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#include <mbgl/layer/background_layer.hpp>
#include <mbgl/style/property_parsing.hpp>
#include <mbgl/renderer/bucket.hpp>
namespace mbgl {
std::unique_ptr<StyleLayer> BackgroundLayer::clone() const {
std::unique_ptr<BackgroundLayer> result = std::make_unique<BackgroundLayer>();
result->copy(*this);
result->paints.paints = paints.paints;
return std::move(result);
}
void BackgroundLayer::parsePaints(const JSVal& layer) {
paints.parseEach(layer, [&] (ClassProperties& paint, const JSVal& value) {
parseProperty<Function<float>>("background-opacity", PropertyKey::BackgroundOpacity, paint, value);
parseProperty<Function<Color>>("background-color", PropertyKey::BackgroundColor, paint, value);
parseProperty<Function<Faded<std::string>>>("background-pattern", PropertyKey::BackgroundImage, paint, value);
});
}
void BackgroundLayer::cascade(const StyleCascadeParameters& parameters) {
paints.cascade(parameters);
}
bool BackgroundLayer::hasTransitions() const {
return paints.hasTransitions();
}
void BackgroundLayer::recalculate(const StyleCalculationParameters& parameters) {
paints.removeExpiredTransitions(parameters.now);
paints.calculateTransitioned(PropertyKey::BackgroundOpacity, properties.opacity, parameters);
paints.calculateTransitioned(PropertyKey::BackgroundColor, properties.color, parameters);
paints.calculate(PropertyKey::BackgroundImage, properties.image, parameters);
passes = properties.isVisible() ? RenderPass::Translucent : RenderPass::None;
}
std::unique_ptr<Bucket> BackgroundLayer::createBucket(StyleBucketParameters&) const {
return nullptr;
}
}
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