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#include <mbgl/renderer/sources/render_vector_source.hpp>
#include <mbgl/renderer/render_tile.hpp>
#include <mbgl/renderer/paint_parameters.hpp>
#include <mbgl/tile/vector_tile.hpp>
namespace mbgl {
using namespace style;
RenderVectorSource::RenderVectorSource(Immutable<style::VectorSource::Impl> impl_)
: RenderTileSource(impl_) {
}
const style::VectorSource::Impl& RenderVectorSource::impl() const {
return static_cast<const style::VectorSource::Impl&>(*baseImpl);
}
void RenderVectorSource::update(Immutable<style::Source::Impl> baseImpl_,
const std::vector<Immutable<style::LayerProperties>>& layers,
const bool needsRendering,
const bool needsRelayout,
const TileParameters& parameters) {
std::swap(baseImpl, baseImpl_);
enabled = needsRendering;
optional<Tileset> _tileset = impl().getTileset();
if (tileset != _tileset) {
tileset = _tileset;
// TODO: this removes existing buckets, and will cause flickering.
// Should instead refresh tile data in place.
tilePyramid.clearAll();
}
// Allow clearing the tile pyramid first, before the early return in case
// the new tileset is not yet available or has an error in loading
if (!_tileset) {
return;
}
tilePyramid.update(layers,
needsRendering,
needsRelayout,
parameters,
SourceType::Vector,
util::tileSize,
tileset->zoomRange,
tileset->bounds,
[&] (const OverscaledTileID& tileID) {
return std::make_unique<VectorTile>(tileID, impl().id, parameters, *tileset);
});
}
} // namespace mbgl
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