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#ifndef MBGL_STYLE_STYLE_LAYER
#define MBGL_STYLE_STYLE_LAYER
#include <mbgl/style/types.hpp>
#include <mbgl/style/filter_expression.hpp>
#include <mbgl/style/class_properties.hpp>
#include <mbgl/style/paint_properties_map.hpp>
#include <mbgl/renderer/render_pass.hpp>
#include <mbgl/map/tile_data.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/util/ptr.hpp>
#include <rapidjson/document.h>
#include <vector>
#include <string>
namespace mbgl {
class StyleCalculationParameters;
class StyleBucketParameters;
class PropertyTransition;
using JSVal = rapidjson::Value;
class StyleLayer : public util::noncopyable {
public:
static std::unique_ptr<StyleLayer> create(StyleLayerType);
virtual ~StyleLayer() = default;
virtual void parseLayout(const JSVal& value) = 0;
virtual void parsePaints(const JSVal& value) = 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.
void cascade(const std::vector<std::string>& classNames,
const TimePoint& now,
const PropertyTransition& defaultTransition);
// Fully evaluate cascaded paint properties based on a zoom level.
virtual void recalculate(const StyleCalculationParameters&) = 0;
virtual std::unique_ptr<Bucket> createBucket(StyleBucketParameters&) const = 0;
// Checks whether this layer has any active paint properties with transitions.
bool hasTransitions() const;
// Checks whether this layer needs to be rendered in the given render pass.
bool hasRenderPass(RenderPass) const;
public:
StyleLayerType type;
std::string id;
std::string ref;
std::string source;
std::string sourceLayer;
FilterExpression filter;
float minZoom = -std::numeric_limits<float>::infinity();
float maxZoom = std::numeric_limits<float>::infinity();
VisibilityType visibility = VisibilityType::Visible;
ClassProperties layout;
PaintPropertiesMap paints;
protected:
// 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;
};
}
#endif
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