/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2014 Chukong Technologies Inc. http://www.cocos2d-x.org 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 __CCTMX_LAYER_H__ #define __CCTMX_LAYER_H__ #include "2d/CCSpriteBatchNode.h" #include "2d/CCTMXXMLParser.h" #include "base/ccCArray.h" NS_CC_BEGIN class TMXMapInfo; class TMXLayerInfo; class TMXTilesetInfo; struct _ccCArray; /** * @addtogroup tilemap_parallax_nodes * @{ */ /** @brief TMXLayer represents the TMX layer. It is a subclass of SpriteBatchNode. By default the tiles are rendered using a TextureAtlas. If you modify a tile on runtime, then, that tile will become a Sprite, otherwise no Sprite objects are created. The benefits of using Sprite objects as tiles are: - tiles (Sprite) can be rotated/scaled/moved with a nice API If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative), then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth. On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic vertex Z value. Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func will be: glAlphaFunc( GL_GREATER, value ) "value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer. The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a different value, like 0.5. For further information, please see the programming guide: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps @since v0.8.1 Tiles can have tile flags for additional properties. At the moment only flip horizontal and flip vertical are used. These bit flags are defined in TMXXMLParser.h. @since 1.1 */ class CC_DLL TMXLayer : public SpriteBatchNode { public: /** creates a TMXLayer with an tileset info, a layer info and a map info */ static TMXLayer * create(TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo); /** * @js ctor */ TMXLayer(); /** * @js NA * @lua NA */ virtual ~TMXLayer(); /** initializes a TMXLayer with a tileset info, a layer info and a map info */ bool initWithTilesetInfo(TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo); /** dealloc the map that contains the tile position from memory. Unless you want to know at runtime the tiles positions, you can safely call this method. If you are going to call layer->tileGIDAt() then, don't release the map */ void releaseMap(); /** returns the tile (Sprite) at a given a tile coordinate. The returned Sprite will be already added to the TMXLayer. Don't add it again. The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc. You can remove either by calling: - layer->removeChild(sprite, cleanup); - or layer->removeTileAt(Vec2(x,y)); */ Sprite* getTileAt(const Vec2& tileCoordinate); CC_DEPRECATED_ATTRIBUTE Sprite* tileAt(const Vec2& tileCoordinate) { return getTileAt(tileCoordinate); }; /** returns the tile gid at a given tile coordinate. It also returns the tile flags. This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap]) */ uint32_t getTileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr); CC_DEPRECATED_ATTRIBUTE uint32_t tileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr){ return getTileGIDAt(tileCoordinate, flags); }; /** sets the tile gid (gid = tile global id) at a given tile coordinate. The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed. */ void setTileGID(uint32_t gid, const Vec2& tileCoordinate); /** sets the tile gid (gid = tile global id) at a given tile coordinate. The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1. If a tile is already placed at that position, then it will be removed. Use withFlags if the tile flags need to be changed as well */ void setTileGID(uint32_t gid, const Vec2& tileCoordinate, TMXTileFlags flags); /** removes a tile at given tile coordinate */ void removeTileAt(const Vec2& tileCoordinate); /** returns the position in points of a given tile coordinate */ Vec2 getPositionAt(const Vec2& tileCoordinate); CC_DEPRECATED_ATTRIBUTE Vec2 positionAt(const Vec2& tileCoordinate) { return getPositionAt(tileCoordinate); }; /** return the value for the specific property name */ Value getProperty(const std::string& propertyName) const; CC_DEPRECATED_ATTRIBUTE Value propertyNamed(const std::string& propertyName) const { return getProperty(propertyName); }; /** Creates the tiles */ void setupTiles(); inline const std::string& getLayerName(){ return _layerName; } inline void setLayerName(const std::string& layerName){ _layerName = layerName; } /** size of the layer in tiles */ inline const Size& getLayerSize() const { return _layerSize; }; inline void setLayerSize(const Size& size) { _layerSize = size; }; /** size of the map's tile (could be different from the tile's size) */ inline const Size& getMapTileSize() const { return _mapTileSize; }; inline void setMapTileSize(const Size& size) { _mapTileSize = size; }; /** pointer to the map of tiles * @js NA * @lua NA */ uint32_t* getTiles() const { return _tiles; }; void setTiles(uint32_t* tiles) { _tiles = tiles; }; /** Tileset information for the layer */ inline TMXTilesetInfo* getTileSet() const { return _tileSet; }; inline void setTileSet(TMXTilesetInfo* info) { CC_SAFE_RETAIN(info); CC_SAFE_RELEASE(_tileSet); _tileSet = info; }; /** Layer orientation, which is the same as the map orientation */ inline int getLayerOrientation() const { return _layerOrientation; }; inline void setLayerOrientation(int orientation) { _layerOrientation = orientation; }; /** properties from the layer. They can be added using Tiled */ inline const ValueMap& getProperties() const { return _properties; }; inline ValueMap& getProperties() { return _properties; }; inline void setProperties(const ValueMap& properties) { _properties = properties; }; // // Override // /** TMXLayer doesn't support adding a Sprite manually. @warning addchild(z, tag); is not supported on TMXLayer. Instead of setTileGID. */ using SpriteBatchNode::addChild; virtual void addChild(Node * child, int zOrder, int tag) override; // super method void removeChild(Node* child, bool cleanup) override; virtual std::string getDescription() const override; private: Vec2 getPositionForIsoAt(const Vec2& pos); Vec2 getPositionForOrthoAt(const Vec2& pos); Vec2 getPositionForHexAt(const Vec2& pos); Vec2 getPositionForStaggeredAt(const Vec2& pos); Vec2 calculateLayerOffset(const Vec2& offset); /* optimization methods */ Sprite* appendTileForGID(uint32_t gid, const Vec2& pos); Sprite* insertTileForGID(uint32_t gid, const Vec2& pos); Sprite* updateTileForGID(uint32_t gid, const Vec2& pos); /* The layer recognizes some special properties, like cc_vertez */ void parseInternalProperties(); void setupTileSprite(Sprite* sprite, Vec2 pos, int gid); Sprite* reusedTileWithRect(Rect rect); int getVertexZForPos(const Vec2& pos); // index ssize_t atlasIndexForExistantZ(int z); ssize_t atlasIndexForNewZ(int z); protected: //! name of the layer std::string _layerName; //! TMX Layer supports opacity unsigned char _opacity; //! Only used when vertexZ is used int _vertexZvalue; bool _useAutomaticVertexZ; //! used for optimization Sprite *_reusedTile; ccCArray *_atlasIndexArray; // used for retina display float _contentScaleFactor; /** size of the layer in tiles */ Size _layerSize; /** size of the map's tile (could be different from the tile's size) */ Size _mapTileSize; /** pointer to the map of tiles */ uint32_t* _tiles; /** Tileset information for the layer */ TMXTilesetInfo* _tileSet; /** Layer orientation, which is the same as the map orientation */ int _layerOrientation; /** properties from the layer. They can be added using Tiled */ ValueMap _properties; }; // end of tilemap_parallax_nodes group /// @} NS_CC_END #endif //__CCTMX_LAYER_H__