#pragma once #include #include #include #include #include #include #include #include #include #include namespace mbgl { class GeometryTile; class GeometryTileData; class SymbolLayout; namespace style { class Layer; } // namespace style class GeometryTileWorker { public: GeometryTileWorker(ActorRef self, ActorRef parent, OverscaledTileID, const std::string&, const std::atomic&, const MapMode, const float pixelRatio, const bool showCollisionBoxes_); ~GeometryTileWorker(); void setLayers(std::vector>, uint64_t correlationID); void setData(std::unique_ptr, uint64_t correlationID); void setShowCollisionBoxes(bool showCollisionBoxes_, uint64_t correlationID_); void onGlyphsAvailable(GlyphMap glyphs); void onImagesAvailable(ImageMap images, uint64_t imageCorrelationID); private: void coalesced(); void redoLayout(); void attemptPlacement(); void coalesce(); void requestNewGlyphs(const GlyphDependencies&); void requestNewImages(const ImageDependencies&); void symbolDependenciesChanged(); bool hasPendingSymbolDependencies() const; ActorRef self; ActorRef parent; const OverscaledTileID id; const std::string sourceID; const std::atomic& obsolete; const MapMode mode; const float pixelRatio; enum State { Idle, Coalescing, NeedLayout, NeedPlacement }; State state = Idle; uint64_t correlationID = 0; uint64_t imageCorrelationID = 0; // Outer optional indicates whether we've received it or not. optional>> layers; optional> data; bool symbolLayoutsNeedPreparation = false; std::vector> symbolLayouts; GlyphDependencies pendingGlyphDependencies; ImageDependencies pendingImageDependencies; GlyphMap glyphMap; ImageMap imageMap; bool showCollisionBoxes; }; } // namespace mbgl