mirror of https://github.com/axmolengine/axmol.git
448 lines
15 KiB
C++
448 lines
15 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2021 Bytedance Inc.
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <unordered_map>
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#include "2d/CCNode.h"
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#include "2d/CCTMXXMLParser.h"
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#include "renderer/CCCustomCommand.h"
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NS_AX_BEGIN
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class TMXMapInfo;
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class TMXLayerInfo;
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class TMXTilesetInfo;
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class TMXTileAnimManager;
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class Texture2D;
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class Sprite;
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namespace backend
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{
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class Buffer;
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}
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @brief FastTMXLayer represents the TMX layer.
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* It is a subclass of SpriteBatchNode. By default the tiles are rendered using a TextureAtlas.
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* If you modify a tile on runtime, then, that tile will become a Sprite, otherwise no Sprite objects are created.
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* The benefits of using Sprite objects as tiles are:
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* - tiles (Sprite) can be rotated/scaled/moved with a nice API.
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* If the layer contains a property named "cc_vertexz" with an integer (in can be positive or negative),
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* then all the tiles belonging to the layer will use that value as their OpenGL vertex Z for depth.
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* On the other hand, if the "cc_vertexz" property has the "automatic" value, then the tiles will use an automatic
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vertex Z value.
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* Also before drawing the tiles, GL_ALPHA_TEST will be enabled, and disabled after drawing them. The used alpha func
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will be:
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* glAlphaFunc( GL_GREATER, value ).
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* "value" by default is 0, but you can change it from Tiled by adding the "cc_alpha_func" property to the layer.
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* The value 0 should work for most cases, but if you have tiles that are semi-transparent, then you might want to use a
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different
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* value, like 0.5.
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* For further information, please see the programming guide:
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* http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:tiled_maps
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* @since v3.2
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* @js NA
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*/
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class AX_DLL FastTMXLayer : public Node
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{
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public:
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/** Possible orientations of the TMX map */
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static const int FAST_TMX_ORIENTATION_ORTHO;
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static const int FAST_TMX_ORIENTATION_HEX;
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static const int FAST_TMX_ORIENTATION_ISO;
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/** Creates a FastTMXLayer with an tileset info, a layer info and a map info.
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*
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* @param tilesetInfo An tileset info.
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* @param layerInfo A layer info.
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* @param mapInfo A map info.
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* @return Return an autorelease object.
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*/
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static FastTMXLayer* create(TMXTilesetInfo* tilesetInfo, TMXLayerInfo* layerInfo, TMXMapInfo* mapInfo);
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/**
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* @js ctor
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*/
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FastTMXLayer();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~FastTMXLayer();
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/** Returns the tile gid at a given tile coordinate. It also returns the tile flags.
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*
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* @param tileCoordinate The tile coordinate.
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* @param flags A TMXTileFlags.
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* @return The tile gid at a given tile coordinate. It also returns the tile flags.
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*/
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int getTileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr);
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/** Sets the tile gid (gid = tile global id) at a given tile coordinate.
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* The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1.
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* If a tile is already placed at that position, then it will be removed.
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* @param gid The gid value.
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* @param tileCoordinate The tile coordinate.
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*/
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void setTileGID(int gid, const Vec2& tileCoordinate);
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/** Sets the tile gid (gid = tile global id) at a given tile coordinate.
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* The Tile GID can be obtained by using the method "tileGIDAt" or by using the TMX editor -> Tileset Mgr +1.
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* If a tile is already placed at that position, then it will be removed.
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* Use withFlags if the tile flags need to be changed as well.
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*
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* @param gid A integer value,it will be sets the tile gid.
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* @param tileCoordinate The tile coordinate.
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* @param flags A TMXTileFlags.
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*/
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void setTileGID(int gid, const Vec2& tileCoordinate, TMXTileFlags flags);
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/** Removes a tile at given tile coordinate.
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*
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* @param tileCoordinate The tile Coordinate.
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*/
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void removeTileAt(const Vec2& tileCoordinate);
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/** Returns the position in points of a given tile coordinate.
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*
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* @param tileCoordinate The tile Coordinate.
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* @return The position in points of a given tile coordinate.
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*/
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Vec2 getPositionAt(const Vec2& tileCoordinate);
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/** Return the value for the specific property name.
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*
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* @param propertyName The value for the specific property name.
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* @return The value for the specific property name.
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*/
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Value getProperty(std::string_view propertyName) const;
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/** Creates the tiles. */
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void setupTiles();
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/** Get the tile layer name.
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*
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* @return The tile layer name.
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*/
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std::string_view getLayerName() { return _layerName; }
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/** Set the tile layer name.
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*
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* @param layerName The new layer name.
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*/
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void setLayerName(std::string_view layerName) { _layerName = layerName; }
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/** Gets the size of the layer in tiles.
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*
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* @return The size of the layer in tiles.
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*/
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const Vec2& getLayerSize() const { return _layerSize; }
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/** Set the size of the layer in tiles.
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*
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* @param size The new size of the layer in tiles.
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*/
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void setLayerSize(const Vec2& size) { _layerSize = size; }
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/** Gets the size of the map's tile (could be different from the tile's size).
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*
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* @return The size of the map's tile (could be different from the tile's size).
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*/
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const Vec2& getMapTileSize() const { return _mapTileSize; }
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/** Set the size of the map's tile.
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*
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* @param size The new size of the map's tile.
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*/
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void setMapTileSize(const Vec2& size) { _mapTileSize = size; }
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/** Pointer to the map of tiles.
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* @js NA
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* @lua NA
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* @return The pointer to the map of tiles.
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*/
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const uint32_t* getTiles() const { return _tiles; };
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/** Set the pointer to the map of tiles.
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*
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* @param tiles The pointer to the map of tiles.
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*/
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void setTiles(uint32_t* tiles)
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{
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_tiles = tiles;
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_quadsDirty = true;
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};
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/** Tileset information for the layer.
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*
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* @return Tileset information for the layer.
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*/
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TMXTilesetInfo* getTileSet() const { return _tileSet; }
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/** Set the tileset information for the layer.
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*
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* @param info The new tileset information for the layer.
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*/
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void setTileSet(TMXTilesetInfo* info)
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{
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AX_SAFE_RETAIN(info);
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AX_SAFE_RELEASE(_tileSet);
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_tileSet = info;
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}
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/** Layer orientation, which is the same as the map orientation.
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*
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* @return Layer orientation, which is the same as the map orientation.
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*/
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int getLayerOrientation() const { return _layerOrientation; }
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/** Set Layer orientation, which is the same as the map orientation.
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*
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* @param orientation Layer orientation, which is the same as the map orientation.
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*/
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void setLayerOrientation(int orientation) { _layerOrientation = orientation; }
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/** Properties from the layer. They can be added using Tiled.
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*
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* @return Properties from the layer. They can be added using Tiled.
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*/
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const ValueMap& getProperties() const { return _properties; }
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/** Properties from the layer. They can be added using Tiled.
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*
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* @return Properties from the layer. They can be added using Tiled.
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*/
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ValueMap& getProperties() { return _properties; }
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/** Set the properties to the layer.
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*
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* @param properties The properties to the layer.
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*/
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void setProperties(const ValueMap& properties) { _properties = properties; }
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/** Returns the tile (Sprite) at a given a tile coordinate.
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* The returned Sprite will be already added to the TMXLayer. Don't add it again.
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* The Sprite can be treated like any other Sprite: rotated, scaled, translated, opacity, color, etc.
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* You can remove either by calling:
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* - layer->removeChild(sprite, cleanup);
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*
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* @return Returns the tile (Sprite) at a given a tile coordinate.
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*/
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Sprite* getTileAt(const Vec2& tileCoordinate);
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/** Set an sprite to the tile,with the tile coordinate and gid.
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*
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* @param sprite A Sprite.
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* @param pos The tile coordinate.
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* @param gid The tile gid.
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*/
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void setupTileSprite(Sprite* sprite, const Vec2& pos, uint32_t gid);
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//
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// Override
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//
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virtual std::string getDescription() const override;
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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void removeChild(Node* child, bool cleanup = true) override;
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/** Map from gid of animated tile to its instance.
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*
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* @return Map from gid of animated tile to its instance.
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*/
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const std::unordered_map<uint32_t, std::vector<Vec2>>* getAnimTileCoord() { return &_animTileCoord; }
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bool hasTileAnimation() const { return !_animTileCoord.empty(); }
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TMXTileAnimManager* getTileAnimManager() const { return _tileAnimManager; }
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bool initWithTilesetInfo(TMXTilesetInfo* tilesetInfo,
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TMXLayerInfo* layerInfo,
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TMXMapInfo* mapInfo);
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protected:
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virtual void setOpacity(uint8_t opacity) override;
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void updateTiles(const Rect& culledRect);
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Vec2 calculateLayerOffset(const Vec2& offset);
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/* The layer recognizes some special properties, like cc_vertexz */
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void parseInternalProperties();
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Mat4 tileToNodeTransform();
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Rect tileBoundsForClipTransform(const Mat4& tileToClip);
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int getVertexZForPos(const Vec2& pos);
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// Flip flags is packed into gid
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void setFlaggedTileGIDByIndex(int index, uint32_t gid);
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//
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void updateTotalQuads();
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int getTileIndexByPos(int x, int y) const { return x + y * (int)_layerSize.width; }
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void updateVertexBuffer();
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void updateIndexBuffer();
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void updatePrimitives();
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//! name of the layer
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std::string _layerName;
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/** size of the layer in tiles */
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Vec2 _layerSize;
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/** size of the map's tile (could be different from the tile's size) */
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Vec2 _mapTileSize;
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/** pointer to the map of tiles */
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uint32_t* _tiles = nullptr;
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/** Tileset information for the layer */
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TMXTilesetInfo* _tileSet = nullptr;
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/** Layer orientation, which is the same as the map orientation */
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int _layerOrientation = FAST_TMX_ORIENTATION_ORTHO;
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int _staggerAxis = TMXStaggerAxis_Y;
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int _staggerIndex = TMXStaggerIndex_Even;
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/** properties from the layer. They can be added using Tiled */
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ValueMap _properties;
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/** map from gid of animated tile to its instance. Also useful for optimization*/
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std::unordered_map<uint32_t, std::vector<Vec2>> _animTileCoord;
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/** pointer to the tile animation manager of this layer */
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TMXTileAnimManager* _tileAnimManager = nullptr;
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Texture2D* _texture = nullptr;
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/** container for sprite children. map<index, pair<sprite, gid> > */
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std::map<int, std::pair<Sprite*, int>> _spriteContainer;
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Vec2 _screenGridSize;
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Rect _screenGridRect;
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int _screenTileCount = 0;
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int _vertexZvalue = 0;
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bool _useAutomaticVertexZ = false;
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/** tile coordinate to node coordinate transform */
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Mat4 _tileToNodeTransform;
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/** data for rendering */
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bool _quadsDirty = true;
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std::vector<int> _tileToQuadIndex;
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std::vector<V3F_C4B_T2F_Quad> _totalQuads;
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#ifdef AX_FAST_TILEMAP_32_BIT_INDICES
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std::vector<unsigned int> _indices;
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#else
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std::vector<unsigned short> _indices;
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#endif
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std::map<int /*vertexZ*/, int /*offset to _indices by quads*/> _indicesVertexZOffsets;
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std::unordered_map<int /*vertexZ*/, int /*number to quads*/> _indicesVertexZNumber;
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bool _dirty = true;
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backend::Buffer* _vertexBuffer = nullptr;
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backend::Buffer* _indexBuffer = nullptr;
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float _alphaFuncValue = 0.f;
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std::unordered_map<int, CustomCommand*> _customCommands;
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backend::UniformLocation _mvpMatrixLocaiton;
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backend::UniformLocation _textureLocation;
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backend::UniformLocation _alphaValueLocation;
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};
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/** @brief TMXTileAnimTask represents the frame-tick task of an animated tile.
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* It is a assistant class for TMXTileAnimTicker.
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*/
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class AX_DLL TMXTileAnimTask : public Ref
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{
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public:
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TMXTileAnimTask(FastTMXLayer* layer, TMXTileAnimInfo* animation, const Vec2& tilePos);
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static TMXTileAnimTask* create(FastTMXLayer* layer, TMXTileAnimInfo* animation, const Vec2& tilePos);
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/** start the animation task */
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void start();
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/** stop the animation task */
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void stop();
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bool isRunning() const { return _isRunning; }
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protected:
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/** set texture of tile to current frame */
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void setCurrFrame();
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/** tick to next frame and schedule next tick */
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void tickAndScheduleNext(float dt);
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bool _isRunning = false;
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/** key of schedule task for specific animated tile */
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std::string _key;
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FastTMXLayer* _layer = nullptr;
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/** position of the animated tile */
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Vec2 _tilePosition;
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/** AnimationInfo on this tile */
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TMXTileAnimInfo* _animation = nullptr;
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/** Index of the frame that should be drawn currently */
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uint32_t _currentFrame = 0;
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uint32_t _frameCount = 0;
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};
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/** @brief TMXTileAnimManager controls all tile animation of a layer.
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*/
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class AX_DLL TMXTileAnimManager : public Ref
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{
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public:
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static TMXTileAnimManager* create(FastTMXLayer* layer);
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explicit TMXTileAnimManager(FastTMXLayer* layer);
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/** start all tile animations */
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void startAll();
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/** stop all tile animations */
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void stopAll();
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/** get vector of tasks */
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const Vector<TMXTileAnimTask*>& getTasks() const { return _tasks; }
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protected:
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bool _started = false;
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/** vector contains all tasks of this layer */
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Vector<TMXTileAnimTask*> _tasks;
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FastTMXLayer* _layer = nullptr;
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};
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// @API compatible
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typedef FastTMXLayer TMXLayer;
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// end of tilemap_parallax_nodes group
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/// @}
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NS_AX_END
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