#pragma once #include #include namespace mbgl { namespace style { /** * 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. */ using CustomLayerInitializeFunction = void (*)(void* context); /** * Parameters that define the current camera position for a CustomLayerRenderFunction. */ struct CustomLayerRenderParameters { double width; double height; double latitude; double longitude; double zoom; double bearing; double pitch; double fieldOfView; }; /** * 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. */ using CustomLayerRenderFunction = void (*)(void* context, const CustomLayerRenderParameters&); /** * 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. * */ using CustomLayerContextLostFunction = void (*)(void* context); /** * 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. */ using CustomLayerDeinitializeFunction = void (*)(void* context); using CustomLayerContextOwnerChangedFunction = void (*)(void* context, void* owner); using CustomLayerContextAttachFunction = void (*)(void* context); using CustomLayerContextDetachFunction = void (*)(void* context); class CustomLayerContext { public: CustomLayerContext() = default; virtual ~CustomLayerContext() = default; virtual void initialize() = 0; virtual void render(const CustomLayerRenderParameters&) = 0; virtual void deinitialize() {}; virtual void lost() {}; // could lose these if we go back to having the set/style manage life times for // MGLOpenGLStyleLayers virtual void attach() {} virtual void detach() {} }; class CustomLayer : public Layer { public: CustomLayer(const std::string& id, std::unique_ptr context); ~CustomLayer() final; // Visibility void setVisibility(VisibilityType) final; // Zoom range void setMinZoom(float) final; void setMaxZoom(float) final; // Private implementation class Impl; const Impl& impl() const; const void* getContext() const; void setObserver(LayerObserver* observer); Mutable mutableImpl() const; std::unique_ptr cloneRef(const std::string& id) const final; CustomLayer(const CustomLayer&) = delete; std::function onDestruction; }; template <> bool Layer::is() const; } // namespace style } // namespace mbgl