134 lines
3.4 KiB
C++
134 lines
3.4 KiB
C++
#pragma once
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#include <mbgl/actor/scheduler.hpp>
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#include <mbgl/util/image.hpp>
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#include <memory>
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#include <utility>
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#include <jni/jni.hpp>
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#include <mbgl/storage/default_file_source.hpp>
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#include "jni/generic_global_ref_deleter.hpp"
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namespace mbgl {
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template <class>
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class ActorRef;
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class Mailbox;
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class Renderer;
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class RendererBackend;
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class RendererObserver;
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class ThreadPool;
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class UpdateParameters;
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namespace android {
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class AndroidRendererBackend;
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class FileSource;
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/**
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* The MapRenderer is a peer class that encapsulates the actions
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* performed on the GL Thread.
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*
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* The public methods are safe to call from the main thread, others are not.
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*/
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class MapRenderer : public Scheduler {
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public:
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static constexpr auto Name() { return "com/mapbox/mapboxsdk/maps/renderer/MapRenderer"; };
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static jni::Class<MapRenderer> javaClass;
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static void registerNative(jni::JNIEnv&);
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static MapRenderer& getNativePeer(JNIEnv&, jni::Object<MapRenderer>);
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MapRenderer(jni::JNIEnv& _env,
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jni::Object<MapRenderer>,
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jni::Object<FileSource>,
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jni::jfloat pixelRatio,
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jni::String programCacheDir,
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jni::String localIdeographFontFamily);
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~MapRenderer() override;
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// Resets the renderer to clean up on the calling thread
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void reset();
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// Takes the RendererObserver by shared_ptr so we
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// don't have to make the header public. Use
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// this instead of Renderer#setObserver directly
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void setObserver(std::shared_ptr<RendererObserver>);
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// Sets the new update parameters to use on subsequent
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// renders. Be sure to trigger a render with
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// requestRender().
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void update(std::shared_ptr<UpdateParameters>);
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// Gives a handle to the Renderer to enable actions on
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// any thread.
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ActorRef<Renderer> actor() const;
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// From Scheduler. Schedules by using callbacks to the
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// JVM to process the mailbox on the right thread.
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void schedule(std::weak_ptr<Mailbox> scheduled) override;
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void requestRender();
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// Snapshot - requires a RunLoop on the calling thread
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using SnapshotCallback = std::function<void (PremultipliedImage)>;
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void requestSnapshot(SnapshotCallback);
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protected:
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// Called from the GL Thread //
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void scheduleSnapshot(std::unique_ptr<SnapshotCallback>);
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private:
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// Called from the GL Thread //
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// Resets the renderer
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void resetRenderer();
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// Renders a frame.
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void render(JNIEnv&);
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void onSurfaceCreated(JNIEnv&);
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void onSurfaceChanged(JNIEnv&, jint width, jint height);
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void onResume(JNIEnv&);
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void onPause(JNIEnv&);
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private:
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GenericUniqueWeakObject<MapRenderer> javaPeer;
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float pixelRatio;
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DefaultFileSource& fileSource;
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std::string programCacheDir;
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optional<std::string> localIdeographFontFamily;
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std::shared_ptr<ThreadPool> threadPool;
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std::shared_ptr<Mailbox> mailbox;
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std::mutex initialisationMutex;
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std::shared_ptr<RendererObserver> rendererObserver;
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std::unique_ptr<AndroidRendererBackend> backend;
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std::unique_ptr<Renderer> renderer;
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std::unique_ptr<ActorRef<Renderer>> rendererRef;
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std::shared_ptr<UpdateParameters> updateParameters;
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std::mutex updateMutex;
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bool framebufferSizeChanged = false;
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std::atomic<bool> paused {false};
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std::unique_ptr<SnapshotCallback> snapshotCallback;
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};
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} // namespace android
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} // namespace mbgl
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