TileSetFile Class
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This class is used to create a tileset file — the file that keeps data that is based on X and Y indices. The values of X and Y are limited to the integer and can be both positive and negative. The maximum size of the tile is limited to 2Gb. The maximum size of a tileset is limited to the unsigned integer value. Tileset files are stored using the .UTS and .UTSH formats.
TilesetFile Class
Members
static TilesetFile ( ) #
Constructor. Creates a tileset file.int getNumTiles ( ) #
Returns the number of tiles in the tileset file.Return value
Number of tiles.long getOffset ( int x, int y ) #
Returns the offset for the tile with specified coordinates.Arguments
- int x - X-coordinate value.
- int y - Y-coordinate value.
Return value
Offset value.int isOpened ( ) #
Returns a value indicating if the tileset file is opened.Return value
1 if the tileset file is opened; otherwise, 0.int setTile ( int x, int y, ??? byte[] data, int force = 1 ) #
Sets the data of the specified tile by copying from the source buffer.Arguments
- int x - X-coordinate value.
- int y - Y-coordinate value.
- ??? byte[] data - Source buffer.
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushHeader() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushHeader() method.
Return value
1, if the operation was successful; otherwise, 0.int getTile ( int x, int y, ??? byte[] data ) #
Copies the data of the specified tile to the destination buffer.Arguments
- int x - X-coordinate value.
- int y - Y-coordinate value.
- ??? byte[] data - Destination buffer.
Return value
1, if the operation was successful; otherwise, 0.int getTilePos ( int num, int & x, int & y ) #
Retrieves the coordinates of the tile with a given index and puts them to x and y respectively.Arguments
- int num - Tile index.
- int & x - X-coordinate of the tile.
- int & y - Y-coordinate of the tile.
Return value
1, if the operation was successful; otherwise, 0.int getTileSize ( ) #
Returns the size of the tile for the tileset file.Return value
Tile size.int close ( ) #
Closes the tileset file.Return value
1, if the operation was successful; otherwise, 0.int createFile ( string name, int tile_size ) #
Creates a tileset file with a given name and tile size.Arguments
- string name - File name.
- int tile_size - Tile size.
Return value
1, if the operation was successful; otherwise, 0.int flushHeader ( ) #
Applies all pending setTile() and removeTile() operations.The tileset file must be opened.
Return value
1, if the operation was successful; otherwise, 0.int hasTile ( int x, int y ) #
Returns a value indicating if there is a tile with the specified coordinates in the file.Arguments
- int x - X-coordinate value.
- int y - Y-coordinate value.
Return value
1, if the file contains the specified tile; otherwise, 0.int load ( string name ) #
Loads the given tileset file.Arguments
- string name - File name.
Return value
1, if the operation was successful; otherwise, 0.int removeTile ( int x, int y, int force = 1 ) #
Removes the tile with specified coordinates from the file.Arguments
- int x - X-coordinate value.
- int y - Y-coordinate value.
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushHeader() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushHeader() method.
Return value
1, if the operation was successful; otherwise, 0.int setDoubleAttribute ( string name, double value, int force = 1 ) #
Sets the given value for the attribute with the specified name.Arguments
- string name - Attribute name.
- double value - Attribute value.
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushAttributes() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushAttributes() method.
Return value
1, if the operation was successful; otherwise, 0.double getDoubleAttribute ( string name ) #
Returns the current value of the attribute with the specified name.Arguments
- string name - Attribute name.
Return value
Attribute value.int setIntAttribute ( string name, int value, int radix = 10, int force = 1 ) #
Sets the given value for the attribute with the specified name.Arguments
- string name - Attribute name.
- int value - Attribute value to be set.
- int radix - Numerical base used to represent the value as a string, one of the following values:
- 2 - binary
- 10 - octal
- 10 - decimal
- 16 - hexadecimal
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushAttributes() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushAttributes() method.
Return value
1, if the operation was successful; otherwise, 0.int getIntAttribute ( string name ) #
Returns the current value of the attribute with the specified name.Arguments
- string name - Attribute name.
Return value
Attribute value.int setFloatAttribute ( string name, float value, int force = 1 ) #
Sets the given value for the attribute with the specified name.Arguments
- string name - Attribute name.
- float value - Attribute value to be set.
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushAttributes() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushAttributes() method.
Return value
1, if the operation was successful; otherwise, 0.float getFloatAttribute ( string name ) #
Returns the current value of the attribute with the specified name.Arguments
- string name - Attribute name.
Return value
Attribute value.int hasAttribute ( string name ) #
Returns a value indicating if an attribute with the specified name exists in the tileset file.Arguments
- string name - Attribute name.
Return value
1, if an attribute with the specified name exists; otherwise, 0.int setAttribute ( string name, string value, int force = 1 ) #
Sets the given value for the attribute with the specified name.Arguments
- string name - Attribute name.
- string value - Attribute value to be set as a string.
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushAttributes() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushAttributes() method.
Return value
1, if the operation was successful; otherwise, 0.String getAttribute ( string name ) #
Returns the current value of the attribute with the specified name.Arguments
- string name - Attribute name.
Return value
Attribute value as a string.int removeAttribute ( string name, int force = 1 ) #
Removes the attribute with the given name.Arguments
- string name - Name of the attribute to be removed.
- int force - Force flag.
- If 1 is specified, the data will be updated immediately.
- If 0 is specified, the data will be updated only when the flushAttributes() method is called.
To improve performance it is recommended to set this flag to 0 to accumulate multiple tile update operations and apply them all at once by calling the flushAttributes() method.
Return value
1, if the operation was successful; otherwise, 0.int flushAttributes ( ) #
Applies all pending setAttribute(), setDoubleAttribute(), setIntAttribute(), setFloatAttribute()and removeAttribute() operations.The tileset file must be opened.
Return value
1, if the operation was successful; otherwise, 0.Vector<String> getAttributeNames ( ) #
Returns the list of names of all attributes in the tileset file.Return value
Vector containing names of all attributes in the tileset file.Last update:
2020-04-10
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