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#pragma once
#include <mbgl/annotation/annotation.hpp>
#include <mbgl/renderer/renderer_backend.hpp>
#include <mbgl/renderer/renderer_frontend.hpp>
#include <mbgl/util/async_task.hpp>
#include <mbgl/util/geo.hpp>
#include <functional>
#include <memory>
#include <vector>
namespace mbgl {
class Renderer;
class RenderedQueryOptions;
class SourceQueryOptions;
namespace android {
class AndroidRendererFrontend : public RendererFrontend {
public:
using InvalidateCallback = std::function<void ()>;
AndroidRendererFrontend(std::unique_ptr<Renderer>, RendererBackend&, InvalidateCallback);
~AndroidRendererFrontend() override;
void reset() override;
void setObserver(RendererObserver&) override;
void update(std::shared_ptr<UpdateParameters>) override;
void render();
// Feature querying
std::vector<Feature> queryRenderedFeatures(const ScreenCoordinate&, const RenderedQueryOptions&) const;
std::vector<Feature> queryRenderedFeatures(const ScreenBox&, const RenderedQueryOptions&) const;
std::vector<Feature> querySourceFeatures(const std::string& sourceID, const SourceQueryOptions&) const;
AnnotationIDs queryPointAnnotations(const ScreenBox& box) const;
// Memory
void onLowMemory();
private:
std::unique_ptr<Renderer> renderer;
RendererBackend& backend;
std::shared_ptr<UpdateParameters> updateParameters;
util::AsyncTask asyncInvalidate;
};
} // namespace android
} // namespace mbgl
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