// IAEngine: 2D Game Engine by IA
// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
//
// 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 .
#include
#include
namespace ia::iae
{
STATIC Vector TileTextures;
TileMapComponent::TileMapComponent(IN Node2D *node) : TextureComponent(node)
{
}
VOID TileMapComponent::Draw()
{
TextureComponent::Draw();
}
VOID TileMapComponent::DebugDraw()
{
TextureComponent::DebugDraw();
}
VOID TileMapComponent::Update()
{
TextureComponent::Update();
}
VOID TileMapComponent::FixedUpdate()
{
TextureComponent::FixedUpdate();
}
VOID TileMapComponent::BeginGridSetup(IN INT32 tileWidth, IN INT32 tileHeight, IN INT32 tileCountX,
IN INT32 tileCountY)
{
m_tileWidth = tileWidth;
m_tileHeight = tileHeight;
m_tileCountX = tileCountX;
m_tileCountY = tileCountY;
TileTextures.resize(m_tileCountX * m_tileCountY);
}
VOID TileMapComponent::SetupGridTile(IN INT32 index, IN Handle texture)
{
TileTextures[index] = texture;
}
VOID TileMapComponent::SetupGridTile(IN INT32 x, IN INT32 y, IN Handle texture)
{
TileTextures[x + y * m_tileCountX] = texture;
}
VOID TileMapComponent::EndGridSetup()
{
m_mapTexture = Engine::CombineImages(TileTextures, m_tileWidth, m_tileHeight, m_tileCountX, m_tileCountY);
SetTexture(m_mapTexture);
TileTextures.reset();
}
} // namespace ia::iae