CRM64Pro GDK  v0.97
A free cross-platform game development kit built on top of SDL 2.0
Modules | Macros
Tile Engine

Modules

 Tile Engine MapData
 
 Tile Engine Core
 

Macros

#define TE_LAYERFLAG_DISABLE   0
 
#define TE_LAYERFLAG_LOOPX   1
 
#define TE_LAYERFLAG_LOOPY   2
 
#define TE_LAYERFLAG_AUTOSCROLL   4
 
#define TE_LAYERFLAG_UPDATE   8
 
#define TE_LAYERFLAG_UPDATECELLS   16
 
#define TE_LAYERFLAG_RENDER   32
 
#define TE_LAYERFLAG_SMOOTHSCROLL   64
 
#define TE_LAYERFLAG_SHOWGRID   128
 
#define TE_LAYERFLAG_PAUSE   256
 
#define TE_KEEP_VALUE   0x00FFFFFE
 
#define TE_LAYERPOSITION_BEGIN   0x00FFFFFD
 
#define TE_LAYERPOSITION_MIDDLE   0x00FFFFFC
 
#define TE_LAYERPOSITION_END   0x00FFFFFB
 
#define TE_LAYERPOSITION_CENTER   0x0A000000
 
#define TE_REGISTEREDMAPDATA_MAX   3
 
#define TE_TILESET_DEFAULT_SOURCE   "TE-TS-DEFAULT-SOURCE"
 
#define TE_LAYER_EMPTY   "TE-LAYER-EMTPY"
 

Detailed Description

Logic group containing the Tile Engine module.

Macro Definition Documentation

◆ TE_LAYERFLAG_DISABLE

#define TE_LAYERFLAG_DISABLE   0

Disable all layer's flags. Default value.

◆ TE_LAYERFLAG_LOOPX

#define TE_LAYERFLAG_LOOPX   1

Enable the loop on X axis.

◆ TE_LAYERFLAG_LOOPY

#define TE_LAYERFLAG_LOOPY   2

Enable the loop on Y axis.

◆ TE_LAYERFLAG_AUTOSCROLL

#define TE_LAYERFLAG_AUTOSCROLL   4

Enable autoscroll flag. Check setLayerAutoScroll() for further details.

◆ TE_LAYERFLAG_UPDATE

#define TE_LAYERFLAG_UPDATE   8

Enable the updating flag. Check update() for further details.

◆ TE_LAYERFLAG_UPDATECELLS

#define TE_LAYERFLAG_UPDATECELLS   16

Enable the updating cells flag. Check update() for further details.

◆ TE_LAYERFLAG_RENDER

#define TE_LAYERFLAG_RENDER   32

Enable the rendering flag. Check render() for further details.

◆ TE_LAYERFLAG_SMOOTHSCROLL

#define TE_LAYERFLAG_SMOOTHSCROLL   64

Enable the smooth rendering flag. Check render() for further details.

◆ TE_LAYERFLAG_SHOWGRID

#define TE_LAYERFLAG_SHOWGRID   128

Show the base mapdata grid (for debugging purposes). Check setLayerGridColor() for further details.

◆ TE_LAYERFLAG_PAUSE

#define TE_LAYERFLAG_PAUSE   256

Pause the layer (current positions can not be modified). Note that update() and render() methods should be called to keep the internal state.

◆ TE_KEEP_VALUE

#define TE_KEEP_VALUE   0x00FFFFFE

Used with properties members to avoid to change the current value.

◆ TE_LAYERPOSITION_BEGIN

#define TE_LAYERPOSITION_BEGIN   0x00FFFFFD

Set the layer position at the beginning.

◆ TE_LAYERPOSITION_MIDDLE

#define TE_LAYERPOSITION_MIDDLE   0x00FFFFFC

Set the layer position at the middle.

◆ TE_LAYERPOSITION_END

#define TE_LAYERPOSITION_END   0x00FFFFFB

Set the layer position at the end.

◆ TE_LAYERPOSITION_CENTER

#define TE_LAYERPOSITION_CENTER   0x0A000000

Try to set the layer position at the center.

◆ TE_REGISTEREDMAPDATA_MAX

#define TE_REGISTEREDMAPDATA_MAX   3

Maximum registered mapdata types. [0] is always cMSTE_MapBase.

◆ TE_TILESET_DEFAULT_SOURCE

#define TE_TILESET_DEFAULT_SOURCE   "TE-TS-DEFAULT-SOURCE"

Default source for loaded tilesets. It sets that at saving level time, the tileset will be saved in the same location as the level.

◆ TE_LAYER_EMPTY

#define TE_LAYER_EMPTY   "TE-LAYER-EMTPY"

Default name for a layer which is allocated but empty.

Enumeration Type Documentation

◆ eTileEngineResCtrl

TE Resource control.

Enumerator
TERC_USER 

Used for layer maps and tilesets. The user must remove these resources after usage. Can be modified for layers but not for tilesets.

TERC_AUTO 

Used for layer maps and tilesets. The engine will automatically remove these resources. Can be modified for layers but not for tilesets.

TERC_INTERNAL 

Used for layer maps and tilesets. Importing or loading levels will set on this flag. The engine automatically manages the resources. Can not be modified.