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#pragma once
#include <mbgl/style/layer.hpp>
#include <mbgl/style/source.hpp>
#include <mbgl/style/light.hpp>
#include <mbgl/util/rapidjson.hpp>
#include <mbgl/util/font_stack.hpp>
#include <mbgl/util/geo.hpp>
#include <vector>
#include <memory>
#include <stdexcept>
#include <string>
#include <unordered_map>
#include <forward_list>
namespace mbgl {
namespace style {
using StyleParseResult = std::exception_ptr;
class Parser {
public:
~Parser();
StyleParseResult parse(const std::string&);
std::string spriteURL;
std::string glyphURL;
std::vector<std::unique_ptr<Source>> sources;
std::vector<std::unique_ptr<Layer>> layers;
Light light;
std::string name;
LatLng latLng;
double zoom = 0;
double bearing = 0;
double pitch = 0;
// Statically evaluate layer properties to determine what font stacks are used.
std::vector<FontStack> fontStacks() const;
private:
void parseLight(const JSValue&);
void parseSources(const JSValue&);
void parseLayers(const JSValue&);
void parseLayer(const std::string& id, const JSValue&, std::unique_ptr<Layer>&);
std::unordered_map<std::string, const Source*> sourcesMap;
std::unordered_map<std::string, std::pair<const JSValue&, std::unique_ptr<Layer>>> layersMap;
// Store a stack of layer IDs we're parsing right now. This is to prevent reference cycles.
std::forward_list<std::string> stack;
};
} // namespace style
} // namespace mbgl
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