geode/loader/include/Geode/cocos/cocos2dx/tilemap_parallax_nodes/CCTMXLayer.h
2022-07-30 19:24:03 +03:00

230 lines
8.8 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2009-2010 Ricardo Quesada
Copyright (c) 2011 Zynga 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 "CCTMXObjectGroup.h"
#include "base_nodes/CCAtlasNode.h"
#include "sprite_nodes/CCSpriteBatchNode.h"
#include "CCTMXXMLParser.h"
NS_CC_BEGIN
class CCTMXMapInfo;
class CCTMXLayerInfo;
class CCTMXTilesetInfo;
struct _ccCArray;
/**
* @addtogroup tilemap_parallax_nodes
* @{
*/
/** @brief CCTMXLayer represents the TMX layer.
It is a subclass of CCSpriteBatchNode. By default the tiles are rendered using a CCTextureAtlas.
If you modify a tile on runtime, then, that tile will become a CCSprite, otherwise no CCSprite objects are created.
The benefits of using CCSprite objects as tiles are:
- tiles (CCSprite) 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 CCTMXXMLParser.h.
@since 1.1
*/
class CC_DLL CCTMXLayer : public CCSpriteBatchNode
{
GEODE_FRIEND_MODIFY
/** size of the layer in tiles */
CC_SYNTHESIZE_PASS_BY_REF(CCSize, m_tLayerSize, LayerSize);
/** size of the map's tile (could be different from the tile's size) */
CC_SYNTHESIZE_PASS_BY_REF(CCSize, m_tMapTileSize, MapTileSize);
/** pointer to the map of tiles */
CC_SYNTHESIZE(unsigned int*, m_pTiles, Tiles);
/** Tileset information for the layer */
CC_PROPERTY(CCTMXTilesetInfo*, m_pTileSet, TileSet);
/** Layer orientation, which is the same as the map orientation */
CC_SYNTHESIZE(unsigned int, m_uLayerOrientation, LayerOrientation);
/** properties from the layer. They can be added using Tiled */
CC_PROPERTY(CCDictionary*, m_pProperties, Properties);
public:
/**
* @js ctor
* @lua NA
*/
CCTMXLayer();
/**
* @js NA
* @lua NA
*/
virtual ~CCTMXLayer();
/** creates a CCTMXLayer with an tileset info, a layer info and a map info */
static CCTMXLayer * create(CCTMXTilesetInfo *tilesetInfo, CCTMXLayerInfo *layerInfo, CCTMXMapInfo *mapInfo);
/** initializes a CCTMXLayer with a tileset info, a layer info and a map info
* @lua NA
*/
bool initWithTilesetInfo(CCTMXTilesetInfo *tilesetInfo, CCTMXLayerInfo *layerInfo, CCTMXMapInfo *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 (CCSprite) at a given a tile coordinate.
The returned CCSprite will be already added to the CCTMXLayer. Don't add it again.
The CCSprite can be treated like any other CCSprite: rotated, scaled, translated, opacity, color, etc.
You can remove either by calling:
- layer->removeChild(sprite, cleanup);
- or layer->removeTileAt(ccp(x,y));
@js getTileGIDAt
*/
CCSprite* tileAt(const CCPoint& tileCoordinate);
/** returns the tile gid at a given tile coordinate.
if it returns 0, it means that the tile is empty.
This method requires the the tile map has not been previously released (eg. don't call layer->releaseMap())
@js tileGIDAt
*/
unsigned int tileGIDAt(const CCPoint& 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])
@js tileGIDAt
@lua NA
*/
unsigned int tileGIDAt(const CCPoint& tileCoordinate, ccTMXTileFlags* 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(unsigned int gid, const CCPoint& 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(unsigned int gid, const CCPoint& tileCoordinate, ccTMXTileFlags flags);
/** removes a tile at given tile coordinate */
void removeTileAt(const CCPoint& tileCoordinate);
/** returns the position in points of a given tile coordinate
* @js getPositionAt
*/
CCPoint positionAt(const CCPoint& tileCoordinate);
/** return the value for the specific property name
* @js getProperty
*/
CCString *propertyNamed(const char *propertyName);
/** Creates the tiles */
void setupTiles();
/** CCTMXLayer doesn't support adding a CCSprite manually.
* @warning addchild(z, tag); is not supported on CCTMXLayer. Instead of setTileGID.
* @lua NA
*/
virtual void addChild(CCNode * child, int zOrder, int tag);
/** super method
* @lua NA
*/
void removeChild(CCNode* child, bool cleanup);
inline const char* getLayerName(){ return m_sLayerName.c_str(); }
inline void setLayerName(const char *layerName){ m_sLayerName = layerName; }
private:
CCPoint positionForIsoAt(const CCPoint& pos);
CCPoint positionForOrthoAt(const CCPoint& pos);
CCPoint positionForHexAt(const CCPoint& pos);
CCPoint calculateLayerOffset(const CCPoint& offset);
/* optimization methods */
CCSprite* appendTileForGID(unsigned int gid, const CCPoint& pos);
CCSprite* insertTileForGID(unsigned int gid, const CCPoint& pos);
CCSprite* updateTileForGID(unsigned int gid, const CCPoint& pos);
/* The layer recognizes some special properties, like cc_vertez */
void parseInternalProperties();
void setupTileSprite(CCSprite* sprite, CCPoint pos, unsigned int gid);
CCSprite* reusedTileWithRect(CCRect rect);
int vertexZForPos(const CCPoint& pos);
// index
unsigned int atlasIndexForExistantZ(unsigned int z);
unsigned int atlasIndexForNewZ(int z);
protected:
//! name of the layer
gd::string m_sLayerName;
//! TMX Layer supports opacity
unsigned char m_cOpacity;
unsigned int m_uMinGID;
unsigned int m_uMaxGID;
//! Only used when vertexZ is used
int m_nVertexZvalue;
bool m_bUseAutomaticVertexZ;
//! used for optimization
CCSprite *m_pReusedTile;
ccCArray *m_pAtlasIndexArray;
// used for retina display
float m_fContentScaleFactor;
};
// end of tilemap_parallax_nodes group
/// @}
NS_CC_END
#endif //__CCTMX_LAYER_H__