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#ifndef MBGL_MAP_VECTOR_TILE_DATA
#define MBGL_MAP_VECTOR_TILE_DATA
#include <mbgl/map/tile_data.hpp>
#include <mbgl/geometry/elements_buffer.hpp>
#include <mbgl/geometry/fill_buffer.hpp>
#include <mbgl/geometry/icon_buffer.hpp>
#include <mbgl/geometry/line_buffer.hpp>
#include <mbgl/geometry/text_buffer.hpp>
#include <iosfwd>
#include <memory>
#include <mutex>
#include <unordered_map>
namespace mbgl {
class Bucket;
class Collision;
class Painter;
class SourceInfo;
class StyleLayer;
class TileParser;
class GlyphAtlas;
class GlyphStore;
class SpriteAtlas;
class Sprite;
class Style;
class VectorTileData : public TileData {
friend class TileParser;
public:
VectorTileData(const TileID&,
float mapMaxZoom,
Style&,
GlyphAtlas&,
GlyphStore&,
SpriteAtlas&,
util::ptr<Sprite>,
const SourceInfo&);
~VectorTileData();
void parse() override;
virtual Bucket* getBucket(StyleLayer const &layer_desc) override;
void setBucket(StyleLayer const &layer_desc, std::unique_ptr<Bucket> bucket);
void setState(const State& state) override;
inline Collision* getCollision() const {
return collision.get();
}
const float depth;
protected:
// Holds the actual geometries in this tile.
FillVertexBuffer fillVertexBuffer;
LineVertexBuffer lineVertexBuffer;
TriangleElementsBuffer triangleElementsBuffer;
LineElementsBuffer lineElementsBuffer;
GlyphAtlas& glyphAtlas;
GlyphStore& glyphStore;
SpriteAtlas& spriteAtlas;
util::ptr<Sprite> sprite;
Style& style;
private:
// Contains all the Bucket objects for the tile. Buckets are render
// objects and they get added to this std::map<> by the workers doing
// the actual tile parsing as they get processed. Tiles partially
// parsed can get new buckets at any moment but are also fit for
// rendering. That said, access to this list needs locking unless
// the tile is completely parsed.
std::unordered_map<std::string, std::unique_ptr<Bucket>> buckets;
mutable std::mutex bucketsMutex;
std::unique_ptr<Collision> collision;
};
}
#endif
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