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#pragma once
#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/style/layers/symbol_layer_impl.hpp>
#include <mbgl/programs/symbol_program.hpp>
#include <memory>
#include <map>
#include <unordered_set>
#include <vector>
namespace mbgl {
class BucketParameters;
class SymbolBucket;
class Anchor;
class RenderLayer;
class PlacedSymbol;
namespace style {
class Filter;
} // namespace style
class SymbolLayout {
public:
SymbolLayout(const BucketParameters&,
const std::vector<const RenderLayer*>&,
std::unique_ptr<GeometryTileLayer>,
ImageDependencies&,
GlyphDependencies&);
void prepare(const GlyphMap&, const GlyphPositions&,
const ImageMap&, const ImagePositions&,
const OverscaledTileID&, const std::string&);
std::unique_ptr<SymbolBucket> place(const bool showCollisionBoxes);
bool hasSymbolInstances() const;
std::map<std::string,
std::pair<style::IconPaintProperties::PossiblyEvaluated, style::TextPaintProperties::PossiblyEvaluated>> layerPaintProperties;
const std::string bucketName;
std::vector<SymbolInstance> symbolInstances;
private:
void addFeature(const size_t,
const SymbolFeature&,
const std::pair<Shaping, Shaping>& shapedTextOrientations,
optional<PositionedIcon> shapedIcon,
const GlyphPositionMap&,
const OverscaledTileID&,
const std::string&);
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.
template <typename Buffer>
size_t addSymbol(Buffer&,
const Range<float> sizeData,
const SymbolQuad&,
const Anchor& labelAnchor,
PlacedSymbol& placedSymbol);
// 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;
style::SymbolLayoutProperties::PossiblyEvaluated layout;
const uint32_t tileSize;
const float tilePixelRatio;
bool sdfIcons = false;
bool iconsNeedLinear = false;
style::TextSize::UnevaluatedType textSize;
style::IconSize::UnevaluatedType iconSize;
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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