97 lines
3.9 KiB
C++
97 lines
3.9 KiB
C++
#ifndef GODOT_CPP_TILESET_HPP
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#define GODOT_CPP_TILESET_HPP
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#include <gdnative_api_struct.gen.h>
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#include <stdint.h>
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#include <core/CoreTypes.hpp>
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#include <core/Ref.hpp>
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#include <TileSet.hpp>
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#include <Resource.hpp>
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namespace godot {
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class Object;
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class Texture;
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class ShaderMaterial;
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class Shape2D;
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class NavigationPolygon;
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class OccluderPolygon2D;
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class TileSet : public Resource {
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public:
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static void *___get_type_tag();
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static void *___get_base_type_tag();
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static inline const char *___get_class_name() { return (const char *) "TileSet"; }
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static inline Object *___get_from_variant(Variant a) { godot_object *o = (godot_object*) a; return (Object *) godot::nativescript_1_1_api->godot_nativescript_get_instance_binding_data(godot::_RegisterState::language_index, o); }
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// enums
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enum AutotileBindings {
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BIND_TOPRIGHT = 4,
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BIND_TOPLEFT = 1,
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BIND_RIGHT = 32,
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BIND_TOP = 2,
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BIND_LEFT = 8,
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BIND_BOTTOM = 128,
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BIND_BOTTOMRIGHT = 256,
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BIND_BOTTOMLEFT = 64,
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};
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enum BitmaskMode {
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BITMASK_3X3 = 1,
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BITMASK_2X2 = 0,
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};
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// constants
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static TileSet *_new();
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// methods
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bool _is_tile_bound(const int64_t drawn_id, const int64_t neighbor_id);
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Vector2 _forward_subtile_selection(const int64_t autotile_id, const int64_t bitmask, const Object *tilemap, const Vector2 tile_location);
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void create_tile(const int64_t id);
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void autotile_set_bitmask_mode(const int64_t id, const int64_t mode);
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TileSet::BitmaskMode autotile_get_bitmask_mode(const int64_t id) const;
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void tile_set_name(const int64_t id, const String name);
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String tile_get_name(const int64_t id) const;
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void tile_set_texture(const int64_t id, const Ref<Texture> texture);
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Ref<Texture> tile_get_texture(const int64_t id) const;
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void tile_set_normal_map(const int64_t id, const Ref<Texture> normal_map);
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Ref<Texture> tile_get_normal_map(const int64_t id) const;
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void tile_set_material(const int64_t id, const Ref<ShaderMaterial> material);
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Ref<ShaderMaterial> tile_get_material(const int64_t id) const;
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void tile_set_texture_offset(const int64_t id, const Vector2 texture_offset);
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Vector2 tile_get_texture_offset(const int64_t id) const;
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void tile_set_region(const int64_t id, const Rect2 region);
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Rect2 tile_get_region(const int64_t id) const;
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void tile_set_shape(const int64_t id, const int64_t shape_id, const Ref<Shape2D> shape);
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Ref<Shape2D> tile_get_shape(const int64_t id, const int64_t shape_id) const;
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void tile_set_shape_transform(const int64_t id, const int64_t shape_id, const Transform2D shape_transform);
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Transform2D tile_get_shape_transform(const int64_t id, const int64_t shape_id) const;
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void tile_set_shape_one_way(const int64_t id, const int64_t shape_id, const bool one_way);
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bool tile_get_shape_one_way(const int64_t id, const int64_t shape_id) const;
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void tile_add_shape(const int64_t id, const Ref<Shape2D> shape, const Transform2D shape_transform, const bool one_way = false, const Vector2 autotile_coord = Vector2(0, 0));
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int64_t tile_get_shape_count(const int64_t id) const;
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void tile_set_shapes(const int64_t id, const Array shapes);
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Array tile_get_shapes(const int64_t id) const;
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void tile_set_navigation_polygon(const int64_t id, const Ref<NavigationPolygon> navigation_polygon);
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Ref<NavigationPolygon> tile_get_navigation_polygon(const int64_t id) const;
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void tile_set_navigation_polygon_offset(const int64_t id, const Vector2 navigation_polygon_offset);
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Vector2 tile_get_navigation_polygon_offset(const int64_t id) const;
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void tile_set_light_occluder(const int64_t id, const Ref<OccluderPolygon2D> light_occluder);
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Ref<OccluderPolygon2D> tile_get_light_occluder(const int64_t id) const;
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void tile_set_occluder_offset(const int64_t id, const Vector2 occluder_offset);
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Vector2 tile_get_occluder_offset(const int64_t id) const;
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void remove_tile(const int64_t id);
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void clear();
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int64_t get_last_unused_tile_id() const;
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int64_t find_tile_by_name(const String name) const;
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Array get_tiles_ids() const;
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};
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}
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#endif |