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#pragma once
#include <mbgl/map/mode.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/sprite/sprite_atlas.hpp>
#include <mbgl/text/glyph.hpp>
#include <mbgl/text/placement_config.hpp>
#include <mbgl/actor/actor_ref.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/util/immutable.hpp>
#include <mbgl/style/layer_impl.hpp>
#include <atomic>
#include <memory>
namespace mbgl {
class GeometryTile;
class GeometryTileData;
class GlyphAtlas;
class SymbolLayout;
class RenderLayer;
namespace style {
class Layer;
} // namespace style
class GeometryTileWorker {
public:
GeometryTileWorker(ActorRef<GeometryTileWorker> self,
ActorRef<GeometryTile> parent,
OverscaledTileID,
const std::atomic<bool>&,
const MapMode);
~GeometryTileWorker();
void setLayers(std::vector<Immutable<style::Layer::Impl>>, uint64_t correlationID);
void setData(std::unique_ptr<const GeometryTileData>, uint64_t correlationID);
void setPlacementConfig(PlacementConfig, uint64_t correlationID);
void onGlyphsAvailable(GlyphPositionMap glyphs);
void onIconsAvailable(IconMap icons);
private:
void coalesced();
void redoLayout();
void attemptPlacement();
void coalesce();
void requestNewGlyphs(const GlyphDependencies&);
void requestNewIcons(const IconDependencies&);
void symbolDependenciesChanged();
bool hasPendingSymbolDependencies() const;
bool hasPendingSymbolLayouts() const;
ActorRef<GeometryTileWorker> self;
ActorRef<GeometryTile> parent;
const OverscaledTileID id;
const std::atomic<bool>& obsolete;
const MapMode mode;
enum State {
Idle,
Coalescing,
NeedLayout,
NeedPlacement
};
State state = Idle;
uint64_t correlationID = 0;
// Outer optional indicates whether we've received it or not.
optional<std::vector<Immutable<style::Layer::Impl>>> layers;
optional<std::unique_ptr<const GeometryTileData>> data;
optional<PlacementConfig> placementConfig;
std::vector<std::unique_ptr<SymbolLayout>> symbolLayouts;
GlyphDependencies pendingGlyphDependencies;
IconDependencies pendingIconDependencies;
GlyphPositionMap glyphPositions;
IconMap icons;
};
} // namespace mbgl
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