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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/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_impl.hpp>
#include <string>
#include <memory>
#include <functional>
#include <unordered_map>
namespace mbgl {
class DebugBucket;
class TransformState;
class TileObserver;
class PlacementConfig;
class RenderStyle;
class RenderedQueryOptions;
class SourceQueryOptions;
namespace gl {
class Context;
} // namespace gl
class Tile : private util::noncopyable {
public:
Tile(OverscaledTileID);
virtual ~Tile();
void setObserver(TileObserver* observer);
// Tiles can have two states: optional or required.
// - optional means that only low-cost actions should be taken to obtain the data
// (e.g. load from cache, but accept stale data)
// - required means that every effort should be taken to obtain the data (e.g. load
// from internet and keep the data fresh if it expires)
using Necessity = Resource::Necessity;
virtual void setNecessity(Necessity) = 0;
// Mark this tile as no longer needed and cancel any pending work.
virtual void cancel() = 0;
virtual void upload(gl::Context&) = 0;
virtual Bucket* getBucket(const style::Layer::Impl&) const = 0;
virtual void setPlacementConfig(const PlacementConfig&) {}
virtual void setLayers(const std::vector<Immutable<style::Layer::Impl>>&) {}
virtual void setMask(TileMask&&) {}
virtual void queryRenderedFeatures(
std::unordered_map<std::string, std::vector<Feature>>& result,
const GeometryCoordinates& queryGeometry,
const TransformState&,
const RenderStyle&,
const RenderedQueryOptions& options);
virtual void querySourceFeatures(
std::vector<Feature>& result,
const SourceQueryOptions&);
// Tile data considered "Renderable" can be used for rendering. It doesn't necessarily mean that
// there is anything to render, since tiles can be empty. Tiles that are 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), and there are no further operations in progress to acquire
// more, newer, or better data. Furthermore, it means that there are no pending layout/placement
// or parsing operations going on. 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 isLoaded() const {
return (loaded ? parsed : failed) && !pending;
}
void dumpDebugLogs() const;
void logDebug(const char*) const;
// This information is only used for displaying debugging information.
const OverscaledTileID id;
optional<Timestamp> modified;
optional<Timestamp> expires;
// Contains the tile ID string for painting debug information.
std::unique_ptr<DebugBucket> debugBucket;
virtual float yStretch() const { return 1.0f; }
protected:
// A tile is loaded when we acquired data for it, and no further operations to acquire more,
// newer, or better data are in progress.
bool loaded = false;
// A tile is marked as failed when we tried to acquire data, but couldn't, and no further
// operations to acquire more, newer, or better data are in progress.
bool failed = false;
// A tile is marked as parsed when we attempted to parse its contents. It doesn't necessairly
// mean that we *successfully* parsed it, just that there's been an attempt.
bool parsed = false;
// Renderability means that we successfully parsed a tile. Note that it doesn't mean there's
// anything to render (e.g. vector tiles may be empty).
bool renderable = false;
// A tile is pending while parsing or placement operations are going on.
bool pending = false;
TileObserver* observer = nullptr;
};
} // namespace mbgl
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