mirror of https://github.com/axmolengine/axmol.git
347 lines
12 KiB
C++
347 lines
12 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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http://www.cocos2d-x.org
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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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#ifndef __CCTMX_LAYER_H__
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#define __CCTMX_LAYER_H__
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#include "2d/CCSpriteBatchNode.h"
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#include "2d/CCTMXXMLParser.h"
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#include "base/ccCArray.h"
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NS_CC_BEGIN
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class TMXMapInfo;
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class TMXLayerInfo;
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class TMXTilesetInfo;
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struct _ccCArray;
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @brief TMXLayer 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 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 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 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 v0.8.1
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* 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.
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* @since 1.1
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*/
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class CC_DLL TMXLayer : public SpriteBatchNode
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{
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public:
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/** Creates a TMXLayer 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 An autorelease object.
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*/
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static TMXLayer * 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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TMXLayer();
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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 ~TMXLayer();
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/** Initializes a TMXLayer with a 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 If initializes successfully, it will return true.
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*/
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bool initWithTilesetInfo(TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo);
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/** Dealloc the map that contains the tile position from memory.
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* Unless you want to know at runtime the tiles positions, you can safely call this method.
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* If you are going to call layer->tileGIDAt() then, don't release the map.
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*/
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void releaseMap();
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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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* - or layer->removeTileAt(Vec2(x,y));
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*
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* @param tileCoordinate A tile coordinate.
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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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/** Returns the tile gid at a given tile coordinate. It also returns the tile flags.
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* This method requires the tile map has not been previously released (eg. don't call [layer releaseMap]).
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*
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* @param tileCoordinate The tile coordinate.
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* @param flags Tile flags.
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* @return Returns the tile gid at a given tile coordinate. It also returns the tile flags.
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*/
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uint32_t 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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*
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* @param gid The tile gid.
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* @param tileCoordinate The tile coordinate.
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*/
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void setTileGID(uint32_t 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 The tile gid.
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* @param tileCoordinate The tile coordinate.
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* @param flags The tile flags.
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*/
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void setTileGID(uint32_t 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 specific property name.
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* @return Return the value for the specific property name.
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*/
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Value getProperty(const std::string& propertyName) const;
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/** Creates the tiles. */
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void setupTiles();
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/** Get the layer name.
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*
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* @return The layer name.
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*/
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const std::string& getLayerName() { return _layerName; }
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/** Set the layer name.
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*
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* @param layerName The layer name.
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*/
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void setLayerName(const std::string& layerName) { _layerName = layerName; }
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/** Size of the layer in tiles.
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*
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* @return Size of the layer in tiles.
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*/
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const Size& getLayerSize() const { return _layerSize; }
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/** Set size of the layer in tiles.
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*
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* @param size Size of the layer in tiles.
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*/
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void setLayerSize(const Size& size) { _layerSize = size; }
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/** 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.
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*/
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const Size& 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 size of the map's tile.
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*/
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void setMapTileSize(const Size& 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 Pointer to the map of tiles.
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*/
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uint32_t* getTiles() const { return _tiles; };
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/** Set a pointer to the map of tiles.
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*
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* @param tiles A pointer to the map of tiles.
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*/
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void setTiles(uint32_t* tiles) { _tiles = tiles; };
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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 tileset information for the layer.
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*
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* @param info The tileset information for the layer.
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* @js NA
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*/
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void setTileSet(TMXTilesetInfo* info) {
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CC_SAFE_RETAIN(info);
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CC_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 an Properties from to layer.
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*
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* @param properties It is used to set the layer Properties.
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*/
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void setProperties(const ValueMap& properties) {
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_properties = properties;
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}
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//
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// Override
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//
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/** TMXLayer doesn't support adding a Sprite manually.
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@warning addChild(z, tag); is not supported on TMXLayer. Instead of setTileGID.
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*/
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using SpriteBatchNode::addChild;
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virtual void addChild(Node * child, int zOrder, int tag) override;
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// super method
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void removeChild(Node* child, bool cleanup) override;
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/**
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* @js NA
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*/
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virtual std::string getDescription() const override;
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protected:
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Vec2 getPositionForIsoAt(const Vec2& pos);
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Vec2 getPositionForOrthoAt(const Vec2& pos);
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Vec2 getPositionForHexAt(const Vec2& pos);
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Vec2 getPositionForStaggeredAt(const Vec2& pos);
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Vec2 calculateLayerOffset(const Vec2& offset);
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/* optimization methods */
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Sprite* appendTileForGID(uint32_t gid, const Vec2& pos);
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Sprite* insertTileForGID(uint32_t gid, const Vec2& pos);
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Sprite* updateTileForGID(uint32_t gid, const Vec2& pos);
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intptr_t getZForPos(const Vec2& pos) const;
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/* The layer recognizes some special properties, like cc_vertexz */
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void parseInternalProperties();
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void setupTileSprite(Sprite* sprite, const Vec2& pos, uint32_t gid);
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Sprite* reusedTileWithRect(const Rect& rect);
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int getVertexZForPos(const Vec2& pos);
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// index
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ssize_t atlasIndexForExistantZ(int z);
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ssize_t atlasIndexForNewZ(int z);
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//! name of the layer
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std::string _layerName;
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//! TMX Layer supports opacity
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unsigned char _opacity;
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//! Only used when vertexZ is used
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int _vertexZvalue;
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bool _useAutomaticVertexZ;
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//! used for optimization
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Sprite *_reusedTile;
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ccCArray *_atlasIndexArray;
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// used for retina display
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float _contentScaleFactor;
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/** size of the layer in tiles */
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Size _layerSize;
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/** size of the map's tile (could be different from the tile's size) */
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Size _mapTileSize;
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/** pointer to the map of tiles */
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uint32_t* _tiles;
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/** Tileset information for the layer */
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TMXTilesetInfo* _tileSet;
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/** Layer orientation, which is the same as the map orientation */
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int _layerOrientation;
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/** Stagger Axis */
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int _staggerAxis;
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/** Stagger Index */
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int _staggerIndex;
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/** Hex side length*/
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int _hexSideLength;
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/** properties from the layer. They can be added using Tiled */
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ValueMap _properties;
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};
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// end of tilemap_parallax_nodes group
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/** @} */
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NS_CC_END
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#endif //__CCTMX_LAYER_H__
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