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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/tile/tile_id.hpp>
#include <mbgl/renderer/bucket.hpp>
#include <mbgl/text/placement_config.hpp>
#include <mbgl/tile/geometry_tile.hpp>

#include <string>
#include <memory>
#include <functional>
#include <unordered_map>

namespace mbgl {

class StyleLayer;
class Worker;
class DebugBucket;
class TransformState;

class TileData : private util::noncopyable {
public:
    // loading:
    //   A request to the FileSource was made for the actual tile data and TileData
    //   is waiting for it to arrive.
    //
    // partial:
    //   TileData is partially parsed, some buckets are still waiting for dependencies
    //   to arrive, but it is good for rendering. Partial tiles can also be re-parsed,
    //   but might remain in the same state if dependencies are still missing.
    //
    // parsed:
    //   TileData is fully parsed and its contents won't change from this point. This
    //   is the only state which is safe to cache this object.
    enum class State {
        loading,
        partial,
        parsed,
    };

    static const char* StateToString(State);

    TileData(const OverscaledTileID&);
    virtual ~TileData();

    // Mark this tile as no longer needed and cancel any pending work.
    virtual void cancel() = 0;

    virtual Bucket* getBucket(const StyleLayer&) = 0;

    virtual bool parsePending(std::function<void (std::exception_ptr)>) { return true; }
    virtual void redoPlacement(PlacementConfig, const std::function<void()>&) {}
    virtual void redoPlacement(const std::function<void()>&) {}

    virtual void queryRenderedFeatures(
            std::unordered_map<std::string, std::vector<Feature>>& result,
            const GeometryCoordinates& queryGeometry,
            const TransformState&,
            const optional<std::vector<std::string>>& layerIDs);

    // 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 state == State::partial || state == State::parsed;
    }

    bool isComplete() const {
        return state == State::parsed;
    }

    State getState() const {
        return state;
    }

    void dumpDebugLogs() const;

    const OverscaledTileID id;
    optional<Timestamp> modified;
    optional<Timestamp> expires;

    // Contains the tile ID string for painting debug information.
    std::unique_ptr<DebugBucket> debugBucket;

protected:
    State state;
};

} // namespace mbgl