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#pragma once
#include <mbgl/layout/layout.hpp>
#include <mbgl/map/mode.hpp>
#include <mbgl/style/layers/symbol_layer_properties.hpp>
#include <mbgl/layout/symbol_feature.hpp>
#include <mbgl/layout/symbol_instance.hpp>
#include <mbgl/text/bidi.hpp>
#include <mbgl/renderer/buckets/symbol_bucket.hpp>
#include <memory>
#include <map>
#include <vector>
namespace mbgl {
class BucketParameters;
class Anchor;
class PlacedSymbol;
namespace style {
class Filter;
} // namespace style
class SymbolLayout final : public Layout {
public:
SymbolLayout(const BucketParameters&,
const std::vector<Immutable<style::LayerProperties>>&,
std::unique_ptr<GeometryTileLayer>,
ImageDependencies&,
GlyphDependencies&);
~SymbolLayout() final = default;
void prepareSymbols(const GlyphMap&, const GlyphPositions&,
const ImageMap&, const ImagePositions&) override;
void createBucket(const ImagePositions&, std::unique_ptr<FeatureIndex>&, std::unordered_map<std::string, LayerRenderData>&, const bool firstLoad, const bool showCollisionBoxes) override;
bool hasSymbolInstances() const override;
bool hasDependencies() const override;
std::map<std::string, Immutable<style::LayerProperties>> layerPaintProperties;
const std::string bucketLeaderID;
std::vector<SymbolInstance> symbolInstances;
static Point<float> evaluateRadialOffset(style::SymbolAnchorType anchor, float radialOffset);
private:
void addFeature(const size_t,
const SymbolFeature&,
const ShapedTextOrientations& shapedTextOrientations,
optional<PositionedIcon> shapedIcon,
const GlyphPositions&,
Point<float> textOffset,
const SymbolContent iconType);
bool anchorIsTooClose(const std::u16string& text, const float repeatDistance, const Anchor&);
std::map<std::u16string, std::vector<Anchor>> compareText;
void addToDebugBuffers(SymbolBucket&);
// Adds placed items to the buffer.
size_t addSymbol(SymbolBucket::Buffer&,
const Range<float> sizeData,
const SymbolQuad&,
const Anchor& labelAnchor,
PlacedSymbol& placedSymbol,
float sortKey);
// Adds symbol quads to bucket and returns formatted section index of last
// added quad.
std::size_t addSymbolGlyphQuads(SymbolBucket&,
SymbolInstance&,
const SymbolFeature&,
WritingModeType,
optional<size_t>& placedIndex,
const SymbolQuads&,
optional<std::size_t> lastAddedSection = nullopt);
void updatePaintPropertiesForSection(SymbolBucket&,
const SymbolFeature&,
std::size_t sectionIndex);
// Stores the layer so that we can hold on to GeometryTileFeature instances in SymbolFeature,
// which may reference data from this object.
const std::unique_ptr<GeometryTileLayer> sourceLayer;
const float overscaling;
const float zoom;
const MapMode mode;
const float pixelRatio;
const uint32_t tileSize;
const float tilePixelRatio;
bool iconsNeedLinear = false;
bool sortFeaturesByY = false;
bool allowVerticalPlacement = false;
std::vector<style::TextWritingModeType> placementModes;
style::TextSize::UnevaluatedType textSize;
style::IconSize::UnevaluatedType iconSize;
Immutable<style::SymbolLayoutProperties::PossiblyEvaluated> layout;
std::vector<SymbolFeature> features;
BiDi bidi; // Consider moving this up to geometry tile worker to reduce reinstantiation costs; use of BiDi/ubiditransform object must be constrained to one thread
};
} // namespace mbgl
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