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#include <mbgl/style/style.hpp>
#include <mbgl/source/source.hpp>
#include <mbgl/tile/tile.hpp>
#include <mbgl/map/transform_state.hpp>
#include <mbgl/layer/symbol_layer.hpp>
#include <mbgl/layer/custom_layer.hpp>
#include <mbgl/sprite/sprite_store.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/style/style_layer.hpp>
#include <mbgl/style/style_parser.hpp>
#include <mbgl/style/property_transition.hpp>
#include <mbgl/style/class_dictionary.hpp>
#include <mbgl/style/style_update_parameters.hpp>
#include <mbgl/style/style_cascade_parameters.hpp>
#include <mbgl/style/style_calculation_parameters.hpp>
#include <mbgl/geometry/glyph_atlas.hpp>
#include <mbgl/geometry/line_atlas.hpp>
#include <mbgl/util/constants.hpp>
#include <mbgl/util/string.hpp>
#include <mbgl/platform/log.hpp>
#include <mbgl/layer/background_layer.hpp>
#include <csscolorparser/csscolorparser.hpp>
#include <algorithm>
namespace mbgl {
bool Style::addClass(const std::string& className, const PropertyTransition& properties) {
if (std::find(classes.begin(), classes.end(), className) != classes.end()) return false;
classes.push_back(className);
transitionProperties = properties;
return true;
}
bool Style::hasClass(const std::string& className) const {
return std::find(classes.begin(), classes.end(), className) != classes.end();
}
bool Style::removeClass(const std::string& className, const PropertyTransition& properties) {
const auto it = std::find(classes.begin(), classes.end(), className);
if (it != classes.end()) {
classes.erase(it);
transitionProperties = properties;
return true;
}
return false;
}
void Style::setClasses(const std::vector<std::string>& classNames, const PropertyTransition& properties) {
classes = classNames;
transitionProperties = properties;
}
std::vector<std::string> Style::getClasses() const {
return classes;
}
Style::Style(FileSource& fileSource_, float pixelRatio)
: fileSource(fileSource_),
glyphStore(std::make_unique<GlyphStore>(fileSource)),
glyphAtlas(std::make_unique<GlyphAtlas>(1024, 1024)),
spriteStore(std::make_unique<SpriteStore>(pixelRatio)),
spriteAtlas(std::make_unique<SpriteAtlas>(1024, 1024, pixelRatio, *spriteStore)),
lineAtlas(std::make_unique<LineAtlas>(256, 512)),
workers(4) {
glyphStore->setObserver(this);
spriteStore->setObserver(this);
}
void Style::setJSON(const std::string& json, const std::string&) {
sources.clear();
layers.clear();
classes.clear();
StyleParser parser;
parser.parse(json);
for (auto& source : parser.sources) {
addSource(std::move(source));
}
for (auto& layer : parser.layers) {
addLayer(std::move(layer));
}
glyphStore->setURL(parser.glyphURL);
spriteStore->load(parser.spriteURL, fileSource);
loaded = true;
}
Style::~Style() {
for (const auto& source : sources) {
source->setObserver(nullptr);
}
glyphStore->setObserver(nullptr);
spriteStore->setObserver(nullptr);
}
void Style::addSource(std::unique_ptr<Source> source) {
source->setObserver(this);
sources.emplace_back(std::move(source));
}
std::vector<std::unique_ptr<StyleLayer>> Style::getLayers() const {
std::vector<std::unique_ptr<StyleLayer>> result;
result.reserve(layers.size());
for (const auto& layer : layers) {
result.push_back(layer->clone());
}
return result;
}
std::vector<std::unique_ptr<StyleLayer>>::const_iterator Style::findLayer(const std::string& id) const {
return std::find_if(layers.begin(), layers.end(), [&](const auto& layer) {
return layer->id == id;
});
}
StyleLayer* Style::getLayer(const std::string& id) const {
auto it = findLayer(id);
return it != layers.end() ? it->get() : nullptr;
}
void Style::addLayer(std::unique_ptr<StyleLayer> layer, optional<std::string> before) {
if (SymbolLayer* symbolLayer = layer->as<SymbolLayer>()) {
if (!symbolLayer->spriteAtlas) {
symbolLayer->spriteAtlas = spriteAtlas.get();
}
}
if (CustomLayer* customLayer = layer->as<CustomLayer>()) {
customLayer->initialize();
}
layers.emplace(before ? findLayer(*before) : layers.end(), std::move(layer));
}
void Style::removeLayer(const std::string& id) {
auto it = findLayer(id);
if (it == layers.end())
throw std::runtime_error("no such layer");
layers.erase(it);
}
void Style::update(const StyleUpdateParameters& parameters) {
bool allTilesUpdated = true;
for (const auto& source : sources) {
if (!source->update(parameters)) {
allTilesUpdated = false;
}
}
// We can only stop updating "partial" tiles when all of them
// were notified of the arrival of the new resources.
if (allTilesUpdated) {
shouldReparsePartialTiles = false;
}
}
void Style::cascade(const TimePoint& timePoint, MapMode mode) {
// When in continuous mode, we can either have user- or style-defined
// transitions. Still mode is always immediate.
static const PropertyTransition immediateTransition;
std::vector<ClassID> classIDs;
for (const auto& className : classes) {
classIDs.push_back(ClassDictionary::Get().lookup(className));
}
classIDs.push_back(ClassID::Default);
classIDs.push_back(ClassID::Fallback);
const StyleCascadeParameters parameters {
classIDs,
timePoint,
mode == MapMode::Continuous ? transitionProperties.value_or(immediateTransition) : immediateTransition
};
transitionProperties = {};
for (const auto& layer : layers) {
layer->cascade(parameters);
}
}
void Style::recalculate(float z, const TimePoint& timePoint, MapMode mode) {
for (const auto& source : sources) {
source->enabled = false;
}
zoomHistory.update(z, timePoint);
const StyleCalculationParameters parameters {
z,
timePoint,
zoomHistory,
mode == MapMode::Continuous ? util::DEFAULT_FADE_DURATION : Duration::zero()
};
hasPendingTransitions = false;
for (const auto& layer : layers) {
hasPendingTransitions |= layer->recalculate(parameters);
Source* source = getSource(layer->source);
if (source && layer->needsRendering()) {
source->enabled = true;
if (!source->loaded && !source->isLoading()) {
source->load(fileSource);
}
}
}
}
Source* Style::getSource(const std::string& id) const {
const auto it = std::find_if(sources.begin(), sources.end(), [&](const auto& source) {
return source->id == id;
});
return it != sources.end() ? it->get() : nullptr;
}
bool Style::hasTransitions() const {
return hasPendingTransitions;
}
bool Style::isLoaded() const {
if (!loaded) {
return false;
}
for (const auto& source: sources) {
if (source->enabled && !source->isLoaded()) return false;
}
if (!spriteStore->isLoaded()) {
return false;
}
return true;
}
RenderData Style::getRenderData() const {
RenderData result;
for (const auto& source : sources) {
if (source->enabled) {
result.sources.insert(source.get());
}
}
for (const auto& layer : layers) {
if (layer->visibility == VisibilityType::None)
continue;
if (const BackgroundLayer* background = layer->as<BackgroundLayer>()) {
if (layer.get() == layers[0].get() && background->paint.backgroundPattern.value.from.empty()) {
// This is a solid background. We can use glClear().
result.backgroundColor = background->paint.backgroundColor;
result.backgroundColor[0] *= background->paint.backgroundOpacity;
result.backgroundColor[1] *= background->paint.backgroundOpacity;
result.backgroundColor[2] *= background->paint.backgroundOpacity;
result.backgroundColor[3] *= background->paint.backgroundOpacity;
} else {
// This is a textured background, or not the bottommost layer. We need to render it with a quad.
result.order.emplace_back(*layer);
}
continue;
}
if (layer->is<CustomLayer>()) {
result.order.emplace_back(*layer);
continue;
}
Source* source = getSource(layer->source);
if (!source) {
Log::Warning(Event::Render, "can't find source for layer '%s'", layer->id.c_str());
continue;
}
for (auto tile : source->getTiles()) {
if (!tile->data || !tile->data->isReady())
continue;
// We're not clipping symbol layers, so when we have both parents and children of symbol
// layers, we drop all children in favor of their parent to avoid duplicate labels.
// See https://github.com/mapbox/mapbox-gl-native/issues/2482
if (layer->is<SymbolLayer>()) {
bool skip = false;
// Look back through the buckets we decided to render to find out whether there is
// already a bucket from this layer that is a parent of this tile. Tiles are ordered
// by zoom level when we obtain them from getTiles().
for (auto it = result.order.rbegin(); it != result.order.rend() && (&it->layer == layer.get()); ++it) {
if (tile->id.isChildOf(it->tile->id)) {
skip = true;
break;
}
}
if (skip) {
continue;
}
}
auto bucket = tile->data->getBucket(*layer);
if (bucket) {
result.order.emplace_back(*layer, tile, bucket);
}
}
}
return result;
}
void Style::setSourceTileCacheSize(size_t size) {
for (const auto& source : sources) {
source->setCacheSize(size);
}
}
void Style::onLowMemory() {
for (const auto& source : sources) {
source->onLowMemory();
}
}
void Style::setObserver(Observer* observer_) {
observer = observer_;
}
void Style::onGlyphsLoaded(const std::string& fontStack, const GlyphRange& glyphRange) {
shouldReparsePartialTiles = true;
observer->onGlyphsLoaded(fontStack, glyphRange);
observer->onResourceLoaded();
}
void Style::onGlyphsError(const std::string& fontStack, const GlyphRange& glyphRange, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load glyph range %d-%d for font stack %s: %s",
glyphRange.first, glyphRange.second, fontStack.c_str(), util::toString(error).c_str());
observer->onGlyphsError(fontStack, glyphRange, error);
observer->onResourceError(error);
}
void Style::onSourceLoaded(Source& source) {
observer->onSourceLoaded(source);
observer->onResourceLoaded();
}
void Style::onSourceError(Source& source, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load source %s: %s",
source.id.c_str(), util::toString(error).c_str());
observer->onSourceError(source, error);
observer->onResourceError(error);
}
void Style::onTileLoaded(Source& source, const TileID& tileID, bool isNewTile) {
if (isNewTile) {
shouldReparsePartialTiles = true;
}
observer->onTileLoaded(source, tileID, isNewTile);
observer->onResourceLoaded();
}
void Style::onTileError(Source& source, const TileID& tileID, std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load tile %s for source %s: %s",
std::string(tileID).c_str(), source.id.c_str(), util::toString(error).c_str());
observer->onTileError(source, tileID, error);
observer->onResourceError(error);
}
void Style::onPlacementRedone() {
observer->onResourceLoaded();
}
void Style::onSpriteLoaded() {
shouldReparsePartialTiles = true;
observer->onSpriteLoaded();
observer->onResourceLoaded();
}
void Style::onSpriteError(std::exception_ptr error) {
lastError = error;
Log::Error(Event::Style, "Failed to load sprite: %s", util::toString(error).c_str());
observer->onSpriteError(error);
observer->onResourceError(error);
}
void Style::dumpDebugLogs() const {
for (const auto& source : sources) {
source->dumpDebugLogs();
}
spriteStore->dumpDebugLogs();
}
} // namespace mbgl
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