/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #ifndef CRAB_TMXLAYER_H #define CRAB_TMXLAYER_H #include "crab/Rectangle.h" #include "crab/image/Image.h" #include "crab/TMX/TileInfo.h" #include "common/list.h" namespace Crab { namespace TMX { enum LayerType { // Run of the mill layer full of tiles LAYER_NORMAL, // Layer containing a simple image instead of tiles LAYER_IMAGE, // We do not draw prop layers along with the non-prop layers, // because their draw order depends on the positions of the sprites LAYER_PROP, // Parallax layers are drawn differently, but are still composed of tiles LAYER_PARALLAX, // Auto-hide layers are primarily used for interiors // These are only visible if the player is colliding with them LAYER_AUTOHIDE, // Auto-show layers are the reverse of auto-hide layers // These are only visible if the player is not colliding with them LAYER_AUTOSHOW }; class Layer { public: // Name of the layer Common::String _name; // Dimensions of the layer in terms of tiles int _w, _h; Layer() { _w = 0; _h = 0; } bool load(rapidxml::xml_node *node); }; // Currently we just use one general purpose layer object instead of multiple inherited classes and stuff class MapLayer : public Layer { public: // The tiles in the layer Common::Array> _tile; // The type of layer LayerType _type; // The image in the layer pyrodactyl::image::Image _img; // The coordinates to draw the prop in(x,y) and dimensions of the area(w,h) in terms of tiles // This is also the collision rectangle of the prop and auto hide layer Rect _pos; Common::List _boundRect; // The rate of scrolling of image, used for parallax Vector2f _rate; // Is the player colliding with the layer? (used for auto hide layer) bool _collide; MapLayer() : _rate(1, 1) { _type = LAYER_NORMAL; _collide = false; } bool load(const Common::Path &path, rapidxml::xml_node *node); }; } // End of namespace TMX } // End of namespace Crab #endif // CRAB_TMXLAYER_H