King_DuckZ
c9381a4585
Iterating through tiles in viewports now works fine. You can pass in a custom device as the data source for the tile map.
44 lines
1.1 KiB
C++
44 lines
1.1 KiB
C++
#ifndef id6FB3FC97331449038D42AAAB4C01ABA1
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#define id6FB3FC97331449038D42AAAB4C01ABA1
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#include "components/layer.hpp"
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#include <vector>
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#include <cassert>
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#include <ciso646>
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#include <memory>
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namespace dk {
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template <typename T, size_t D>
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class TileMapData;
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template <size_t D>
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class Tyler {
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typedef std::unique_ptr<LayerBase<D>> LayerPtr;
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typedef std::vector<LayerPtr> LayerList;
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public:
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typedef typename LayerBase<D>::coords coords;
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Tyler ( void ) = delete;
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Tyler ( const coords& parSize, const coords& parTileSize );
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~Tyler ( void ) noexcept = default;
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typename coords::value_type tiles_count ( void ) const;
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const coords& map_size ( void ) const { return m_size; }
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template <typename T>
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Layer<T, D>& push_layer ( TileMapData<T, D>& parTilemap );
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template <typename T>
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Layer<T, D>& push_layer ( TileMapData<T, D>& parTilemap, const coords& parSubdiv );
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void preload ( const coords& parFrom, const coords& parTo );
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private:
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const coords m_size;
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const coords m_tilesize;
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LayerList m_layers;
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};
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} //namespace dk
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#include "implem/tyler.inl"
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#endif
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