summaryrefslogtreecommitdiff
path: root/src/mbgl/text/placement.hpp
blob: 4d5fad06a1f8972027364df344fd3a449fee0d39 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
#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 RenderSymbolLayer;
    class SymbolBucket;

    class OpacityState {
        public:
            OpacityState(bool placed, bool offscreen);
            OpacityState(const OpacityState& prevOpacityState, float increment, bool placed);
            bool isHidden() const;
            float opacity;
            bool placed;
    };

    class JointOpacityState {
        public:
            JointOpacityState(bool placedIcon, bool placedText, bool offscreen);
            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 offscreen_)
                : text(text_), icon(icon_), offscreen(offscreen_)
            {}
        
            const bool text;
            const bool icon;
            // offscreen = 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 offscreen;
    };

    class Placement {
        public:
            Placement(const TransformState&, MapMode mapMode);
            void placeLayer(RenderSymbolLayer&, const mat4&, bool showCollisionBoxes);
            bool commit(const Placement& prevPlacement, TimePoint);
            void updateLayerOpacities(RenderSymbolLayer&);
            JointOpacityState getOpacity(uint32_t crossTileSymbolID) const;
            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();
        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);

            void updateBucketOpacities(SymbolBucket&, std::set<uint32_t>&);
        
            CollisionIndex collisionIndex;

            TransformState state;
            MapMode mapMode;
            TimePoint commitTime;

            std::unordered_map<uint32_t, JointPlacement> placements;
            std::unordered_map<uint32_t, JointOpacityState> opacities;
        
            TimePoint recentUntil;
            bool stale = false;
    };

} // namespace mbgl