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#ifndef MBGL_STYLE_STYLE_LAYER
#define MBGL_STYLE_STYLE_LAYER
#include <mbgl/style/types.hpp>
#include <mbgl/style/paint_properties_map.hpp>
#include <mbgl/renderer/render_pass.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 StyleBucket;
class StyleCalculationParameters;
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;
// 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;
// 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:
std::string id;
StyleLayerType type = StyleLayerType::Unknown;
// Bucket information, telling the renderer how to generate the geometries
// for this layer (feature property filters, tessellation instructions, ...).
util::ptr<StyleBucket> bucket;
// Contains all paint classes that can be applied to this layer.
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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