This brings the easing transition code a bit closer to how easings work in gl-js. Instead of having an array of individual transitions for scale, rotate, and pan, there is a single transition function that does all the required calculations. This permits us to: * Eliminate the "timeout" transition. (Fixes #126) * Replace start/stopPanning() et al with setGestureInProgress(). Apps or SDKs are expected to make paired calls to setGestureInProgress(). This state will be ORed with the active easing state to determine when to use texture interpolation. (Fixes #79) * Run style recalculations only when an ease transition that affects the zoom is in progress. (Fixes #1155)
262 lines
8.6 KiB
C++
262 lines
8.6 KiB
C++
#ifndef MBGL_MAP_MAP
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#define MBGL_MAP_MAP
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#include <mbgl/map/transform.hpp>
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#include <mbgl/util/chrono.hpp>
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#include <mbgl/map/update.hpp>
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#include <mbgl/util/geo.hpp>
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#include <mbgl/util/projection.hpp>
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#include <mbgl/util/noncopyable.hpp>
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#include <mbgl/util/uv.hpp>
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#include <mbgl/util/ptr.hpp>
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#include <mbgl/util/vec.hpp>
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#include <cstdint>
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#include <atomic>
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#include <thread>
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#include <iosfwd>
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#include <set>
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#include <vector>
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#include <queue>
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#include <mutex>
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#include <condition_variable>
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#include <functional>
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namespace mbgl {
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class Painter;
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class GlyphStore;
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class LayerDescription;
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class Sprite;
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class Style;
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class StyleLayer;
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class StyleSource;
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class TexturePool;
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class FileSource;
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class View;
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class GlyphAtlas;
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class SpriteAtlas;
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class LineAtlas;
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class Environment;
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class EnvironmentScope;
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class AnnotationManager;
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class MapData;
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class Map : private util::noncopyable {
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friend class View;
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public:
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explicit Map(View&, FileSource&);
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~Map();
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// Start the map render thread. It is asynchronous.
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void start(bool startPaused = false);
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// Stop the map render thread. This call will block until the map rendering thread stopped.
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// The optional callback function will be invoked repeatedly until the map thread is stopped.
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// The callback function should wait until it is woken up again by view.notify(), otherwise
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// this will be a busy waiting loop.
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void stop(std::function<void ()> callback = std::function<void ()>());
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// Pauses the render thread. The render thread will stop running but will not be terminated and will not lose state until resumed.
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void pause(bool waitForPause = false);
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// Resumes a paused render thread
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void resume();
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// Runs the map event loop. ONLY run this function when you want to get render a single frame
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// with this map object. It will *not* spawn a separate thread and instead block until the
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// frame is completely rendered.
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void run();
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// Triggers a synchronous or asynchronous render.
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void renderSync();
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// Unconditionally performs a render with the current map state. May only be called from the Map
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// thread.
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void render();
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// Notifies the Map thread that the state has changed and an update might be necessary.
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void triggerUpdate(Update = Update::Nothing);
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// Triggers a render. Can be called from any thread.
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void triggerRender();
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// Releases resources immediately
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void terminate();
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// Styling
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void addClass(const std::string&);
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void removeClass(const std::string&);
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bool hasClass(const std::string&) const;
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void setClasses(const std::vector<std::string>&);
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std::vector<std::string> getClasses() const;
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void setDefaultTransitionDuration(Duration = Duration::zero());
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Duration getDefaultTransitionDuration();
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void setStyleURL(const std::string& url);
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void setStyleJSON(const std::string& json, const std::string& base = "");
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std::string getStyleJSON() const;
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// Transition
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void cancelTransitions();
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void setGestureInProgress(bool);
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// Position
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void moveBy(double dx, double dy, Duration = Duration::zero());
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void setLatLng(LatLng latLng, Duration = Duration::zero());
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LatLng getLatLng() const;
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void resetPosition();
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// Scale
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void scaleBy(double ds, double cx = -1, double cy = -1, Duration = Duration::zero());
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void setScale(double scale, double cx = -1, double cy = -1, Duration = Duration::zero());
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double getScale() const;
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void setZoom(double zoom, Duration = Duration::zero());
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double getZoom() const;
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void setLatLngZoom(LatLng latLng, double zoom, Duration = Duration::zero());
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void resetZoom();
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double getMinZoom() const;
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double getMaxZoom() const;
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// Rotation
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void rotateBy(double sx, double sy, double ex, double ey, Duration = Duration::zero());
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void setBearing(double degrees, Duration = Duration::zero());
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void setBearing(double degrees, double cx, double cy);
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double getBearing() const;
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void resetNorth();
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// API
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void setAccessToken(const std::string &token);
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std::string getAccessToken() const;
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// Projection
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inline void getWorldBoundsMeters(ProjectedMeters &sw, ProjectedMeters &ne) const { Projection::getWorldBoundsMeters(sw, ne); }
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inline void getWorldBoundsLatLng(LatLng &sw, LatLng &ne) const { Projection::getWorldBoundsLatLng(sw, ne); }
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inline double getMetersPerPixelAtLatitude(const double lat, const double zoom) const { return Projection::getMetersPerPixelAtLatitude(lat, zoom); }
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inline const ProjectedMeters projectedMetersForLatLng(const LatLng latLng) const { return Projection::projectedMetersForLatLng(latLng); }
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inline const LatLng latLngForProjectedMeters(const ProjectedMeters projectedMeters) const { return Projection::latLngForProjectedMeters(projectedMeters); }
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inline const vec2<double> pixelForLatLng(const LatLng latLng) const { return state.pixelForLatLng(latLng); }
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inline const LatLng latLngForPixel(const vec2<double> pixel) const { return state.latLngForPixel(pixel); }
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// Annotations
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void setDefaultPointAnnotationSymbol(const std::string&);
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double getTopOffsetPixelsForAnnotationSymbol(const std::string&);
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uint32_t addPointAnnotation(const LatLng&, const std::string& symbol);
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std::vector<uint32_t> addPointAnnotations(const std::vector<LatLng>&,
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const std::vector<std::string>& symbols);
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void removeAnnotation(uint32_t);
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void removeAnnotations(const std::vector<uint32_t>&);
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std::vector<uint32_t> getAnnotationsInBounds(const LatLngBounds&);
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LatLngBounds getBoundsForAnnotations(const std::vector<uint32_t>&);
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// Debug
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void setDebug(bool value);
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void toggleDebug();
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bool getDebug() const;
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inline const TransformState &getState() const { return state; }
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TimePoint getTime() const;
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inline AnnotationManager& getAnnotationManager() const { return *annotationManager; }
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private:
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// This may only be called by the View object.
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void resize(uint16_t width, uint16_t height, float ratio = 1);
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void resize(uint16_t width, uint16_t height, float ratio, uint16_t fbWidth, uint16_t fbHeight);
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util::ptr<Sprite> getSprite();
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uv::worker& getWorker();
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// Checks if render thread needs to pause
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void checkForPause();
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// Setup
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void setup();
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void updateTiles();
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void updateSources();
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// Triggered by triggerUpdate();
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void update();
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// Loads the style set in the data object. Called by Update::StyleInfo
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void reloadStyle();
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void loadStyleJSON(const std::string& json, const std::string& base);
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// Prepares a map render by updating the tiles we need for the current view, as well as updating
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// the stylesheet.
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void prepare();
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// Runs the function in the map thread.
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void invokeTask(std::function<void()>&&);
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template <typename Fn> auto invokeSyncTask(const Fn& fn) -> decltype(fn());
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void processTasks();
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void updateAnnotationTiles(const std::vector<Tile::ID>&);
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enum class Mode : uint8_t {
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None, // we're not doing any processing
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Continuous, // continually updating map
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Static, // a once-off static image.
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};
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Mode mode = Mode::None;
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const std::unique_ptr<Environment> env;
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std::unique_ptr<EnvironmentScope> scope;
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View &view;
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private:
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std::unique_ptr<uv::worker> workers;
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std::thread thread;
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std::unique_ptr<uv::async> asyncTerminate;
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std::unique_ptr<uv::async> asyncUpdate;
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std::unique_ptr<uv::async> asyncInvoke;
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std::unique_ptr<uv::async> asyncRender;
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bool terminating = false;
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bool pausing = false;
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bool isPaused = false;
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std::mutex mutexRun;
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std::condition_variable condRun;
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std::mutex mutexPause;
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std::condition_variable condPause;
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// Used to signal that rendering completed.
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bool rendered = false;
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std::condition_variable condRendered;
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std::mutex mutexRendered;
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// Stores whether the map thread has been stopped already.
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std::atomic_bool isStopped;
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Transform transform;
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TransformState state;
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FileSource& fileSource;
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util::ptr<Style> style;
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std::unique_ptr<GlyphAtlas> glyphAtlas;
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util::ptr<GlyphStore> glyphStore;
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std::unique_ptr<SpriteAtlas> spriteAtlas;
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util::ptr<Sprite> sprite;
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std::unique_ptr<LineAtlas> lineAtlas;
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util::ptr<TexturePool> texturePool;
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std::unique_ptr<Painter> painter;
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std::unique_ptr<AnnotationManager> annotationManager;
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const std::unique_ptr<MapData> data;
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std::set<util::ptr<StyleSource>> activeSources;
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std::atomic<UpdateType> updated;
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std::mutex mutexTask;
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std::queue<std::function<void()>> tasks;
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};
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}
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#endif
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