#include #include #include using namespace mbgl; RasterTileData::RasterTileData(Tile::ID id, Map &map, const SourceInfo &source) : TileData(id, map, source), bucket(map.getTexturepool(), properties) { } RasterTileData::~RasterTileData() { } void RasterTileData::parse() { if (state != State::loaded) { return; } if (bucket.setImage(data)) { state = State::parsed; } else { state = State::invalid; } } void RasterTileData::render(Painter &painter, std::shared_ptr layer_desc, const mat4 &matrix) { bucket.render(painter, layer_desc, id, matrix); } bool RasterTileData::hasData(std::shared_ptr /*layer_desc*/) const { return bucket.hasData(); }