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#ifndef LLMR_STYLE_STYLE_LAYER
#define LLMR_STYLE_STYLE_LAYER
#include <llmr/style/class_dictionary.hpp>
#include <llmr/style/class_properties.hpp>
#include <llmr/style/style_properties.hpp>
#include <llmr/style/rasterize_properties.hpp>
#include <llmr/style/applied_class_properties.hpp>
#include <vector>
#include <memory>
#include <string>
#include <map>
#include <set>
namespace llmr {
class StyleBucket;
class StyleLayerGroup;
class StyleLayer {
public:
StyleLayer(const std::string &id, std::map<ClassID, ClassProperties> &&styles,
std::unique_ptr<const RasterizeProperties> &&rasterize);
template <typename T> const T &getProperties() {
if (properties.is<T>()) {
return properties.get<T>();
} else {
return defaultStyleProperties<T>();
}
}
// Determines whether this layer is the background layer.
bool isBackground() const;
// Updates the StyleProperties information in this layer by evaluating all
// pending transitions and applied classes in order.
void updateProperties(float z, timestamp t);
// Sets the list of classes and creates transitions to the currently applied values.
void setClasses(const std::vector<std::string> &class_names, timestamp now,
const PropertyTransition &defaultTransition);
bool hasTransitions() const;
private:
// Applies all properties from a class, if they haven't been applied already.
void applyClassProperties(ClassID class_id, std::set<PropertyKey> &already_applied,
timestamp now, const PropertyTransition &defaultTransition);
// Sets the properties of this object by evaluating all pending transitions and
// aplied classes in order.
template <typename T> void applyStyleProperties(float z, timestamp t);
template <typename T> void applyStyleProperty(PropertyKey key, T &, float z, timestamp t);
// Removes all expired style transitions.
void cleanupAppliedStyleProperties(timestamp t);
public:
// The name of this layer.
const std::string id;
// Bucket information, telling the renderer how to generate the geometries
// for this layer (feature property filters, tessellation instructions, ...).
std::shared_ptr<StyleBucket> bucket;
// Contains all style classes that can be applied to this layer.
const std::map<ClassID, ClassProperties> styles;
private:
// For every property, stores a list of applied property values, with
// optional transition times.
std::map<PropertyKey, AppliedClassProperties> appliedStyle;
public:
// Stores the evaluated, and cascaded styling information, specific to this
// layer's type.
StyleProperties properties;
// Rasterization properties are used for prerendering the tile to a bitmap,
// which is then used as a raster image instead of rendering this layer
// directly in every frame.
const std::unique_ptr<const RasterizeProperties> rasterize;
// Child layer array (if this layer has child layers).
std::shared_ptr<StyleLayerGroup> layers;
};
}
#endif
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