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#include <mbgl/layer/circle_layer.hpp>
#include <mbgl/style/style_bucket_parameters.hpp>
#include <mbgl/renderer/circle_bucket.hpp>
namespace mbgl {
std::unique_ptr<StyleLayer> CircleLayer::clone() const {
std::unique_ptr<CircleLayer> result = std::make_unique<CircleLayer>();
result->copy(*this);
result->paint = paint;
return std::move(result);
}
void CircleLayer::parsePaints(const JSVal& layer) {
paint.radius.parse("circle-radius", layer);
paint.color.parse("circle-color", layer);
paint.opacity.parse("circle-opacity", layer);
paint.translate.parse("circle-translate", layer);
paint.translateAnchor.parse("circle-translate-anchor", layer);
paint.blur.parse("circle-blur", layer);
}
void CircleLayer::cascade(const StyleCascadeParameters& parameters) {
paint.radius.cascade(parameters);
paint.color.cascade(parameters);
paint.opacity.cascade(parameters);
paint.translate.cascade(parameters);
paint.translateAnchor.cascade(parameters);
paint.blur.cascade(parameters);
}
bool CircleLayer::recalculate(const StyleCalculationParameters& parameters) {
bool hasTransitions = false;
hasTransitions |= paint.radius.calculate(parameters);
hasTransitions |= paint.color.calculate(parameters);
hasTransitions |= paint.opacity.calculate(parameters);
hasTransitions |= paint.translate.calculate(parameters);
hasTransitions |= paint.translateAnchor.calculate(parameters);
hasTransitions |= paint.blur.calculate(parameters);
passes = paint.isVisible() ? RenderPass::Translucent : RenderPass::None;
return hasTransitions;
}
std::unique_ptr<Bucket> CircleLayer::createBucket(StyleBucketParameters& parameters) const {
auto bucket = std::make_unique<CircleBucket>();
parameters.eachFilteredFeature(filter, [&] (const auto& feature) {
bucket->addGeometry(feature.getGeometries());
});
return std::move(bucket);
}
} // namespace mbgl
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