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#pragma once
#include <mbgl/map/transform_state.hpp>
#include <mbgl/style/collection.hpp>
#include <mbgl/style/layer.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/util/optional.hpp>
#include <functional>
#include <map>
#include <string>
namespace mbgl {
// TODO: Placeholder
class CollisionIndex {
public:
CollisionIndex(const TransformState&) {}
};
class RenderLayer;
class RenderSymbolLayer;
class RenderSource;
struct CollisionFadeTimes {
TimePoint latestStart;
Duration fadeDuration;
};
class LayerPlacementState {
public:
LayerPlacementState();
bool continuePlacement(RenderSymbolLayer& renderLayer,
CollisionIndex& collisionIndex,
const bool showCollisionBoxes,
std::function<bool()> shouldPausePlacement);
private:
size_t currentTileIndex;
};
class PlacementState
{
public:
PlacementState(const TransformState& transformState,
const std::vector<RenderLayer>& order,
const bool forceFullPlacement,
const bool showCollisionBoxes,
Duration fadeDuration,
optional<PlacementState>& previousPlacement);
bool isDone() const { return done; }
bool stillFading() const;
void continuePlacement(std::vector<RenderLayer>& order, std::vector<RenderSource>& sources);
private:
CollisionIndex collisionIndex;
bool done;
size_t currentLayerIndex;
bool forceFullPlacement;
bool showCollisionBoxes;
TimePoint delayUntil;
CollisionFadeTimes collisionFadeTimes;
optional<LayerPlacementState> inProgressLayer;
};
}; // mbgl
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