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#pragma once
#include <mbgl/map/mode.hpp>
#include <mbgl/tile/tile_id.hpp>
#include <mbgl/util/noncopyable.hpp>
#include <mbgl/util/variant.hpp>
#include <mbgl/text/placement_config.hpp>
#include <mbgl/geometry/feature_index.hpp>
#include <atomic>
#include <string>
#include <memory>
#include <mutex>
#include <list>
#include <unordered_map>
namespace mbgl {
class CollisionTile;
class GeometryTileData;
class SpriteStore;
class GlyphAtlas;
class GlyphStore;
class Bucket;
namespace style {
class Layer;
class SymbolLayer;
} // namespace style
// We're using this class to shuttle the resulting buckets from the worker thread to the MapContext
// thread. This class is movable-only because the vector contains movable-only value elements.
class TileParseResultData {
public:
bool complete = false;
std::unordered_map<std::string, std::unique_ptr<Bucket>> buckets;
std::unique_ptr<FeatureIndex> featureIndex;
std::unique_ptr<const GeometryTileData> tileData;
};
using TileParseResult = variant<
TileParseResultData, // success
std::exception_ptr>; // error
class TileWorker : public util::noncopyable {
public:
TileWorker(OverscaledTileID,
SpriteStore&,
GlyphAtlas&,
GlyphStore&,
const std::atomic<bool>&,
const MapMode);
~TileWorker();
TileParseResult parseAllLayers(std::vector<std::unique_ptr<style::Layer>>,
std::unique_ptr<const GeometryTileData>,
PlacementConfig);
TileParseResult parsePendingLayers(PlacementConfig);
TileParseResult redoLayout(std::vector<std::unique_ptr<style::Layer>>,
PlacementConfig);
std::unique_ptr<CollisionTile> redoPlacement(const std::unordered_map<std::string, std::unique_ptr<Bucket>>*,
PlacementConfig);
private:
TileParseResult prepareResult(const PlacementConfig& config);
void parseLayer(const style::Layer*);
void insertBucket(const std::string& name, std::unique_ptr<Bucket>);
std::unique_ptr<CollisionTile> placeLayers(PlacementConfig);
const OverscaledTileID id;
SpriteStore& spriteStore;
GlyphAtlas& glyphAtlas;
GlyphStore& glyphStore;
const std::atomic<bool>& obsolete;
const MapMode mode;
bool partialParse = false;
std::vector<std::unique_ptr<style::Layer>> layers;
std::unique_ptr<FeatureIndex> featureIndex;
std::unique_ptr<const GeometryTileData> tileData;
// Contains buckets that we couldn't parse so far due to missing resources.
// They will be attempted on subsequent parses.
std::list<std::pair<const style::SymbolLayer*, std::unique_ptr<Bucket>>> pending;
// Contains buckets that have been parsed, but still need placement.
// They will be placed when all buckets have been parsed.
std::unordered_map<std::string, std::unique_ptr<Bucket>> placementPending;
// Temporary holder
TileParseResultData result;
};
} // namespace mbgl
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