Files
GDevelop/Extensions/TileMapObject/TileMapObject.h
T
victorlevasseur ca81d61579 Add the beginning of the tilemap object
Add an icon for the object
2014-08-21 13:18:41 +02:00

129 lines
4.1 KiB
C++

/**
Game Develop - Tiled Sprite Extension
Copyright (c) 2012 Victor Levasseur (victorlevasseur01@orange.fr)
Copyright (c) 2013-2014 Florian Rival (Florian.Rival@gmail.com)
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source
distribution.
*/
#ifndef TILEMAPOBJECT_H
#define TILEMAPOBJECT_H
#include "GDCpp/Object.h"
#include "GDCpp/RuntimeObject.h"
#include <boost/shared_ptr.hpp>
#include <SFML/Graphics/VertexArray.hpp>
class SFMLTextureWrapper;
class RuntimeScene;
namespace gd { class ImageManager; }
namespace gd { class InitialInstance; }
#if defined(GD_IDE_ONLY)
namespace gd { class Project; }
namespace gd { class MainFrameWrapper; }
class wxBitmap;
class wxWindow;
#endif
#include "TileMap.h"
#include "TileSet.h"
/**
* TileMap Object
*/
class GD_EXTENSION_API TileMapObject : public gd::Object
{
public :
TileMapObject(std::string name_);
virtual ~TileMapObject() {};
virtual gd::Object * Clone() const { return new TileMapObject(*this);}
#if defined(GD_IDE_ONLY)
virtual bool GenerateThumbnail(const gd::Project & project, wxBitmap & thumbnail) const;
virtual void ExposeResources(gd::ArbitraryResourceWorker & worker);
virtual void EditObject( wxWindow* parent, gd::Project & game_, gd::MainFrameWrapper & mainFrameWrapper_ );
virtual void LoadResources(gd::Project & project, gd::Layout & layout);
virtual void DrawInitialInstance(gd::InitialInstance & instance, sf::RenderTarget & renderTarget, gd::Project & project, gd::Layout & layout);
virtual sf::Vector2f GetInitialInstanceDefaultSize(gd::InitialInstance & instance, gd::Project & project, gd::Layout & layout) const;
#endif
virtual float GetWidth() const;
virtual float GetHeight() const;
virtual void SetWidth(float newWidth) {};
virtual void SetHeight(float newHeight) {};
TileSet tileSet;
TileMap tileMap;
std::string textureName;
private:
virtual void DoUnserializeFrom(gd::Project & project, const gd::SerializerElement & element);
#if defined(GD_IDE_ONLY)
virtual void DoSerializeTo(gd::SerializerElement & element) const;
#endif
sf::VertexArray vertexArray;
};
class GD_EXTENSION_API RuntimeTileMapObject : public RuntimeObject
{
public :
RuntimeTileMapObject(RuntimeScene & scene, const gd::Object & object);
virtual ~RuntimeTileMapObject() {};
virtual RuntimeObject * Clone() const { return new RuntimeTileMapObject(*this);}
virtual bool Draw(sf::RenderTarget & renderTarget);
virtual float GetWidth() const;
virtual float GetHeight() const;
virtual float GetAngle() const {return 0;};
virtual bool SetAngle(float ang) {return false;};
virtual void SetWidth(float newWidth) {};
virtual void SetHeight(float newHeight) {};
#if defined(GD_IDE_ONLY)
virtual void GetPropertyForDebugger (unsigned int propertyNb, std::string & name, std::string & value) const;
virtual bool ChangeProperty(unsigned int propertyNb, std::string newValue);
virtual unsigned int GetNumberOfProperties() const;
#endif
TileSet tileSet;
TileMap tileMap;
private:
sf::VertexArray vertexArray;
boost::shared_ptr<SFMLTextureWrapper> texture;
};
void DestroyTileMapObject(gd::Object * object);
gd::Object * CreateTileMapObject(std::string name);
void DestroyRuntimeTileMapObject(RuntimeObject * object);
RuntimeObject * CreateRuntimeTileMapObject(RuntimeScene & scene, const gd::Object & object);
#endif // TILEDSPRITEOBJECT_H