force_cleanup);
_physics_update(p_force_cleanup);
@@ -1861,6 +1883,7 @@ void TileMapLayer::_bind_methods() {
GDVIRTUAL_BIND(_use_tile_data_runtime_update, "coords");
GDVIRTUAL_BIND(_tile_data_runtime_update, "coords", "tile_data");
+ GDVIRTUAL_BIND(_update_cells, "coords", "forced_cleanup");
ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "tile_map_data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_tile_map_data_from_array", "get_tile_map_data_as_array");
diff --git a/scene/2d/tile_map_layer.h b/scene/2d/tile_map_layer.h
index 6cb481849c5..912fa2be155 100644
--- a/scene/2d/tile_map_layer.h
+++ b/scene/2d/tile_map_layer.h
@@ -321,6 +321,7 @@ private:
bool _runtime_update_needs_all_cells_cleaned_up = false;
void _clear_runtime_update_tile_data();
void _clear_runtime_update_tile_data_for_cell(CellData &r_cell_data);
+ void _update_cells_callback(bool p_force_cleanup);
// Per-system methods.
#ifdef DEBUG_ENABLED
@@ -462,6 +463,7 @@ public:
void notify_runtime_tile_data_update();
GDVIRTUAL1R(bool, _use_tile_data_runtime_update, Vector2i);
GDVIRTUAL2(_tile_data_runtime_update, Vector2i, TileData *);
+ GDVIRTUAL2(_update_cells, TypedArray, bool);
// --- Shortcuts to methods defined in TileSet ---
Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref p_pattern);