#include #include #include using namespace mbgl; RasterTileData::RasterTileData(Tile::ID const &id_, TexturePool &texturePool, const SourceInfo &source_) : TileData(id_, source_), bucket(texturePool, layout) { } RasterTileData::~RasterTileData() { } void RasterTileData::parse() { if (state != State::loaded) { return; } if (bucket.setImage(data)) { state = State::parsed; } else { state = State::invalid; } } void RasterTileData::render(Painter &painter, const StyleLayer &layer_desc, const mat4 &matrix) { bucket.render(painter, layer_desc, id, matrix); } bool RasterTileData::hasData(StyleLayer const& /*layer_desc*/) const { return bucket.hasData(); }