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#pragma once
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/chrono.hpp>
#include <mbgl/util/optional.hpp>
#include <mbgl/util/feature.hpp>
#include <mbgl/util/tile_coordinate.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/tile/tile_necessity.hpp>
#include <mbgl/renderer/tile_mask.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/tile/geometry_tile_data.hpp>
#include <mbgl/storage/resource.hpp>
#include <mbgl/style/layer_properties.hpp>
#include <string>
#include <memory>
#include <functional>
#include <unordered_map>
namespace mbgl {
class DebugBucket;
class LayerRenderData;
class TransformState;
class TileObserver;
class RenderLayer;
class RenderedQueryOptions;
class SourceQueryOptions;
class CollisionIndex;
namespace gl {
class Context;
} // namespace gl
class Tile {
public:
enum class Kind : uint8_t {
Geometry,
Raster,
RasterDEM
};
Tile(const Tile&) = delete;
Tile& operator=(const Tile&) = delete;
Tile(Kind, OverscaledTileID);
virtual ~Tile();
void setObserver(TileObserver* observer);
virtual void setNecessity(TileNecessity) {}
// Mark this tile as no longer needed and cancel any pending work.
virtual void cancel();
virtual void upload(gfx::Context&) = 0;
virtual Bucket* getBucket(const style::Layer::Impl&) const = 0;
virtual const LayerRenderData* getLayerRenderData(const style::Layer::Impl&) const {
return nullptr;
}
// Updates the contained layer render data with the given properties.
// Returns `true` if the corresponding render layer data is present in this tile (and i.e. it
// was succesfully updated); returns `false` otherwise.
virtual bool updateLayerProperties(const Immutable<style::LayerProperties>&) { return true; }
template <class T>
T* getBucket(const style::Layer::Impl& layer) const {
return static_cast<T*>(getBucket(layer));
}
virtual void setShowCollisionBoxes(const bool) {}
virtual void setLayers(const std::vector<Immutable<style::LayerProperties>>&) {}
virtual void setMask(TileMask&&) {}
virtual void queryRenderedFeatures(
std::unordered_map<std::string, std::vector<Feature>>& result,
const GeometryCoordinates& queryGeometry,
const TransformState&,
const std::vector<const RenderLayer*>&,
const RenderedQueryOptions& options,
const mat4& projMatrix);
virtual void querySourceFeatures(
std::vector<Feature>& result,
const SourceQueryOptions&);
virtual float getQueryPadding(const std::vector<const RenderLayer*>&);
void setTriedCache();
// Returns true when the tile source has received a first response, regardless of whether a load
// error occurred or actual data was loaded.
bool hasTriedCache() const {
return triedOptional;
}
// Tile data considered "Renderable" can be used for rendering. Data in
// partial state is still waiting for network resources but can also
// be rendered, although layers will be missing.
bool isRenderable() const {
return renderable;
}
// A tile is "Loaded" when we have received a response from a FileSource, and have attempted to
// parse the tile (if applicable). Tile implementations should set this to true when a load
// error occurred, or after the tile was parsed successfully.
bool isLoaded() const {
return loaded;
}
// "Completion" of a tile means that we have attempted to load it, and parsed it completely,
// i.e. no parsing or placement operations are pending for that tile.
// Completeness doesn't mean that the tile can be rendered, but merely that we have exhausted
// all options to get this tile to a renderable state. Some tiles may not be renderable, but
// complete, e.g. when a raster tile couldn't be loaded, or parsing failed.
bool isComplete() const {
return loaded && !pending;
}
// "holdForFade" is used to keep tiles in the render tree after they're no longer
// ideal tiles in order to allow symbols to fade out
virtual bool holdForFade() const {
return false;
}
// Set whenever this tile is used as an ideal tile
virtual void markRenderedIdeal() {}
// Set when the tile is removed from the ideal render set but may still be held for fading
virtual void markRenderedPreviously() {}
// Placement operation performed while this tile is fading
// We hold onto a tile for two placements: fading starts with the first placement
// and will have time to finish by the second placement.
virtual void performedFadePlacement() {}
void dumpDebugLogs() const;
const Kind kind;
OverscaledTileID id;
optional<Timestamp> modified;
optional<Timestamp> expires;
// Contains the tile ID string for painting debug information.
std::unique_ptr<DebugBucket> debugBucket;
protected:
bool triedOptional = false;
bool renderable = false;
bool pending = false;
bool loaded = false;
TileObserver* observer = nullptr;
};
} // namespace mbgl
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