1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
|
#pragma once
#include <mbgl/style/layer.hpp>
#include <mbgl/style/types.hpp>
#include <mbgl/style/filter.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <memory>
#include <string>
#include <limits>
namespace mbgl {
class Bucket;
namespace style {
class CascadeParameters;
class CalculationParameters;
class BucketParameters;
/**
* `Layer::Impl` contains the internal implementation of `Layer`: the details that need to be accessible to other parts
* of the code, but hidden from the public API. Like `Layer`, it is an abstract base class, with derived classes for
* each layer type.
*
* Members that are public in `Layer` are part of the public API for all layers.
* Members that are public in `FooLayer` are part of the public API for "foo" layers.
* Members that are public in `Layer::Impl` are part of the internal API for all layers.
* Members that are public in `FooLayer::Impl` are part of the internal API for "foo" layers.
* Members that are private in `FooLayer::Impl` are internal to "foo" layers.
*/
class Layer::Impl {
public:
virtual ~Impl() = default;
// Create a new layer with the specified `id`, `ref`, and `sourceID`. All other properties
// are copied from this layer.
std::unique_ptr<Layer> copy(const std::string& id,
const std::string& ref,
const std::string& sourceID) const;
// Create an identical copy of this layer.
virtual std::unique_ptr<Layer> clone() const = 0;
// Create a layer, copying all properties except id, ref, and paint properties from this layer.
virtual std::unique_ptr<Layer> cloneRef(const std::string& id) const = 0;
// If the layer has a ref, the ref. Otherwise, the id.
const std::string& bucketName() const;
// Partially evaluate paint properties based on a set of classes.
virtual void cascade(const CascadeParameters&) = 0;
// Fully evaluate cascaded paint properties based on a zoom level.
// Returns true if any paint properties have active transitions.
virtual bool recalculate(const CalculationParameters&) = 0;
virtual std::unique_ptr<Bucket> createBucket(BucketParameters&) const = 0;
// Checks whether this layer needs to be rendered in the given render pass.
bool hasRenderPass(RenderPass) const;
// Checks whether this layer can be rendered.
bool needsRendering() const;
virtual float getQueryRadius() const { return 0; }
virtual bool queryIntersectsGeometry(
const GeometryCollection&,
const GeometryCollection&,
const float,
const float) const { return false; };
public:
std::string id;
std::string ref;
std::string source;
std::string sourceLayer;
Filter filter;
float minZoom = -std::numeric_limits<float>::infinity();
float maxZoom = std::numeric_limits<float>::infinity();
VisibilityType visibility = VisibilityType::Visible;
protected:
Impl() = default;
Impl(const Impl&) = default;
Impl& operator=(const Impl&) = delete;
// Stores what render passes this layer is currently enabled for. This depends on the
// evaluated StyleProperties object and is updated accordingly.
RenderPass passes = RenderPass::None;
};
} // namespace style
} // namespace mbgl
|