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#pragma once
#include <string>
#include <unordered_map>
#include <mbgl/util/chrono.hpp>
#include <mbgl/text/collision_index.hpp>
#include <mbgl/layout/symbol_projection.hpp>
#include <unordered_set>
namespace mbgl {
class RenderLayerSymbolInterface;
class SymbolBucket;
class OpacityState {
public:
OpacityState(bool placed, bool skipFade);
OpacityState(const OpacityState& prevOpacityState, float increment, bool placed);
bool isHidden() const;
float opacity;
bool placed;
};
class JointOpacityState {
public:
JointOpacityState(bool placedIcon, bool placedText, bool skipFade);
JointOpacityState(const JointOpacityState& prevOpacityState, float increment, bool placedIcon, bool placedText);
bool isHidden() const;
OpacityState icon;
OpacityState text;
};
class JointPlacement {
public:
JointPlacement(bool text_, bool icon_, bool skipFade_)
: text(text_), icon(icon_), skipFade(skipFade_)
{}
const bool text;
const bool icon;
// skipFade = outside viewport, but within CollisionIndex::viewportPadding px of the edge
// Because these symbols aren't onscreen yet, we can skip the "fade in" animation,
// and if a subsequent viewport change brings them into view, they'll be fully
// visible right away.
const bool skipFade;
};
struct RetainedQueryData {
uint32_t bucketInstanceId;
std::shared_ptr<FeatureIndex> featureIndex;
OverscaledTileID tileID;
std::shared_ptr<std::vector<size_t>> featureSortOrder;
RetainedQueryData(uint32_t bucketInstanceId_,
std::shared_ptr<FeatureIndex> featureIndex_,
OverscaledTileID tileID_)
: bucketInstanceId(bucketInstanceId_)
, featureIndex(std::move(featureIndex_))
, tileID(std::move(tileID_)) {}
};
class CollisionGroups {
public:
using Predicate = std::function<bool(const IndexedSubfeature&)>;
using CollisionGroup = std::pair<uint16_t, optional<Predicate>>;
CollisionGroups(const bool crossSourceCollisions_)
: maxGroupID(0)
, crossSourceCollisions(crossSourceCollisions_)
{}
const CollisionGroup& get(const std::string& sourceID);
private:
std::map<std::string, CollisionGroup> collisionGroups;
uint16_t maxGroupID;
bool crossSourceCollisions;
};
class Placement {
public:
Placement(const TransformState&, MapMode mapMode, const bool crossSourceCollisions);
void placeLayer(const RenderLayerSymbolInterface&, const mat4&, bool showCollisionBoxes);
void commit(const Placement& prevPlacement, TimePoint);
void updateLayerOpacities(const RenderLayerSymbolInterface&);
float symbolFadeChange(TimePoint now) const;
bool hasTransitions(TimePoint now) const;
const CollisionIndex& getCollisionIndex() const;
bool stillRecent(TimePoint now) const;
void setRecent(TimePoint now);
void setStale();
const RetainedQueryData& getQueryData(uint32_t bucketInstanceId) const;
private:
void placeLayerBucket(
SymbolBucket&,
const mat4& posMatrix,
const mat4& textLabelPlaneMatrix,
const mat4& iconLabelPlaneMatrix,
const float scale,
const float pixelRatio,
const bool showCollisionBoxes,
std::unordered_set<uint32_t>& seenCrossTileIDs,
const bool holdingForFade,
const CollisionGroups::CollisionGroup& collisionGroup);
void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
CollisionIndex collisionIndex;
TransformState state;
MapMode mapMode;
TimePoint fadeStartTime;
TimePoint commitTime;
std::unordered_map<uint32_t, JointPlacement> placements;
std::unordered_map<uint32_t, JointOpacityState> opacities;
bool stale = false;
std::unordered_map<uint32_t, RetainedQueryData> retainedQueryData;
CollisionGroups collisionGroups;
};
} // namespace mbgl
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