Files
MapLibreParticleLab/platform/darwin/src/MGLRendererFrontend.h
Chris Loer a11b277bc1 [core] Rename "onLowMemory" to "reduceMemoryUse".
Android still calls "reduceMemoryUse" only while handling a low memory event.
iOS, on the other hand, calls "reduceMemoryUse" every time it enters the background.
2018-02-14 10:55:16 -08:00

71 lines
2.0 KiB
C++

#include <mbgl/renderer/backend_scope.hpp>
#include <mbgl/renderer/renderer.hpp>
#include <mbgl/renderer/renderer_backend.hpp>
#include <mbgl/renderer/renderer_frontend.hpp>
#include <mbgl/util/async_task.hpp>
#include <mbgl/util/optional.hpp>
/**
The RenderFrontend is passed to the Map to facilitate rendering in a platform
dependent way.
*/
class MGLRenderFrontend : public mbgl::RendererFrontend
{
public:
MGLRenderFrontend(std::unique_ptr<mbgl::Renderer> renderer_, MGLMapView* nativeView_, mbgl::RendererBackend& mbglBackend_, bool async = false)
: renderer(std::move(renderer_))
, nativeView(nativeView_)
, mbglBackend(mbglBackend_) {
if (async) {
asyncInvalidate.emplace([&]() {
[nativeView setNeedsGLDisplay];
});
}
}
void reset() override {
if (renderer) {
renderer.reset();
}
}
void update(std::shared_ptr<mbgl::UpdateParameters> updateParameters_) override {
updateParameters = std::move(updateParameters_);
if (asyncInvalidate) {
asyncInvalidate->send();
} else {
[nativeView setNeedsGLDisplay];
}
}
void setObserver(mbgl::RendererObserver& observer) override {
if (!renderer) return;
renderer->setObserver(&observer);
}
void render() {
if (!renderer || !updateParameters) return;
mbgl::BackendScope guard { mbglBackend, mbgl::BackendScope::ScopeType::Implicit };
renderer->render(*updateParameters);
}
mbgl::Renderer* getRenderer() {
return renderer.get();
}
void reduceMemoryUse() {
if (!renderer) return;
renderer->reduceMemoryUse();
}
private:
std::unique_ptr<mbgl::Renderer> renderer;
__weak MGLMapView *nativeView = nullptr;
mbgl::RendererBackend& mbglBackend;
std::shared_ptr<mbgl::UpdateParameters> updateParameters;
mbgl::optional<mbgl::util::AsyncTask> asyncInvalidate;
};