Let TileMap apply its material

So when a material is set, every tile will be rendered with that. Quadrants will not be recreated, so a `CanvasItem` will exist per material per quadrant regardless a global material is set.

This makes also __Use parent material__ work for `TileMap`s.

Closes #9996.
This commit is contained in:
Pedro J. Estébanez 2017-08-15 23:33:19 +02:00
parent a4f9c95169
commit 3bb5abbc35
3 changed files with 39 additions and 2 deletions

View file

@ -336,6 +336,7 @@ void TileMap::_update_dirty_quadrants() {
if (mat.is_valid())
vs->canvas_item_set_material(canvas_item, mat->get_rid());
vs->canvas_item_set_parent(canvas_item, get_canvas_item());
_update_item_material_state(canvas_item);
Transform2D xform;
xform.set_origin(q.pos);
vs->canvas_item_set_transform(canvas_item, xform);
@ -782,6 +783,35 @@ void TileMap::_clear_quadrants() {
}
}
void TileMap::set_material(const Ref<Material> &p_material) {
CanvasItem::set_material(p_material);
_update_all_items_material_state();
}
void TileMap::set_use_parent_material(bool p_use_parent_material) {
CanvasItem::set_use_parent_material(p_use_parent_material);
_update_all_items_material_state();
}
void TileMap::_update_all_items_material_state() {
for (Map<PosKey, Quadrant>::Element *E = quadrant_map.front(); E; E = E->next()) {
Quadrant &q = E->get();
for (List<RID>::Element *E = q.canvas_items.front(); E; E = E->next()) {
_update_item_material_state(E->get());
}
}
}
void TileMap::_update_item_material_state(const RID &p_canvas_item) {
VS::get_singleton()->canvas_item_set_use_parent_material(p_canvas_item, get_use_parent_material() || get_material().is_valid());
}
void TileMap::clear() {
_clear_quadrants();