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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:
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 availableData != DataAvailability::None;
}
bool isComplete() const {
return availableData == DataAvailability::All;
}
bool isIncomplete() const {
return availableData == DataAvailability::Some;
}
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:
enum class DataAvailability : uint8_t {
// Still waiting for data to load or parse.
None,
// 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.
Some,
// TileData is fully parsed, and all buckets are available if they exist.
All,
};
DataAvailability availableData = DataAvailability::None;
};
} // namespace mbgl
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