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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 <mbgl/style/transition_options.hpp>
#include <unordered_set>
namespace mbgl {
class SymbolBucket;
class SymbolInstance;
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 VariableOffset {
public:
float radialOffset;
float width;
float height;
style::TextVariableAnchorType anchor;
float textBoxScale;
optional<style::TextVariableAnchorType> prevAnchor;
};
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 BucketPlacementParameters {
public:
const RenderTile& tile;
const mat4& projMatrix;
std::string sourceId;
bool showCollisionBoxes;
};
class Placement {
public:
Placement(const TransformState&, MapMode, style::TransitionOptions, const bool crossSourceCollisions, std::unique_ptr<Placement> prevPlacementOrNull = nullptr);
void placeLayer(const RenderLayer&, const mat4&, bool showCollisionBoxes);
void commit(TimePoint);
void updateLayerBuckets(const RenderLayer&, bool updateOpacities);
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:
friend SymbolBucket;
void placeBucket(
SymbolBucket&,
const BucketPlacementParameters&,
std::set<uint32_t>& seenCrossTileIDs);
void updateBucketDynamicVertices(SymbolBucket& bucket, const RenderTile& tile);
void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
void markUsedJustification(SymbolBucket&, style::TextVariableAnchorType, SymbolInstance&);
CollisionIndex collisionIndex;
TransformState state;
MapMode mapMode;
style::TransitionOptions transitionOptions;
TimePoint fadeStartTime;
TimePoint commitTime;
std::unordered_map<uint32_t, JointPlacement> placements;
std::unordered_map<uint32_t, JointOpacityState> opacities;
std::unordered_map<uint32_t, VariableOffset> variableOffsets;
bool stale = false;
std::unordered_map<uint32_t, RetainedQueryData> retainedQueryData;
CollisionGroups collisionGroups;
std::unique_ptr<Placement> prevPlacement;
};
} // namespace mbgl
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