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511 lines
20 KiB
C++
511 lines
20 KiB
C++
/**************************************************************************/
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/* tile_map.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TILE_MAP_H
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#define TILE_MAP_H
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#include "scene/2d/node_2d.h"
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#include "scene/gui/control.h"
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#include "scene/resources/tile_set.h"
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class TileSetAtlasSource;
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class TerrainConstraint {
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private:
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const TileMap *tile_map = nullptr;
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Vector2i base_cell_coords;
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int bit = -1;
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int terrain = -1;
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int priority = 1;
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public:
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bool operator<(const TerrainConstraint &p_other) const {
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if (base_cell_coords == p_other.base_cell_coords) {
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return bit < p_other.bit;
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}
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return base_cell_coords < p_other.base_cell_coords;
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}
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String to_string() const {
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return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
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}
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Vector2i get_base_cell_coords() const {
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return base_cell_coords;
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}
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bool is_center_bit() const {
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return bit == 0;
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}
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HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;
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void set_terrain(int p_terrain) {
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terrain = p_terrain;
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}
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int get_terrain() const {
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return terrain;
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}
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void set_priority(int p_priority) {
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priority = p_priority;
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}
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int get_priority() const {
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return priority;
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}
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TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, int p_terrain); // For the center terrain bit
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TerrainConstraint(const TileMap *p_tile_map, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
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TerrainConstraint(){};
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};
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struct TileMapQuadrant {
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struct CoordsWorldComparator {
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_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
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// We sort the cells by their local coords, as it is needed by rendering.
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if (p_a.y == p_b.y) {
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return p_a.x > p_b.x;
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} else {
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return p_a.y < p_b.y;
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}
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}
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};
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// Dirty list element.
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SelfList<TileMapQuadrant> dirty_list_element;
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// Quadrant coords.
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Vector2i coords;
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// TileMapCells.
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RBSet<Vector2i> cells;
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// We need those two maps to sort by local position for rendering.
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// This is kind of workaround, it would be better to sort the cells directly in the "cells" set instead.
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RBMap<Vector2i, Vector2> map_to_local;
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RBMap<Vector2, Vector2i, CoordsWorldComparator> local_to_map;
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// Debug.
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RID debug_canvas_item;
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// Rendering.
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List<RID> canvas_items;
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HashMap<Vector2i, RID> occluders;
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// Physics.
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List<RID> bodies;
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// Navigation.
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HashMap<Vector2i, Vector<RID>> navigation_regions;
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// Scenes.
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HashMap<Vector2i, String> scenes;
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// Runtime TileData cache.
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HashMap<Vector2i, TileData *> runtime_tile_data_cache;
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void operator=(const TileMapQuadrant &q) {
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coords = q.coords;
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debug_canvas_item = q.debug_canvas_item;
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canvas_items = q.canvas_items;
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occluders = q.occluders;
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bodies = q.bodies;
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navigation_regions = q.navigation_regions;
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}
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TileMapQuadrant(const TileMapQuadrant &q) :
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dirty_list_element(this) {
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coords = q.coords;
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debug_canvas_item = q.debug_canvas_item;
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canvas_items = q.canvas_items;
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occluders = q.occluders;
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bodies = q.bodies;
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navigation_regions = q.navigation_regions;
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}
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TileMapQuadrant() :
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dirty_list_element(this) {
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}
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};
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class TileMapLayer : public RefCounted {
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public:
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enum DataFormat {
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FORMAT_1 = 0,
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FORMAT_2,
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FORMAT_3,
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FORMAT_MAX,
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};
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private:
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// Exposed properties.
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String name;
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bool enabled = true;
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Color modulate = Color(1, 1, 1, 1);
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bool y_sort_enabled = false;
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int y_sort_origin = 0;
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int z_index = 0;
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RID navigation_map;
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bool uses_world_navigation_map = false;
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// Internal.
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TileMap *tile_map_node = nullptr;
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int layer_index_in_tile_map_node = -1;
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RID canvas_item;
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bool _rendering_quadrant_order_dirty = false;
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HashMap<Vector2i, TileMapCell> tile_map;
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HashMap<Vector2i, TileMapQuadrant> quadrant_map;
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SelfList<TileMapQuadrant>::List dirty_quadrant_list;
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// Rect cache.
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mutable Rect2 rect_cache;
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mutable bool rect_cache_dirty = true;
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mutable Rect2i used_rect_cache;
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mutable bool used_rect_cache_dirty = true;
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// Quadrants management.
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Vector2i _coords_to_quadrant_coords(const Vector2i &p_coords) const;
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HashMap<Vector2i, TileMapQuadrant>::Iterator _create_quadrant(const Vector2i &p_qk);
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void _make_quadrant_dirty(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
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void _erase_quadrant(HashMap<Vector2i, TileMapQuadrant>::Iterator Q);
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// Per-system methods.
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void _rendering_notification(int p_what);
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void _rendering_update();
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void _rendering_cleanup();
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void _rendering_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
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void _rendering_reorder_quadrants(int &r_index);
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void _rendering_create_quadrant(TileMapQuadrant *p_quadrant);
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void _rendering_cleanup_quadrant(TileMapQuadrant *p_quadrant);
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void _rendering_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
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HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
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void _physics_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
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void _physics_cleanup_quadrant(TileMapQuadrant *p_quadrant);
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void _physics_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
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void _navigation_update();
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void _navigation_cleanup();
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void _navigation_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
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void _navigation_cleanup_quadrant(TileMapQuadrant *p_quadrant);
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void _navigation_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
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HashSet<Vector2i> instantiated_scenes;
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void _scenes_update_dirty_quadrants(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
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void _scenes_cleanup_quadrant(TileMapQuadrant *p_quadrant);
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void _scenes_draw_quadrant_debug(TileMapQuadrant *p_quadrant);
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// Runtime tile data.
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void _build_runtime_update_tile_data(SelfList<TileMapQuadrant>::List &r_dirty_quadrant_list);
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// 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);
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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;
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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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public:
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// TileMap node.
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void set_tile_map(TileMap *p_tile_map);
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void set_layer_index_in_tile_map_node(int p_index);
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// Rect caching.
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Rect2 get_rect(bool &r_changed) const;
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// 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); // Not exposed.
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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); // Not exposed.
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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); // Not exposed.
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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); // Not exposed.
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// Not exposed to users.
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TileMapCell get_cell(const Vector2i &p_coords, bool p_use_proxies = false) const;
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int get_effective_quadrant_size() const;
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// For TileMap node's use.
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void notify_canvas_entered();
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void notify_visibility_changed();
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void notify_xform_changed();
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void notify_local_xform_changed();
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void notify_canvas_exited();
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void notify_selected_layer_changed();
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void notify_light_mask_changed();
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void notify_material_changed();
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void notify_use_parent_material_changed();
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void notify_texture_filter_changed();
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void notify_texture_repeat_changed();
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void update_dirty_quadrants();
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void set_tile_data(DataFormat p_format, const Vector<int> &p_data);
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Vector<int> get_tile_data() const;
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void clear_instantiated_scenes();
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void clear_internals(); // Exposed for now to tilemap, but ideally, we should avoid it.
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void recreate_internals(); // Exposed for now to tilemap, but ideally, we should avoid it.
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// --- Exposed in TileMap ---
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// Cells manipulation.
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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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int get_cell_source_id(const Vector2i &p_coords, bool p_use_proxies = false) const;
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Vector2i get_cell_atlas_coords(const Vector2i &p_coords, bool p_use_proxies = false) const;
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int get_cell_alternative_tile(const Vector2i &p_coords, bool p_use_proxies = false) const;
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TileData *get_cell_tile_data(const Vector2i &p_coords, bool p_use_proxies = false) const; // Helper method to make accessing the data easier.
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void clear();
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// Patterns.
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Ref<TileMapPattern> get_pattern(TypedArray<Vector2i> p_coords_array);
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void set_pattern(const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
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// Terrains.
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void set_cells_terrain_connect(TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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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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// Cells usage.
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TypedArray<Vector2i> get_used_cells() const;
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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;
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Rect2i get_used_rect() const;
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// Layer properties.
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void set_name(String p_name);
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String get_name() const;
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void set_enabled(bool p_enabled);
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bool is_enabled() const;
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void set_modulate(Color p_modulate);
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Color get_modulate() const;
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void set_y_sort_enabled(bool p_y_sort_enabled);
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bool is_y_sort_enabled() const;
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void set_y_sort_origin(int p_y_sort_origin);
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int get_y_sort_origin() const;
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void set_z_index(int p_z_index);
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int get_z_index() const;
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void set_navigation_map(RID p_map);
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RID get_navigation_map() const;
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// In case something goes wrong.
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void force_update();
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// Fixing and clearing methods.
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void fix_invalid_tiles();
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// Find coords for body.
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bool has_body_rid(RID p_physics_body) const;
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Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.
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};
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class TileMap : public Node2D {
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GDCLASS(TileMap, Node2D);
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public:
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enum VisibilityMode {
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VISIBILITY_MODE_DEFAULT,
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VISIBILITY_MODE_FORCE_SHOW,
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VISIBILITY_MODE_FORCE_HIDE,
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};
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private:
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friend class TileSetPlugin;
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// A compatibility enum to specify how is the data if formatted.
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mutable TileMapLayer::DataFormat format = TileMapLayer::FORMAT_3;
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static constexpr float FP_ADJUST = 0.00001;
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// Properties.
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Ref<TileSet> tile_set;
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int quadrant_size = 16;
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bool collision_animatable = false;
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VisibilityMode collision_visibility_mode = VISIBILITY_MODE_DEFAULT;
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VisibilityMode navigation_visibility_mode = VISIBILITY_MODE_DEFAULT;
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// Layers.
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LocalVector<Ref<TileMapLayer>> layers;
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int selected_layer = -1;
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void _clear_internals();
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void _recreate_internals();
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bool pending_update = false;
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Transform2D last_valid_transform;
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Transform2D new_transform;
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void _tile_set_changed();
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bool _tile_set_changed_deferred_update_needed = false;
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void _tile_set_changed_deferred_update();
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protected:
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bool _set(const StringName &p_name, const Variant &p_value);
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bool _get(const StringName &p_name, Variant &r_ret) const;
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void _get_property_list(List<PropertyInfo> *p_list) const;
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void _notification(int p_what);
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static void _bind_methods();
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#ifndef DISABLE_DEPRECATED
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Rect2i _get_used_rect_bind_compat_78328();
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static void _bind_compatibility_methods();
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#endif
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public:
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static Vector2i transform_coords_layout(const Vector2i &p_coords, TileSet::TileOffsetAxis p_offset_axis, TileSet::TileLayout p_from_layout, TileSet::TileLayout p_to_layout);
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#ifdef TOOLS_ENABLED
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virtual Rect2 _edit_get_rect() const override;
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#endif
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// Called by TileMapLayers.
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void queue_update_dirty_quadrants();
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void _update_dirty_quadrants();
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void set_tileset(const Ref<TileSet> &p_tileset);
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Ref<TileSet> get_tileset() const;
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void set_quadrant_size(int p_size);
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int get_quadrant_size() const;
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static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> 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 TileData *p_tile_data_override = nullptr, real_t p_animation_offset = 0.0);
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// Layers management.
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int get_layers_count() const;
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void add_layer(int p_to_pos);
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void move_layer(int p_layer, int p_to_pos);
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void remove_layer(int p_layer);
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void set_layer_name(int p_layer, String p_name);
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String get_layer_name(int p_layer) const;
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void set_layer_enabled(int p_layer, bool p_visible);
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bool is_layer_enabled(int p_layer) const;
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void set_layer_modulate(int p_layer, Color p_modulate);
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Color get_layer_modulate(int p_layer) const;
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void set_layer_y_sort_enabled(int p_layer, bool p_enabled);
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bool is_layer_y_sort_enabled(int p_layer) const;
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void set_layer_y_sort_origin(int p_layer, int p_y_sort_origin);
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int get_layer_y_sort_origin(int p_layer) const;
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void set_layer_z_index(int p_layer, int p_z_index);
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int get_layer_z_index(int p_layer) const;
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void set_layer_navigation_map(int p_layer, RID p_map);
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RID get_layer_navigation_map(int p_layer) const;
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void set_selected_layer(int p_layer_id); // For editor use.
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int get_selected_layer() const;
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void set_collision_animatable(bool p_enabled);
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bool is_collision_animatable() const;
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// Debug visibility modes.
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void set_collision_visibility_mode(VisibilityMode p_show_collision);
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VisibilityMode get_collision_visibility_mode();
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void set_navigation_visibility_mode(VisibilityMode p_show_navigation);
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VisibilityMode get_navigation_visibility_mode();
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// Cells accessors.
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void set_cell(int p_layer, 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(int p_layer, const Vector2i &p_coords);
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int get_cell_source_id(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
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Vector2i get_cell_atlas_coords(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
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int get_cell_alternative_tile(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
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// Helper method to make accessing the data easier.
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TileData *get_cell_tile_data(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
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// Patterns.
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Ref<TileMapPattern> get_pattern(int p_layer, TypedArray<Vector2i> p_coords_array);
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Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
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void set_pattern(int p_layer, const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);
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// Terrains (Not exposed).
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HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(int p_layer, const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints);
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HashMap<Vector2i, TileSet::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);
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HashMap<Vector2i, TileSet::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);
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HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(int p_layer, const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true);
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// Terrains (exposed).
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void set_cells_terrain_connect(int p_layer, TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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void set_cells_terrain_path(int p_layer, TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
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// Not exposed to users.
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TileMapCell get_cell(int p_layer, const Vector2i &p_coords, bool p_use_proxies = false) const;
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int get_effective_quadrant_size(int p_layer) const;
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virtual void set_y_sort_enabled(bool p_enable) override;
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Vector2 map_to_local(const Vector2i &p_pos) const;
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Vector2i local_to_map(const Vector2 &p_pos) const;
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bool is_existing_neighbor(TileSet::CellNeighbor p_cell_neighbor) const;
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Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
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TypedArray<Vector2i> get_used_cells(int p_layer) const;
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TypedArray<Vector2i> get_used_cells_by_id(int p_layer, 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;
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Rect2i get_used_rect() const;
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// Override some methods of the CanvasItem class to pass the changes to the quadrants CanvasItems.
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virtual void set_light_mask(int p_light_mask) override;
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virtual void set_material(const Ref<Material> &p_material) override;
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virtual void set_use_parent_material(bool p_use_parent_material) override;
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virtual void set_texture_filter(CanvasItem::TextureFilter p_texture_filter) override;
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virtual void set_texture_repeat(CanvasItem::TextureRepeat p_texture_repeat) override;
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// For finding tiles from collision.
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Vector2i get_coords_for_body_rid(RID p_physics_body);
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// For getting their layers as well.
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int get_layer_for_body_rid(RID p_physics_body);
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// Fixing and clearing methods.
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void fix_invalid_tiles();
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// Clears tiles from a given layer.
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void clear_layer(int p_layer);
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void clear();
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// Force a TileMap update.
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void force_update(int p_layer = -1);
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// Helpers?
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TypedArray<Vector2i> get_surrounding_cells(const Vector2i &coords);
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void draw_cells_outline(Control *p_control, const RBSet<Vector2i> &p_cells, Color p_color, Transform2D p_transform = Transform2D());
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// Virtual function to modify the TileData at runtime.
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GDVIRTUAL2R(bool, _use_tile_data_runtime_update, int, Vector2i);
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GDVIRTUAL3(_tile_data_runtime_update, int, Vector2i, TileData *);
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// Configuration warnings.
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PackedStringArray get_configuration_warnings() const override;
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TileMap();
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~TileMap();
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};
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VARIANT_ENUM_CAST(TileMap::VisibilityMode);
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#endif // TILE_MAP_H
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