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#include <mbgl/renderer/render_background_layer.hpp>
#include <mbgl/style/layers/background_layer_impl.hpp>
#include <mbgl/renderer/bucket.hpp>
namespace mbgl {
RenderBackgroundLayer::RenderBackgroundLayer(const style::BackgroundLayer::Impl& _impl)
: RenderLayer(style::LayerType::Background, _impl),
impl(&_impl) {
}
std::unique_ptr<RenderLayer> RenderBackgroundLayer::clone() const {
return std::make_unique<RenderBackgroundLayer>(*this);
}
std::unique_ptr<Bucket> RenderBackgroundLayer::createBucket(const BucketParameters &,
const std::vector<const RenderLayer *> &) const {
assert(false);
return nullptr;
}
void RenderBackgroundLayer::cascade(const CascadeParameters ¶meters) {
unevaluated = impl->cascading.cascade(parameters, std::move(unevaluated));
}
void RenderBackgroundLayer::evaluate(const PropertyEvaluationParameters ¶meters) {
evaluated = unevaluated.evaluate(parameters);
passes = evaluated.get<style::BackgroundOpacity>() > 0 ? RenderPass::Translucent
: RenderPass::None;
}
bool RenderBackgroundLayer::hasTransition() const {
return unevaluated.hasTransition();
}
}
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