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#ifndef MBGL_STYLE_STYLE_PARSER
#define MBGL_STYLE_STYLE_PARSER
#include <mbgl/style/style_layer.hpp>
#include <mbgl/map/source.hpp>
#include <mbgl/util/rapidjson.hpp>
#include <vector>
#include <memory>
#include <string>
#include <unordered_map>
#include <forward_list>
namespace mbgl {
class StyleLayer;
class Source;
class StyleParser {
public:
~StyleParser();
void parse(const std::string&);
std::string spriteURL;
std::string glyphURL;
std::vector<std::unique_ptr<Source>> sources;
std::vector<std::unique_ptr<StyleLayer>> layers;
static std::unique_ptr<SourceInfo> parseTileJSON(const std::string& json, const std::string& sourceURL, SourceType);
static std::unique_ptr<SourceInfo> parseTileJSON(const JSValue&);
static std::unique_ptr<mapbox::geojsonvt::GeoJSONVT> parseGeoJSON(const JSValue&);
private:
void parseSources(const JSValue&);
void parseLayers(const JSValue&);
void parseLayer(const std::string& id, const JSValue&, std::unique_ptr<StyleLayer>&);
void parseVisibility(StyleLayer&, const JSValue& value);
std::unordered_map<std::string, const Source*> sourcesMap;
std::unordered_map<std::string, std::pair<const JSValue&, std::unique_ptr<StyleLayer>>> 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 mbgl
#endif
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