98 lines
3.3 KiB
C++
98 lines
3.3 KiB
C++
#pragma once
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#include <mbgl/style/layer.hpp>
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#include <mbgl/style/types.hpp>
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#include <mbgl/style/filter.hpp>
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#include <mbgl/renderer/render_pass.hpp>
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#include <mbgl/util/noncopyable.hpp>
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#include <mbgl/tile/geometry_tile_data.hpp>
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#include <memory>
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#include <string>
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#include <limits>
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namespace mbgl {
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class Bucket;
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namespace style {
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class CascadeParameters;
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class CalculationParameters;
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class BucketParameters;
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/**
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* `Layer::Impl` contains the internal implementation of `Layer`: the details that need to be accessible to other parts
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* of the code, but hidden from the public API. Like `Layer`, it is an abstract base class, with derived classes for
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* each layer type.
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*
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* Members that are public in `Layer` are part of the public API for all layers.
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* Members that are public in `FooLayer` are part of the public API for "foo" layers.
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* Members that are public in `Layer::Impl` are part of the internal API for all layers.
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* Members that are public in `FooLayer::Impl` are part of the internal API for "foo" layers.
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* Members that are private in `FooLayer::Impl` are internal to "foo" layers.
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*/
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class Layer::Impl {
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public:
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virtual ~Impl() = default;
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// Create a new layer with the specified `id`, `ref`, and `sourceID`. All other properties
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// are copied from this layer.
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std::unique_ptr<Layer> copy(const std::string& id,
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const std::string& ref,
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const std::string& sourceID) const;
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// Create an identical copy of this layer.
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virtual std::unique_ptr<Layer> clone() const = 0;
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// Create a layer, copying all properties except id, ref, and paint properties from this layer.
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virtual std::unique_ptr<Layer> cloneRef(const std::string& id) const = 0;
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// If the layer has a ref, the ref. Otherwise, the id.
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const std::string& bucketName() const;
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// Partially evaluate paint properties based on a set of classes.
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virtual void cascade(const CascadeParameters&) = 0;
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// Fully evaluate cascaded paint properties based on a zoom level.
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// Returns true if any paint properties have active transitions.
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virtual bool recalculate(const CalculationParameters&) = 0;
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virtual std::unique_ptr<Bucket> createBucket(BucketParameters&) const = 0;
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// Checks whether this layer needs to be rendered in the given render pass.
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bool hasRenderPass(RenderPass) const;
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// Checks whether this layer can be rendered.
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bool needsRendering(float zoom) const;
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virtual float getQueryRadius() const { return 0; }
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virtual bool queryIntersectsGeometry(
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const GeometryCollection&,
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const GeometryCollection&,
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const float,
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const float) const { return false; };
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public:
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std::string id;
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std::string ref;
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std::string source;
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std::string sourceLayer;
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Filter filter;
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float minZoom = -std::numeric_limits<float>::infinity();
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float maxZoom = std::numeric_limits<float>::infinity();
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VisibilityType visibility = VisibilityType::Visible;
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protected:
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Impl() = default;
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Impl(const Impl&) = default;
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Impl& operator=(const Impl&) = delete;
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// Stores what render passes this layer is currently enabled for. This depends on the
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// evaluated StyleProperties object and is updated accordingly.
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RenderPass passes = RenderPass::None;
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};
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} // namespace style
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} // namespace mbgl
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