mirror of https://github.com/axmolengine/axmol.git
255 lines
9.4 KiB
C++
255 lines
9.4 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) 2013-2014 Chukong Technologies Inc.
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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_LAYER2_H__
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#define __CCTMX_LAYER2_H__
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#include "CCTMXObjectGroup.h"
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#include "CCTMXXMLParser.h"
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#include "CCNode.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCQuadCommand.h"
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#include <map>
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#include <unordered_map>
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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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class Texture2D;
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class Sprite;
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struct _ccCArray;
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/**
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* @addtogroup tilemap_parallax_nodes
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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 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 FastTMXLayer : public Node
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{
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public:
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/** creates a FastTMXLayer with an tileset info, a layer info and a map info */
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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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int getTileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr);
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CC_DEPRECATED_ATTRIBUTE int tileGIDAt(const Vec2& tileCoordinate, TMXTileFlags* flags = nullptr){
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return getTileGIDAt(tileCoordinate, flags);
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};
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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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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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void setTileGID(int gid, const Vec2& tileCoordinate, TMXTileFlags flags);
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/** removes a tile at given tile coordinate */
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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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Vec2 getPositionAt(const Vec2& tileCoordinate);
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CC_DEPRECATED_ATTRIBUTE Vec2 positionAt(const Vec2& tileCoordinate) { return getPositionAt(tileCoordinate); };
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/** return the value for the specific property name */
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Value getProperty(const std::string& propertyName) const;
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CC_DEPRECATED_ATTRIBUTE Value propertyNamed(const std::string& propertyName) const { return getProperty(propertyName); };
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/** Creates the tiles */
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void setupTiles();
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inline const std::string& getLayerName(){ return _layerName; }
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inline void setLayerName(const std::string& layerName){ _layerName = layerName; }
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/** size of the layer in tiles */
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inline const Size& getLayerSize() const { return _layerSize; };
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inline 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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inline const Size& getMapTileSize() const { return _mapTileSize; };
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inline 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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*/
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uint32_t* getTiles() const { return _tiles; };
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void setTiles(uint32_t* tiles) { _tiles = tiles; };
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/** Tileset information for the layer */
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inline TMXTilesetInfo* getTileSet() const { return _tileSet; };
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inline 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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inline int getLayerOrientation() const { return _layerOrientation; };
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inline void setLayerOrientation(int orientation) { _layerOrientation = orientation; };
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/** properties from the layer. They can be added using Tiled */
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inline const ValueMap& getProperties() const { return _properties; };
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inline ValueMap& getProperties() { return _properties; };
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inline void setProperties(const ValueMap& properties) {
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_properties = properties;
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};
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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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Sprite* getTileAt(const Vec2& tileCoordinate);
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Sprite* updateTileForGID(int gid, const Vec2& pos);
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void setupTileSprite(Sprite* sprite, Vec2 pos, int 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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protected:
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bool initWithTilesetInfo(TMXTilesetInfo *tilesetInfo, TMXLayerInfo *layerInfo, TMXMapInfo *mapInfo);
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int updateTiles(const Rect& culledRect);
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void setupVBO();
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Vec2 calculateLayerOffset(const Vec2& offset);
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/* The layer recognizes some special properties, like cc_vertez */
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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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void insertTileForGID(int gid, const Vec2& pos);
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void setTileForGID(int index, int gid);
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protected:
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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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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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/** properties from the layer. They can be added using Tiled */
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ValueMap _properties;
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Texture2D *_texture;
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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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GLuint _buffersVBO[3]; //0: vertex, 1: tex coords, 2: indices
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Size _screenGridSize;
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Rect _screenGridRect;
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int _screenTileCount;
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int _verticesToDraw;
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int _vertexZvalue;
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bool _useAutomaticVertexZ;
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/** tile coordinate to node coordinate transform */
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Mat4 _tileToNodeTransform;
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/** quads to be rendered */
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std::vector<V3F_C4B_T2F_Quad> _quads;
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std::map<int/*zorder*/, ssize_t/*number*/> _quadsNumber;
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std::unordered_map<int/*zorder*/, NopreMultiplyMVQuadCommand> _renderCommands2;
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bool _dirty;
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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_LAYER2_H__
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