#pragma once #include #include #include #include #include #include #include #include namespace mbgl { class GeometryTileLayer; class CollisionTile; class SpriteAtlas; class GlyphAtlas; class SymbolBucket; namespace style { class Filter; } // namespace style struct Anchor; class SymbolLayout { public: SymbolLayout(std::string bucketName_, std::string sourceLayerName_, uint32_t overscaling, float zoom, const MapMode, const GeometryTileLayer&, const style::Filter&, style::SymbolLayoutProperties, float textMaxSize, SpriteAtlas&); bool canPrepare(GlyphAtlas&); void prepare(uintptr_t tileUID, GlyphAtlas&); std::unique_ptr place(CollisionTile&); bool hasSymbolInstances() const; enum State { Pending, // Waiting for the necessary glyphs or icons to be available. Prepared, // The potential positions of text and icons have been determined. Placed // The final positions have been determined, taking into account prior layers. }; State state = Pending; const std::string bucketName; const std::string sourceLayerName; private: void addFeature(const GeometryCollection&, const Shaping& shapedText, const PositionedIcon& shapedIcon, const GlyphPositions& face, const size_t index); bool anchorIsTooClose(const std::u16string& text, const float repeatDistance, Anchor&); std::map> compareText; void addToDebugBuffers(CollisionTile&, SymbolBucket&); // Adds placed items to the buffer. template void addSymbols(Buffer&, const SymbolQuads&, float scale, const bool keepUpright, const style::SymbolPlacementType, const float placementAngle); const float overscaling; const float zoom; const MapMode mode; const style::SymbolLayoutProperties layout; const float textMaxSize; SpriteAtlas& spriteAtlas; const uint32_t tileSize; const float tilePixelRatio; bool sdfIcons = false; bool iconsNeedLinear = false; GlyphRangeSet ranges; std::vector symbolInstances; std::vector features; }; } // namespace mbgl