axmol/cocos/2d/CCTileMapAtlas.h

121 lines
3.9 KiB
C++

/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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 __CCTILE_MAP_ATLAS__
#define __CCTILE_MAP_ATLAS__
#include "2d/CCAtlasNode.h"
#include "base/CCValue.h"
NS_CC_BEGIN
/// @cond DO_NOT_SHOW
struct sImageTGA;
/** @brief TileMapAtlas is a subclass of AtlasNode.
It knows how to render a map based of tiles.
The tiles must be in a .PNG format while the map must be a .TGA file.
For more information regarding the format, please see this post:
http://www.cocos2d-iphone.org/archives/27
All features from AtlasNode are valid in TileMapAtlas
IMPORTANT:
This class is deprecated. It is maintained for compatibility reasons only.
You SHOULD not use this class.
Instead, use the newer TMX file format: TMXTiledMap
@js NA
*/
class CC_DLL TileMapAtlas : public AtlasNode
{
public:
/** creates a TileMap with a tile file (atlas) with a map file and the width and height of each tile in points.
The tile file will be loaded using the TextureMgr.
*/
static TileMapAtlas* create(const std::string& tile, const std::string& mapFile, int tileWidth, int tileHeight);
/**
* @js ctor
*/
TileMapAtlas();
/**
* @js NA
* @lua NA
*/
virtual ~TileMapAtlas();
/** initializes a TileMap with a tile file (atlas) with a map file and the width and height of each tile in points.
The file will be loaded using the TextureMgr.
*/
bool initWithTileFile(const std::string& tile, const std::string& mapFile, int tileWidth, int tileHeight);
/**
* Returns a tile from position x,y.
*For the moment only channel R is used
*/
Color3B getTileAt(const Vec2& position) const;
/** sets a tile at position x,y.
For the moment only channel R is used
*/
void setTile(const Color3B& tile, const Vec2& position);
/** dealloc the map from memory */
void releaseMap();
/**
* Query TGA image info.
*@return The TGA image info.
*/
struct sImageTGA* getTGAInfo() const { return _TGAInfo; }
/**
* Set the TGA image info for TileMapAtlas
*@param TGAInfo The TGA info in sImageTGA.
*/
void setTGAInfo(struct sImageTGA* TGAInfo) { _TGAInfo = TGAInfo; }
protected:
void loadTGAfile(const std::string& file);
void calculateItemsToRender();
void updateAtlasValueAt(const Vec2& pos, const Color3B& value, int index);
void updateAtlasValues();
//! x,y to atlas dictionary
ValueMap _posToAtlasIndex;
//! numbers of tiles to render
int _itemsToRender;
/** TileMap info */
struct sImageTGA* _TGAInfo;
};
/// @endcond
NS_CC_END
#endif //__CCTILE_MAP_ATLAS__