#pragma once #include #include #include #include #include #include #include namespace mbgl { class RenderLayer; namespace style { /** * `Layer::Impl` contains the internal implementation of `Layer`: the details that need to be accessible to other parts * of the code, but hidden from the public API. Like `Layer`, it is an abstract base class, with derived classes for * each layer type. * * Members that are public in `Layer` are part of the public API for all layers. * Members that are public in `FooLayer` are part of the public API for "foo" layers. * Members that are public in `Layer::Impl` are part of the internal API for all layers. * Members that are public in `FooLayer::Impl` are part of the internal API for "foo" layers. * Members that are private in `FooLayer::Impl` are internal to "foo" layers. */ class Layer::Impl { public: Impl(LayerType, std::string layerID, std::string sourceID); virtual ~Impl() = default; Impl& operator=(const Impl&) = delete; // Returns true buckets if properties affecting layout have changed: i.e. filter, // visibility, layout properties, or data-driven paint properties. virtual bool hasLayoutDifference(const Layer::Impl&) const = 0; // Utility function for automatic layer grouping. virtual void stringifyLayout(rapidjson::Writer&) const = 0; const LayerType type; std::string id; std::string source; std::string sourceLayer; Filter filter; float minZoom = -std::numeric_limits::infinity(); float maxZoom = std::numeric_limits::infinity(); VisibilityType visibility = VisibilityType::Visible; protected: Impl(const Impl&) = default; }; } // namespace style } // namespace mbgl