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-rw-r--r--include/mbgl/style/layers/custom_layer.hpp74
1 files changed, 36 insertions, 38 deletions
diff --git a/include/mbgl/style/layers/custom_layer.hpp b/include/mbgl/style/layers/custom_layer.hpp
index 5aa80a3afe..9911df9a1e 100644
--- a/include/mbgl/style/layers/custom_layer.hpp
+++ b/include/mbgl/style/layers/custom_layer.hpp
@@ -2,13 +2,11 @@
#include <mbgl/style/layer.hpp>
-#include <functional>
-
namespace mbgl {
namespace style {
/**
- * Parameters that define the current camera position for a CustomLayerRenderFunction.
+ * Parameters that define the current camera position for a `CustomLayerHost::render()` function.
*/
struct CustomLayerRenderParameters {
double width;
@@ -23,41 +21,41 @@ struct CustomLayerRenderParameters {
class CustomLayerHost {
public:
-virtual ~CustomLayerHost() = default;
-/**
- * Initialize any GL state needed by the custom layer. This method is called once, from the
- * main thread, at a point when the GL context is active but before rendering for the first
- * time.
- *
- * Resources that are acquired in this method must be released in the UninitializeFunction.
- */
-virtual void initialize() = 0;
-
-/**
- * Render the layer. This method is called once per frame. The implementation should not make
- * any assumptions about the GL state (other than that the correct context is active). It may
- * make changes to the state, and is not required to reset values such as the depth mask, stencil
- * mask, and corresponding test flags to their original values.
- * Make sure that you are drawing your fragments with a z value of 1 to take advantage of the
- * opaque fragment culling in case there are opaque layers above your custom layer.
- */
-virtual void render(const CustomLayerRenderParameters&) = 0;
-
-/**
- * Called when the system has destroyed the underlying GL context. The
- * `CustomLayerDeinitializeFunction` will not be called in this case, however
- * `CustomLayerInitializeFunction` will be called instead to prepare for a new render.
- *
- */
-virtual void contextLost() = 0;
-
-/**
- * Destroy any GL state needed by the custom layer, and deallocate context, if necessary. This
- * method is called once, from the main thread, at a point when the GL context is active.
- *
- * Note that it may be called even when the InitializeFunction has not been called.
- */
-virtual void deinitialize() = 0;
+ virtual ~CustomLayerHost() = default;
+ /**
+ * Initialize any GL state needed by the custom layer. This method is called once, from the
+ * main thread, at a point when the GL context is active but before rendering for the first
+ * time.
+ *
+ * Resources that are acquired in this method must be released in the `deinitialize` function.
+ */
+ virtual void initialize() = 0;
+
+ /**
+ * Render the layer. This method is called once per frame. The implementation should not make
+ * any assumptions about the GL state (other than that the correct context is active). It may
+ * make changes to the state, and is not required to reset values such as the depth mask, stencil
+ * mask, and corresponding test flags to their original values.
+ * Make sure that you are drawing your fragments with a z value of 1 to take advantage of the
+ * opaque fragment culling in case there are opaque layers above your custom layer.
+ */
+ virtual void render(const CustomLayerRenderParameters&) = 0;
+
+ /**
+ * Called when the system has destroyed the underlying GL context. The
+ * `deinitialize` function will not be called in this case, however
+ * `initialize` will be called instead to prepare for a new render.
+ *
+ */
+ virtual void contextLost() = 0;
+
+ /**
+ * Destroy any GL state needed by the custom layer, and deallocate context, if necessary. This
+ * method is called once, from the main thread, at a point when the GL context is active.
+ *
+ * Note that it may be called even when the `initialize` function has not been called.
+ */
+ virtual void deinitialize() = 0;
};
class CustomLayer : public Layer {