1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
/**************************************************************************/
/*  tile_map_layer.h                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
/*                        https://godotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
/*                                                                        */
/* Permission is hereby granted, free of charge, to any person obtaining  */
/* a copy of this software and associated documentation files (the        */
/* "Software"), to deal in the Software without restriction, including    */
/* without limitation the rights to use, copy, modify, merge, publish,    */
/* distribute, sublicense, and/or sell copies of the Software, and to     */
/* permit persons to whom the Software is furnished to do so, subject to  */
/* the following conditions:                                              */
/*                                                                        */
/* The above copyright notice and this permission notice shall be         */
/* included in all copies or substantial portions of the Software.        */
/*                                                                        */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#ifndef TILE_MAP_LAYER_H
#define TILE_MAP_LAYER_H

#include "scene/resources/2d/tile_set.h"

class TileSetAtlasSource;
class TileMap;

enum TileMapLayerDataFormat {
	TILE_MAP_LAYER_DATA_FORMAT_0 = 0,
	TILE_MAP_LAYER_DATA_FORMAT_MAX,
};

class TerrainConstraint {
private:
	Ref<TileSet> tile_set;
	Vector2i base_cell_coords;
	int bit = -1;
	int terrain = -1;

	int priority = 1;

public:
	bool operator<(const TerrainConstraint &p_other) const {
		if (base_cell_coords == p_other.base_cell_coords) {
			return bit < p_other.bit;
		}
		return base_cell_coords < p_other.base_cell_coords;
	}

	String to_string() const {
		return vformat("Constraint {pos:%s, bit:%d, terrain:%d, priority:%d}", base_cell_coords, bit, terrain, priority);
	}

	Vector2i get_base_cell_coords() const {
		return base_cell_coords;
	}

	bool is_center_bit() const {
		return bit == 0;
	}

	HashMap<Vector2i, TileSet::CellNeighbor> get_overlapping_coords_and_peering_bits() const;

	void set_terrain(int p_terrain) {
		terrain = p_terrain;
	}

	int get_terrain() const {
		return terrain;
	}

	void set_priority(int p_priority) {
		priority = p_priority;
	}

	int get_priority() const {
		return priority;
	}

	TerrainConstraint(Ref<TileSet> p_tile_set, const Vector2i &p_position, int p_terrain); // For the center terrain bit
	TerrainConstraint(Ref<TileSet> p_tile_set, const Vector2i &p_position, const TileSet::CellNeighbor &p_bit, int p_terrain); // For peering bits
	TerrainConstraint() {}
};

#ifdef DEBUG_ENABLED
class DebugQuadrant;
#endif // DEBUG_ENABLED
class RenderingQuadrant;

struct CellData {
	Vector2i coords;
	TileMapCell cell;

	// Debug.
	SelfList<CellData> debug_quadrant_list_element;

	// Rendering.
	Ref<RenderingQuadrant> rendering_quadrant;
	SelfList<CellData> rendering_quadrant_list_element;
	LocalVector<LocalVector<RID>> occluders;

	// Physics.
	LocalVector<RID> bodies;

	// Navigation.
	LocalVector<RID> navigation_regions;

	// Scenes.
	String scene;

	// Runtime TileData cache.
	TileData *runtime_tile_data_cache = nullptr;

	// List elements.
	SelfList<CellData> dirty_list_element;

	bool operator<(const CellData &p_other) const {
		return coords < p_other.coords;
	}

	// For those, copy everything but SelfList elements.
	void operator=(const CellData &p_other) {
		coords = p_other.coords;
		cell = p_other.cell;
		occluders = p_other.occluders;
		bodies = p_other.bodies;
		navigation_regions = p_other.navigation_regions;
		scene = p_other.scene;
		runtime_tile_data_cache = p_other.runtime_tile_data_cache;
	}

	CellData(const CellData &p_other) :
			debug_quadrant_list_element(this),
			rendering_quadrant_list_element(this),
			dirty_list_element(this) {
		coords = p_other.coords;
		cell = p_other.cell;
		occluders = p_other.occluders;
		bodies = p_other.bodies;
		navigation_regions = p_other.navigation_regions;
		scene = p_other.scene;
		runtime_tile_data_cache = p_other.runtime_tile_data_cache;
	}

	CellData() :
			debug_quadrant_list_element(this),
			rendering_quadrant_list_element(this),
			dirty_list_element(this) {
	}
};

// We use another comparator for Y-sorted layers with reversed X drawing order.
struct CellDataYSortedXReversedComparator {
	_FORCE_INLINE_ bool operator()(const CellData &p_a, const CellData &p_b) const {
		return p_a.coords.x == p_b.coords.x ? (p_a.coords.y < p_b.coords.y) : (p_a.coords.x > p_b.coords.x);
	}
};

#ifdef DEBUG_ENABLED
class DebugQuadrant : public RefCounted {
	GDCLASS(DebugQuadrant, RefCounted);

public:
	Vector2i quadrant_coords;
	SelfList<CellData>::List cells;
	RID canvas_item;

	SelfList<DebugQuadrant> dirty_quadrant_list_element;

	DebugQuadrant() :
			dirty_quadrant_list_element(this) {
	}

	~DebugQuadrant() {
		cells.clear();
	}
};
#endif // DEBUG_ENABLED

class RenderingQuadrant : public RefCounted {
	GDCLASS(RenderingQuadrant, RefCounted);

public:
	struct CoordsWorldComparator {
		_ALWAYS_INLINE_ bool operator()(const Vector2 &p_a, const Vector2 &p_b) const {
			// We sort the cells by their local coords, as it is needed by rendering.
			if (p_a.y == p_b.y) {
				return p_a.x > p_b.x;
			} else {
				return p_a.y < p_b.y;
			}
		}
	};

	Vector2i quadrant_coords;
	SelfList<CellData>::List cells;
	List<RID> canvas_items;
	Vector2 canvas_items_position;

	SelfList<RenderingQuadrant> dirty_quadrant_list_element;

	RenderingQuadrant() :
			dirty_quadrant_list_element(this) {
	}

	~RenderingQuadrant() {
		cells.clear();
	}
};

class TileMapLayer : public Node2D {
	GDCLASS(TileMapLayer, Node2D);

public:
	enum HighlightMode {
		HIGHLIGHT_MODE_DEFAULT,
		HIGHLIGHT_MODE_ABOVE,
		HIGHLIGHT_MODE_BELOW,
	};

	enum DebugVisibilityMode {
		DEBUG_VISIBILITY_MODE_DEFAULT,
		DEBUG_VISIBILITY_MODE_FORCE_SHOW,
		DEBUG_VISIBILITY_MODE_FORCE_HIDE,
	};

	enum DirtyFlags {
		DIRTY_FLAGS_LAYER_ENABLED = 0,

		DIRTY_FLAGS_LAYER_IN_TREE,
		DIRTY_FLAGS_LAYER_IN_CANVAS,
		DIRTY_FLAGS_LAYER_LOCAL_TRANSFORM,
		DIRTY_FLAGS_LAYER_VISIBILITY,
		DIRTY_FLAGS_LAYER_SELF_MODULATE,
		DIRTY_FLAGS_LAYER_Y_SORT_ENABLED,
		DIRTY_FLAGS_LAYER_Y_SORT_ORIGIN,
		DIRTY_FLAGS_LAYER_X_DRAW_ORDER_REVERSED,
		DIRTY_FLAGS_LAYER_Z_INDEX,
		DIRTY_FLAGS_LAYER_LIGHT_MASK,
		DIRTY_FLAGS_LAYER_TEXTURE_FILTER,
		DIRTY_FLAGS_LAYER_TEXTURE_REPEAT,
		DIRTY_FLAGS_LAYER_RENDERING_QUADRANT_SIZE,
		DIRTY_FLAGS_LAYER_COLLISION_ENABLED,
		DIRTY_FLAGS_LAYER_USE_KINEMATIC_BODIES,
		DIRTY_FLAGS_LAYER_COLLISION_VISIBILITY_MODE,
		DIRTY_FLAGS_LAYER_OCCLUSION_ENABLED,
		DIRTY_FLAGS_LAYER_NAVIGATION_ENABLED,
		DIRTY_FLAGS_LAYER_NAVIGATION_MAP,
		DIRTY_FLAGS_LAYER_NAVIGATION_VISIBILITY_MODE,
		DIRTY_FLAGS_LAYER_RUNTIME_UPDATE,

		DIRTY_FLAGS_LAYER_INDEX_IN_TILE_MAP_NODE, // For compatibility.

		DIRTY_FLAGS_LAYER_GROUP_SELECTED_LAYERS,
		DIRTY_FLAGS_LAYER_GROUP_HIGHLIGHT_SELECTED,

		DIRTY_FLAGS_TILE_SET,

		DIRTY_FLAGS_MAX,
	};

private:
	static constexpr float FP_ADJUST = 0.00001;

	// Properties.
	HashMap<Vector2i, CellData> tile_map_layer_data;

	bool enabled = true;
	Ref<TileSet> tile_set;

	HighlightMode highlight_mode = HIGHLIGHT_MODE_DEFAULT;

	int y_sort_origin = 0;
	bool x_draw_order_reversed = false;
	int rendering_quadrant_size = 16;

	bool collision_enabled = true;
	bool use_kinematic_bodies = false;
	DebugVisibilityMode collision_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT;

	bool occlusion_enabled = true;

	bool navigation_enabled = true;
	RID navigation_map_override;
	DebugVisibilityMode navigation_visibility_mode = DEBUG_VISIBILITY_MODE_DEFAULT;

	// Internal.
	bool pending_update = false;

	// For keeping compatibility with TileMap.
	TileMap *tile_map_node = nullptr;
	int layer_index_in_tile_map_node = -1;

	// Dirty flag. Allows knowing what was modified since the last update.
	struct {
		bool flags[DIRTY_FLAGS_MAX] = { false };
		SelfList<CellData>::List cell_list;
	} dirty;

	// Rect cache.
	mutable Rect2 rect_cache;
	mutable bool rect_cache_dirty = true;
	mutable Rect2i used_rect_cache;
	mutable bool used_rect_cache_dirty = true;

	// Runtime tile data.
	bool _runtime_update_tile_data_was_cleaned_up = false;
	void _build_runtime_update_tile_data(bool p_force_cleanup);
	void _build_runtime_update_tile_data_for_cell(CellData &r_cell_data, bool p_use_tilemap_for_runtime, bool p_auto_add_to_dirty_list = false);
	bool _runtime_update_needs_all_cells_cleaned_up = false;
	void _clear_runtime_update_tile_data();
	void _clear_runtime_update_tile_data_for_cell(CellData &r_cell_data);
	void _update_cells_callback(bool p_force_cleanup);

	// Per-system methods.
#ifdef DEBUG_ENABLED
	HashMap<Vector2i, Ref<DebugQuadrant>> debug_quadrant_map;
	Vector2i _coords_to_debug_quadrant_coords(const Vector2i &p_coords) const;
	bool _debug_was_cleaned_up = false;
	void _debug_update(bool p_force_cleanup);
	void _debug_quadrants_update_cell(CellData &r_cell_data, SelfList<DebugQuadrant>::List &r_dirty_debug_quadrant_list);
#endif // DEBUG_ENABLED

	HashMap<Vector2i, Ref<RenderingQuadrant>> rendering_quadrant_map;
	bool _rendering_was_cleaned_up = false;
	void _rendering_update(bool p_force_cleanup);
	void _rendering_notification(int p_what);
	void _rendering_quadrants_update_cell(CellData &r_cell_data, SelfList<RenderingQuadrant>::List &r_dirty_rendering_quadrant_list);
	void _rendering_occluders_clear_cell(CellData &r_cell_data);
	void _rendering_occluders_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _rendering_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED

	HashMap<RID, Vector2i> bodies_coords; // Mapping for RID to coords.
	bool _physics_was_cleaned_up = false;
	void _physics_update(bool p_force_cleanup);
	void _physics_notification(int p_what);
	void _physics_clear_cell(CellData &r_cell_data);
	void _physics_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _physics_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED

	bool _navigation_was_cleaned_up = false;
	void _navigation_update(bool p_force_cleanup);
	void _navigation_notification(int p_what);
	void _navigation_clear_cell(CellData &r_cell_data);
	void _navigation_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _navigation_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED

	bool _scenes_was_cleaned_up = false;
	void _scenes_update(bool p_force_cleanup);
	void _scenes_clear_cell(CellData &r_cell_data);
	void _scenes_update_cell(CellData &r_cell_data);
#ifdef DEBUG_ENABLED
	void _scenes_draw_cell_debug(const RID &p_canvas_item, const Vector2 &p_quadrant_pos, const CellData &r_cell_data);
#endif // DEBUG_ENABLED

	// Terrains.
	TileSet::TerrainsPattern _get_best_terrain_pattern_for_constraints(int p_terrain_set, const Vector2i &p_position, const RBSet<TerrainConstraint> &p_constraints, TileSet::TerrainsPattern p_current_pattern) const;
	RBSet<TerrainConstraint> _get_terrain_constraints_from_added_pattern(const Vector2i &p_position, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern) const;
	RBSet<TerrainConstraint> _get_terrain_constraints_from_painted_cells_list(const RBSet<Vector2i> &p_painted, int p_terrain_set, bool p_ignore_empty_terrains) const;

	void _tile_set_changed();

	void _renamed();
	void _update_notify_local_transform();

	// Internal updates.
	void _queue_internal_update();
	void _deferred_internal_update();
	void _internal_update(bool p_force_cleanup);

	virtual void _physics_interpolated_changed() override;

protected:
	void _notification(int p_what);

	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;

	virtual void _update_self_texture_filter(RS::CanvasItemTextureFilter p_texture_filter) override;
	virtual void _update_self_texture_repeat(RS::CanvasItemTextureRepeat p_texture_repeat) override;

public:
#ifdef TOOLS_ENABLED
	virtual bool _edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const override;
#endif

	// TileMap node.
	void set_as_tile_map_internal_node(int p_index);
	int get_index_in_tile_map() const {
		return layer_index_in_tile_map_node;
	}
	const HashMap<Vector2i, CellData> &get_tile_map_layer_data() const {
		return tile_map_layer_data;
	}

	// Rect caching.
	Rect2 get_rect(bool &r_changed) const;

	// Terrains.
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_constraints(const Vector<Vector2i> &p_to_replace, int p_terrain_set, const RBSet<TerrainConstraint> &p_constraints) const; // Not exposed.
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_connect(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true) const; // Not exposed.
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_path(const Vector<Vector2i> &p_coords_array, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true) const; // Not exposed.
	HashMap<Vector2i, TileSet::TerrainsPattern> terrain_fill_pattern(const Vector<Vector2i> &p_coords_array, int p_terrain_set, TileSet::TerrainsPattern p_terrains_pattern, bool p_ignore_empty_terrains = true) const; // Not exposed.

	// Not exposed to users.
	TileMapCell get_cell(const Vector2i &p_coords) const;

	static void draw_tile(RID p_canvas_item, const Vector2 &p_position, const Ref<TileSet> p_tile_set, int p_atlas_source_id, const Vector2i &p_atlas_coords, int p_alternative_tile, int p_frame = -1, Color p_modulation = Color(1.0, 1.0, 1.0, 1.0), const TileData *p_tile_data_override = nullptr, real_t p_normalized_animation_offset = 0.0);

	////////////// Exposed functions //////////////

	// --- Cells manipulation ---
	// Generic cells manipulations and data access.
	void set_cell(const Vector2i &p_coords, int p_source_id = TileSet::INVALID_SOURCE, const Vector2i &p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = 0);
	void erase_cell(const Vector2i &p_coords);
	void fix_invalid_tiles();
	void clear();

	int get_cell_source_id(const Vector2i &p_coords) const;
	Vector2i get_cell_atlas_coords(const Vector2i &p_coords) const;
	int get_cell_alternative_tile(const Vector2i &p_coords) const;
	TileData *get_cell_tile_data(const Vector2i &p_coords) const; // Helper method to make accessing the data easier.

	TypedArray<Vector2i> get_used_cells() const;
	TypedArray<Vector2i> get_used_cells_by_id(int p_source_id = TileSet::INVALID_SOURCE, const Vector2i &p_atlas_coords = TileSetSource::INVALID_ATLAS_COORDS, int p_alternative_tile = TileSetSource::INVALID_TILE_ALTERNATIVE) const;
	Rect2i get_used_rect() const;

	bool is_cell_flipped_h(const Vector2i &p_coords) const;
	bool is_cell_flipped_v(const Vector2i &p_coords) const;
	bool is_cell_transposed(const Vector2i &p_coords) const;

	// Patterns.
	Ref<TileMapPattern> get_pattern(TypedArray<Vector2i> p_coords_array);
	void set_pattern(const Vector2i &p_position, const Ref<TileMapPattern> p_pattern);

	// Terrains.
	void set_cells_terrain_connect(TypedArray<Vector2i> p_cells, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);
	void set_cells_terrain_path(TypedArray<Vector2i> p_path, int p_terrain_set, int p_terrain, bool p_ignore_empty_terrains = true);

	// --- Physics helpers ---
	bool has_body_rid(RID p_physics_body) const;
	Vector2i get_coords_for_body_rid(RID p_physics_body) const; // For finding tiles from collision.

	// --- Runtime ---
	void update_internals();
	void notify_runtime_tile_data_update();
	GDVIRTUAL1R(bool, _use_tile_data_runtime_update, Vector2i);
	GDVIRTUAL2(_tile_data_runtime_update, Vector2i, TileData *);
	GDVIRTUAL2(_update_cells, TypedArray<Vector2i>, bool);

	// --- Shortcuts to methods defined in TileSet ---
	Vector2i map_pattern(const Vector2i &p_position_in_tilemap, const Vector2i &p_coords_in_pattern, Ref<TileMapPattern> p_pattern);
	TypedArray<Vector2i> get_surrounding_cells(const Vector2i &p_coords);
	Vector2i get_neighbor_cell(const Vector2i &p_coords, TileSet::CellNeighbor p_cell_neighbor) const;
	Vector2 map_to_local(const Vector2i &p_pos) const;
	Vector2i local_to_map(const Vector2 &p_pos) const;

	// --- Accessors ---
	void set_tile_map_data_from_array(const Vector<uint8_t> &p_data);
	Vector<uint8_t> get_tile_map_data_as_array() const;

	void set_enabled(bool p_enabled);
	bool is_enabled() const;
	void set_tile_set(const Ref<TileSet> &p_tile_set);
	Ref<TileSet> get_tile_set() const;

	void set_highlight_mode(HighlightMode p_highlight_mode);
	HighlightMode get_highlight_mode() const;

	virtual void set_self_modulate(const Color &p_self_modulate) override;
	virtual void set_y_sort_enabled(bool p_y_sort_enabled) override;
	void set_y_sort_origin(int p_y_sort_origin);
	int get_y_sort_origin() const;
	void set_x_draw_order_reversed(bool p_x_draw_order_reversed);
	bool is_x_draw_order_reversed() const;
	virtual void set_z_index(int p_z_index) override;
	virtual void set_light_mask(int p_light_mask) override;
	void set_rendering_quadrant_size(int p_size);
	int get_rendering_quadrant_size() const;

	void set_collision_enabled(bool p_enabled);
	bool is_collision_enabled() const;
	void set_use_kinematic_bodies(bool p_use_kinematic_bodies);
	bool is_using_kinematic_bodies() const;
	void set_collision_visibility_mode(DebugVisibilityMode p_show_collision);
	DebugVisibilityMode get_collision_visibility_mode() const;

	void set_occlusion_enabled(bool p_enabled);
	bool is_occlusion_enabled() const;

	void set_navigation_enabled(bool p_enabled);
	bool is_navigation_enabled() const;
	void set_navigation_map(RID p_map);
	RID get_navigation_map() const;
	void set_navigation_visibility_mode(DebugVisibilityMode p_show_navigation);
	DebugVisibilityMode get_navigation_visibility_mode() const;

	TileMapLayer();
	~TileMapLayer();
};

VARIANT_ENUM_CAST(TileMapLayer::DebugVisibilityMode);

#endif // TILE_MAP_LAYER_H