#pragma once #include #include #include #include #include #include #include #include #include namespace mbgl { namespace style { class LayerObserver; class Filter; /** * @brief Holds static data for a certain layer type. */ struct LayerTypeInfo { /** * @brief contains the layer type as defined in the style specification; */ const char* type; /** * @brief contains \c Source::Required if the corresponding layer type * requires source. Contains \c Source::NotRequired otherwise. */ const enum class Source { Required, NotRequired } source; /** * @brief contains \c Pass3D::Required if the corresponding layer type * requires 3D rendering pass. Contains \c Pass3D::NotRequired otherwise. */ const enum class Pass3D { Required, NotRequired } pass3d; /** * @brief contains \c Layout::Required if the corresponding layer type * requires layouting. * contains \c Layout::NotRequired otherwise. */ const enum class Layout { Required, NotRequired } layout; /** * @brief contains \c Clipping::Required if the corresponding layer type * requires clipping. Contains \c Clipping::NotRequired otherwise. */ const enum class Clipping { Required, NotRequired } clipping; /** * @brief contains \c FadingTiles::Required if the corresponding layer type * requires rendering on fading tiles. Contains \c FadingTiles::NotRequired otherwise. */ const enum class FadingTiles { Required, NotRequired } fadingTiles; }; /** * The runtime representation of a [layer](https://www.mapbox.com/mapbox-gl-style-spec/#layers) from the Mapbox Style * Specification. * * `Layer` is an abstract base class; concrete derived classes are provided for each layer type. `Layer` contains * functionality that is common to all layer types: * * * Runtime type information: type predicates and casting * * Accessors for properties common to all layer types: ID, visibility, etc. * * Cloning and copying * * All other functionality lives in the derived classes. To instantiate a layer, create an instance of the desired * type, calling `LayerManager`: * * auto circleLayer = LayerManager::get()->createLayer("circle", ...); */ class Layer { public: Layer(const Layer& ) = delete; Layer& operator=(const Layer&) = delete; virtual ~Layer(); std::string getID() const; // Source std::string getSourceID() const; std::string getSourceLayer() const; void setSourceLayer(const std::string& sourceLayer); // Filter const Filter& getFilter() const; void setFilter(const Filter&); // Visibility VisibilityType getVisibility() const; void setVisibility(VisibilityType); // Zoom range float getMinZoom() const; float getMaxZoom() const; void setMinZoom(float); void setMaxZoom(float); // Dynamic properties virtual optional setLayoutProperty(const std::string& name, const conversion::Convertible& value) = 0; virtual optional setPaintProperty(const std::string& name, const conversion::Convertible& value) = 0; optional setVisibility(const conversion::Convertible& value); // Private implementation // TODO : We should not have public mutable data members. class Impl; Immutable baseImpl; // Create a layer, copying all properties except id and paint properties from this layer. virtual std::unique_ptr cloneRef(const std::string& id) const = 0; void setObserver(LayerObserver*); // For use in SDK bindings, which store a reference to a platform-native peer // object here, so that separately-obtained references to this object share // identical platform-native peers. util::peer peer; Layer(Immutable); const LayerTypeInfo* getTypeInfo() const noexcept; protected: virtual Mutable mutableBaseImpl() const = 0; LayerObserver* observer; }; } // namespace style } // namespace mbgl