90 lines
2.9 KiB
C++
90 lines
2.9 KiB
C++
#ifndef MBGL_STYLE_STYLE_LAYER
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#define MBGL_STYLE_STYLE_LAYER
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#include <mbgl/style/class_dictionary.hpp>
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#include <mbgl/style/class_properties.hpp>
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#include <mbgl/style/style_properties.hpp>
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#include <mbgl/style/applied_class_properties.hpp>
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#include <mbgl/util/ptr.hpp>
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#include <vector>
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#include <string>
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#include <map>
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#include <set>
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namespace mbgl {
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class StyleBucket;
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class StyleLayerGroup;
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class StyleLayer {
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public:
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StyleLayer(const std::string &id, std::map<ClassID, ClassProperties> &&styles);
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template <typename T> const T &getProperties() {
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if (properties.is<T>()) {
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return properties.get<T>();
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} else {
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return defaultStyleProperties<T>();
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}
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}
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// Determines whether this layer is the background layer.
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bool isBackground() const;
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// Updates the StyleProperties information in this layer by evaluating all
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// pending transitions and applied classes in order.
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void updateProperties(float z, timestamp now);
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// Sets the list of classes and creates transitions to the currently applied values.
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void setClasses(const std::vector<std::string> &class_names, timestamp now,
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const PropertyTransition &defaultTransition);
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bool hasTransitions() const;
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private:
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// Applies all properties from a class, if they haven't been applied already.
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void applyClassProperties(ClassID class_id, std::set<PropertyKey> &already_applied,
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timestamp now, const PropertyTransition &defaultTransition);
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// Sets the properties of this object by evaluating all pending transitions and
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// aplied classes in order.
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template <typename T> void applyStyleProperties(float z, timestamp now);
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template <typename T> void applyStyleProperty(PropertyKey key, T &, float z, timestamp now);
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template <typename T> void applyTransitionedStyleProperty(PropertyKey key, T &, float z, timestamp now);
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// Removes all expired style transitions.
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void cleanupAppliedStyleProperties(timestamp now);
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public:
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// The name of this layer.
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const std::string id;
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StyleLayerType type = StyleLayerType::Unknown;
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// Bucket information, telling the renderer how to generate the geometries
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// for this layer (feature property filters, tessellation instructions, ...).
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util::ptr<StyleBucket> bucket;
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// Contains all style classes that can be applied to this layer.
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const std::map<ClassID, ClassProperties> styles;
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private:
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// For every property, stores a list of applied property values, with
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// optional transition times.
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std::map<PropertyKey, AppliedClassProperties> appliedStyle;
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public:
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// Stores the evaluated, and cascaded styling information, specific to this
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// layer's type.
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StyleProperties properties;
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// Child layer array (if this layer has child layers).
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util::ptr<StyleLayerGroup> layers;
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};
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}
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#endif
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